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  • How to generate an Intent that jumps into a specific short message conversation?

    - by Janusz
    I would like to create an Intent that opens the messages application in a specific conversation. If a short message notification is clicked Logcat reveals the following: INFO/ActivityManager(31909): Starting activity: Intent { act=android.intent.action.VIEW dat=content://mms-sms/conversations/3 flg=0x34000000 cmp=com.android.mms/.ui.ConversationList bnds=[0,586][600,682] } This brought me a little bit further using content://mms-sms/conversations/3 as the data starts up the messages app in the correct conversation. I now only need to find out which conversation a message belongs to.

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  • Add button to a layout programmatically

    - by mmmbaileys
    I'm having trouble adding a button to a layout that I've created in XML. Here's what I want to achieve: //some class else { startActivity(new Intent(StatisticsScreen.this, ScreenTemperature.class)); } //// //ScreenTemperatureClass @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); //this is where I call another class that //displays a nice graph setContentView(new GraphTemperature(getApplicationContext())); } I want to add a Button to this new screen so that it'll appear below the graph. I've tried creating a LinearLayout view, then create a Button and add it to this view but I just get NullPointerExceptions.. Any help would be appreciated. Thanks EDIT#1 Here's what I've tried using that created a NullPointerException and 'force close': Button buybutton; LinearLayout layout; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(new GraphTemperature(getApplicationContext())); layout = (LinearLayout) findViewById(R.id.statsviewlayout); Button buyButton = new Button(this); buyButton.setText(R.string.button_back); buyButton.setLayoutParams(new LayoutParams( ViewGroup.LayoutParams.WRAP_CONTENT, ViewGroup.LayoutParams.WRAP_CONTENT)); layout.addView(buyButton); } And here's the logcat error: ERROR/AndroidRuntime(293): java.lang.RuntimeException: Unable to start activity ComponentInfo{com.weatherapp/com.weatherapp.ScreenTemperature}: java.lang.NullPointerException ERROR/AndroidRuntime(293): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2663) ERROR/AndroidRuntime(293): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2679) ERROR/AndroidRuntime(293): at android.app.ActivityThread.access$2300(ActivityThread.java:125) ERROR/AndroidRuntime(293): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:2033) theres abviously more lines to do with this error in logcat, not sure if