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  • is it possible to display video information from an rtsp stream in an android app UI

    - by Joseph Cheung
    I have managed to get a working video player that can stream rtsp links, however im not sure how to display the videos current time position in the UI, i have used the getDuration and getCurrentPosition calls, stored this information in a string and tried to display it in the UI but it doesnt seem to work in main.xml: TextView android:id="@+id/player" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_margin="1px" android:text="@string/cpos" / in strings.xml: string name="cpos""" /string in Player.java private void playVideo(String url) { try { media.setEnabled(false); if (player == null) { player = new MediaPlayer(); player.setScreenOnWhilePlaying(true); } else { player.stop(); player.reset(); } player.setDataSource(url); player.getCurrentPosition(); player.setDisplay(holder); player.setAudioStreamType(AudioManager.STREAM_MUSIC); player.setOnPreparedListener(this); player.prepareAsync(); player.setOnBufferingUpdateListener(this); player.setOnCompletionListener(this); } catch (Throwable t) { Log.e(TAG, "Exception in media prep", t); goBlooey(t); try { try { player.prepare(); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } Log.v(TAG, "Duration: === " + player.getDuration()); } catch (IllegalStateException e) { // TODO Auto-generated catch block e.printStackTrace(); } } } private Runnable onEverySecond = new Runnable() { public void run() { if (lastActionTime 0 && SystemClock.elapsedRealtime() - lastActionTime 3000) { clearPanels(false); } if (player != null) { timeline.setProgress(player.getCurrentPosition()); //stores getCurrentPosition as a string cpos = String.valueOf(player.getCurrentPosition()); System.out.print(cpos); } if (player != null) { timeline.setProgress(player.getDuration()); //stores getDuration as a string cdur = String.valueOf(player.getDuration()); System.out.print(cdur); } if (!isPaused) { surface.postDelayed(onEverySecond, 1000); } } };

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  • VMWare Player vs Workstation

    - by Anjisan
    What's the difference between VMWare Player vs Workstation? Is it that Player is for non-commercial use and workstation isn't? For someone who builds and tests applications at home for non-commercial use, is it worth paying for a Workstation license? Do I get any benefits over Player? (Note: I realize there's open source solutions like VirtualBox, but am more interested in the differences between Player and Workstation.) Thanks!

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  • How to programmatically blur an area in a movie (in python) ?

    - by Stefano Borini
    I have a movie, and I want to produce a new movie out of it with an area blurred (e.g. an object, a writing or a face). The area is moving, so I must have fine control of the current frame and move the position of the blur area accordingly. Blur is an option, but also a dark mask is fine too. Now, I have a question open at superuser on which software to use, but since I suspect I will have to buy adobe premiere to do something like this, and I don't want to shell out a kidney for something I have to do once, I am thinking about coding it myself in python. What are the best libraries available for this task ?

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  • Changing what song is being played in a player (Flash), based on other buttons on the page (help!)

    - by janoChen
    I want to place a player (flash) in the top-right corner of a page and that player will change it songs based on what play button is clicked (they are in the center of the page). Do I have to use ActionScript in order to accomplish that? If I have to, how? I want something like hits: Each time the user clicks one of the 10 buttons the song playing in the player in the top-right should change into the selected song. Thanks in advance!

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  • Push back rectangle where collision happens

    - by Tifa
    I have a tile collision on a game I am creating but the problem is once a collision happens for example a collision happens in right side my sprite cant move to up and bottom :( thats because i set the speed to 0. I thinks its wrong. here is my code: int startX, startY, endX, endY; float pushx = 0,pushy = 0; // move player if(Gdx.input.isKeyPressed(Input.Keys.LEFT)){ dx=-1; currentWalk = leftWalk; } if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)){ dx=1; currentWalk = rightWalk; } if(Gdx.input.isKeyPressed(Input.Keys.DOWN)){ dy=-1; currentWalk = downWalk; } if(Gdx.input.isKeyPressed(Input.Keys.UP)){ dy=1; currentWalk = upWalk; } sr.setProjectionMatrix(camera.combined); sr.begin(ShapeRenderer.ShapeType.Line); Rectangle koalaRect = rectPool.obtain(); koalaRect.set(player.getX(), player.getY(), pw, ph /2 ); float oldX = player.getX(), oldY = player.getY(); // THIS LINE WAS ADDED player.setXY(player.getX() + dx * Gdx.graphics.getDeltaTime() * 4f, player.getY() + dy * Gdx.graphics.getDeltaTime() * 4f); // THIS LINE WAS MOVED HERE FROM DOWN BELOW if(dx> 0) { startX = endX = (int)(player.getX() + pw); } else { startX = endX = (int)(player.getX() ); } startY = (int)(player.getY()); endY = (int)(player.getY() + ph); getTiles(startX, startY, endX, endY, tiles); for(Rectangle tile: tiles) { sr.rect(tile.x,tile.y,tile.getWidth(),tile.getHeight()); if(koalaRect.overlaps(tile)) { //dx = 0; player.setX(oldX); // THIS LINE CHANGED Gdx.app.log("x","hit " + player.getX() + " " + oldX); break; } } if(dy > 0) { startY = endY = (int)(player.getY() + ph ); } else { startY = endY = (int)(player.getY() ); } startX = (int)(player.getX()); endX = (int)(player.getX() + pw); getTiles(startX, startY, endX, endY, tiles); for(Rectangle tile: tiles) { if(koalaRect.overlaps(tile)) { //dy = 0; player.setY(oldY); // THIS LINE CHANGED //Gdx.app.log("y","hit" + player.getY() + " " + oldY); break; } } sr.rect(koalaRect.x,koalaRect.y,koalaRect.getWidth(),koalaRect.getHeight() / 2); sr.setColor(Color.GREEN); sr.end(); I want to push back the sprite when a collision happens but i have no idea how :D pls help

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  • Flash: Adjust this code to keep the duplicated movie clip

    - by Luke Evans
    OK, so here is my code ham_mc.onPress=function(){ startDrag(this); } ham_mc.onRelease=ham_mc.onReleaseOutside=function(){ stopDrag(); _root.ham_mc.duplicateMovieClip("ham_mc" + "x",2); x++; } The user can at first drag the movie clip. When released, the duplicateMovieClip command runs, leaving a new ham movie clip in the position the first is dragged to. PROBLEM: When I click and drag the first ham movie click again, the duplicateMovieClip runs again but REPLACES the previous generated movie clip. I added x and x++ in an attempt to give the movie clip duplication a different name every time, but this doesn't solve it. How do I change this code so that a NEW ham_mc is created every time, rather than overwriting the old one. I'm tired, sorry for the poor explaination!

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  • How to load new movie with preserved position from previous movie?

    - by ITmeze
    Hi, I am serving movie via JW player. I need to provide functionality to change quality of the movie. Each quality has different url. I need a javascript that loads new movie and moves to last position within clip. Example: User is watching a movie in low quality (http://test.com/play?id=1&qual=low) and is currently at position 00:30:15. User presses button requesting medium quality 'http://test.com/play?id=1&qual=medium' and sees movie starting from position from low quality (http://test.com/play?id=1&qual=low)

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  • How to step frames in a movie recorded by iPhone

    - by aron
    Is there a way to have my iPhone program step frame by frame through a movie recorded by the iPhone? What I want to do is have the user record a quicktime movie, then be able to step through the movie frame by frame. Alternately, I suppose if there was a way to extract every single frame from the movie to a jpg, then I could easily step through the pictures. Anyone know of a way to do this??? I suppose the third option (which might not get past Apple's store) is to capture the movie the way the old jailbroken apps did, which is somehow capture the pictures directly from the camera view???? Any help appreciated. Thanks in advance!!!!

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  • How to fix poor rendering in Windows Movie Maker?

    - by Cyberherbalist
    I am using CamStudio to make some instructional videos about Visual Studio for our development team, and one of the videos needed some editing to remove audio and video mistakes and to add in a better ending. CamStudio outputs to .avi files, and they look pretty good, with the program source code being quite readable. However, after making the edits using WMM, it has rendered the results to a noticeable loss in quality. It has gone from from fairly sharp in focus and adequately readable to recognizable but somewhat blurred. It has also inflated the size of the new .avi file to three times its original size (before cropping half of the vido out!). And the .wmv I attempted to render was was certainly smaller but simply horrible-looking. The left image here is the original video, and the right image is WMM's rendering in .avi format: I have to be doing something wrong, but I know nothing about how to use WMM (my first use of it). I am using default settings to the best of my knowledge. Any suggestions welcomed!

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  • Is it possible to limit how much CPU a virtual machine can use with VMWare Player?

    - by Raz
    Is it possible to limit how much CPU a virtual machine can use with VMWare Player? I use VMWare to run a Windows XP virtual machine. I want to keep it on in the background all the time. The real computer runs Windows 7 and is sometimes a little bit short of memory. That's why I want to check if I can throttle the VM down to the bare minimum to keep it running in the background constantly without interfering too much.

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  • Can't install .NET 4.0 on Windows XP virtual machine! (VMWare Player)

    - by Vercas
    So, every time I try to install .NET Framework 4.0 on my Windows XP Professional SP3 VMWare Player virtual machine, I get a fatal error. It doesn't work with either Windows Update, the Web Installer or the normal installer! I don't know if it matters (AND I HOPE IT DOES NOT), but the host OS's Operating System drive is encrypted, and the VM HDD file resides on that partition. I don't think it matters because other programs can be installed! And downloaded!

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  • VMWare player grabbing mouse focus

    - by Bryan Rowe
    I am using the newest VMWare player on a Windows 7 machine. When I have the player open on one of my two monitors I get some weird behavior. For instance, if the player is open on monitor 2, and I minimize firefox on monitor 1, my mouse will instantly switch to the monitor 2 and be centered within the VMWare player window. This happens when I minimize any window after having been working in my VM. I hope there is a setting or tweak that I am not aware of that can remedy this. EDIT: Through more testing I have found that this only occurs when the VMWare player is full screen on either of my two monitors. Also, I found people having the exact same issue at: http://communities.vmware.com/message/1244913

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  • Grab your popcorn and watch the latest AutoVue Movie. Now available on YouTube!

    - by [email protected]
    Just released is: Oracle's AutoVue Visualization Solutions and Primavera P6 integration Movie Watch it now (9:24). This is sure to be a box office sensation. And if you have time for a double, triple or even quadruple feature don't forget these other AutoVue movies available on YouTube: AutoVue Work Online and Offline movie Watch it now (5:01). AutoVue 3D Walkthrough movie Watch it now (6:01). AutoVue 2D Compare Movie Watch it now (4:14). Enjoy the movies.

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  • Flash Actionscript 3.0 Game Projectile Creation

    - by Christian Basar
    I have been creating a side-scrolling Actionscript 3.0 game. In this game I want the Player to be able to shoot blow darts as weapons. I had some trouble getting the darts to be created in the right place (in front of the player), but eventually got it working with some help from this page (please look at it for background information on this problem): http://stackoverflow.com/questions/8031553/flash-actionscript-3-0-game-projectile-creation I got the darts to be created in the right place (near the player) and a 'movePlayerDarts()' function moves them. But I actually have a new problem. When the player moves after firing a dart, the dart tries to follow him! If the player jumps, the dart rises up. If the player moves to the left, the dart moves slightly to the left. Obviously, there is some code somewhere which is telling the darts to follow the player. I do not see how, unless the 'playerDartContainer' has something to do with that. But the container is always at position (0,0) and it does not move. Also, as a test I traced a dart's 'y' coordinate within the constantly-running 'movePlayerDarts()' function. As you can see, that function constantly moves the dart down the y axis by increasing its y-coordinate value. But when I jump, the 'y' coordinate being traced is never reduced, even though the dart clearly looks like it's rising! If anybody has any suggestions, I'd appreciate them! Here is the code I use to create the darts: // This function creates a dart public function createDart():void { if (playerDartContainer.numChildren <= 4) { // Play dart shooting sound sndDartShootIns.play(); // Create a new 'PlayerDart' object playerDart = new PlayerDart(); // Set the new dart's initial position and direction depending on the player's direction // Player's facing right if (player.scaleX == 1) { // Create dart in front of player's dart gun playerDart.x = player.x + 12; playerDart.y = player.y - 85; // Dart faces right, too playerDart.scaleX = 1; } // Player's facing left else if (player.scaleX == -1) { // Create dart in front of player's dart gun playerDart.x = player.x - 12; playerDart.y = player.y - 85; // Dart faces left, too playerDart.scaleX = -1; } playerDartContainer.addChild(playerDart); } } // End of 'createDart()' function This code is the EnterFrameHandler for the player darts: // In every frame, call 'movePlayerDarts()' to move the darts within the 'playerDartContainer' public function playerDartEnterFrameHandler(event:Event):void { // Only move the Player's darts if their container has at least one dart within if (playerDartContainer.numChildren > 0) { movePlayerDarts(); } } And finally, this is the code that actually moves all of the player's darts: // Move all of the Player's darts public function movePlayerDarts():void { for (var pdIns:int = 0; pdIns < playerDartContainer.numChildren; pdIns++) { // Set the Player Dart 'instance' variable to equal the current PlayerDart playerDartIns = PlayerDart(playerDartContainer.getChildAt(pdIns)); // Move the current dart in the direction it was shot. The dart's 'x-scale' // factor is multiplied by its speed (5) to move the dart in its correct // direction. If the 'x-scale' factor is -1, the dart is pointing left (as // seen in the 'createDart()' function. (-1 * 5 = -5), so the dart will go // to left at a rate of 5. The opposite is true for the right-ward facing // darts playerDartIns.x += playerDartIns.scaleX * 1; // Make gravity work on the dart playerDartIns.y += 0.7; //playerDartIns.y += 1; // What if the dart hits the ground? if (HitTest.intersects(playerDartIns, floor, this)) { playerDartContainer.removeChild(playerDartIns); } //trace("Dart x: " + playerDartIns.x); trace("Dart y: " + playerDartIns.y); } }

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  • rotate player based off of joystick

    - by pengume
    Hey everyone I have this game that i am making in android and I have a touch screen joystick that moves the player around based on the joysticks position. I cant figure out how to also get the player to rotate at the same angle of the joystick. so when the joystick is to the left the players bitmap is rotated to the left as well. Maybe someone here has some sample code I could look at here is the joysticks class that I am using. `public class GameControls implements OnTouchListener { public float initx = DroidzActivity.screenWidth - 45; //255; // 320 og 425 public float inity = DroidzActivity.screenHeight - 45;//425; // 480 og 267 public Point _touchingPoint = new Point( DroidzActivity.screenWidth - 45, DroidzActivity.screenHeight - 45); public Point _pointerPosition = new Point(DroidzActivity.screenWidth - 100, DroidzActivity.screenHeight - 100); // ogx 220 ogy 150 private Boolean _dragging = false; private boolean attackMode = false; @Override public boolean onTouch(View v, MotionEvent event) { update(event); return true; } private MotionEvent lastEvent; public boolean ControlDragged; private static double angle; public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { if ((int) event.getX() > 0 && (int) event.getX() < 50 && (int) event.getY() > DroidzActivity.screenHeight - 160 && (int) event.getY() < DroidzActivity.screenHeight - 0) { setAttackMode(true); } else { _dragging = true; } } else if (event.getAction() == MotionEvent.ACTION_UP) { if(isAttackMode()){ setAttackMode(false); } _dragging = false; } if (_dragging) { ControlDragged = true; // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // Log.d("GameControls", "x = " + _touchingPoint.x + " y = " //+ _touchingPoint.y); // bound to a box if (_touchingPoint.x < DroidzActivity.screenWidth - 75) { // og 400 _touchingPoint.x = DroidzActivity.screenWidth - 75; } if (_touchingPoint.x > DroidzActivity.screenWidth - 15) {// og 450 _touchingPoint.x = DroidzActivity.screenWidth - 15; } if (_touchingPoint.y < DroidzActivity.screenHeight - 75) {// og 240 _touchingPoint.y = DroidzActivity.screenHeight - 75; } if (_touchingPoint.y > DroidzActivity.screenHeight - 15) {// og 290 _touchingPoint.y = DroidzActivity.screenHeight - 15; } // get the angle setAngle(Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180)); // Move the ninja in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // og 180 70 _pointerPosition.x += Math.cos(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // make the pointer go thru if (_pointerPosition.x > DroidzActivity.screenWidth) { _pointerPosition.x = 0; } if (_pointerPosition.x < 0) { _pointerPosition.x = DroidzActivity.screenWidth; } if (_pointerPosition.y > DroidzActivity.screenHeight) { _pointerPosition.y = 0; } if (_pointerPosition.y < 0) { _pointerPosition.y = DroidzActivity.screenHeight; } } else if (!_dragging) { ControlDragged = false; // Snap back to center when the joystick is released _touchingPoint.x = (int) initx; _touchingPoint.y = (int) inity; // shaft.alpha = 0; } } public void setAttackMode(boolean attackMode) { this.attackMode = attackMode; } public boolean isAttackMode() { return attackMode; } public void setAngle(double angle) { this.angle = angle; } public static double getAngle() { return angle; } }` I should also note that the player has animations based on when he is moving or attacking.

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  • Workstation 7 build 203739 - Capture Movie Mouse Pointer Not Visible

    - by BMIVM
    Hi, I have noticed that whenever I create a Capture Movie, the movie is fine but the mouse pointer is not visible at all. The clicks are on buttons file menus are executed but is hard for a viewer of the capturre movie session to follow the recording smoothly. This was not a problem in previous versions of WorkStation. Is this a bug or is there a setting I can set to see the mouse pointer? Note: VM Tools are installed, Host is Vista Ultimate Edtion SP1, x64 and the guest is a Win XP SP2. Thanks in advance for your help.

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  • VMware Workstation 7 build 203739 - Capture Movie Mouse Pointer Not Visible

    - by BMIVM
    Hi, I have noticed that whenever I create a Capture Movie, the movie is fine but the mouse pointer is not visible at all. The clicks are on buttons file menus are executed but is hard for a viewer of the capturre movie session to follow the recording smoothly. This was not a problem in previous versions of WorkStation. Is this a bug or is there a setting I can set to see the mouse pointer? Note: VM Tools are installed, Host is Vista Ultimate Edtion SP1, x64 and the guest is a Win XP SP2. Thanks in advance for your help.

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  • How to adjust and combine multiple lower quality photos into one better using FOSS?

    - by Vi
    I have multiple noisy photos (caputed without tripod) that needs to be adjusted (moved/rotated) and averaged. How it's better to do it in Linux with FOSS console-based programs? Current way is something like: mplayer mf://*.JPG -vo yuv4mpeg:file=qqq.yuv transcode -i qqq.yuv -y null -J stabilize=maxshift=500:fieldsize=100:fieldnum=6:stepsize=50:shakiness=10 transcode -i qqq.yuv -J transform=smoothing=100000:sharpen=0:optzoom=0 -y raw -o www.yuv mplayer www.yuv -vo pnm gm convert -average 0*.ppm q.ppm i.e.: Convert photos to video Apply Transcode's "Stabilize" filter Convert the video back to images Average the images. It works, but bad: photos still not perfectly adjusted and the whole sequence is very slow. What is better way of doing it?

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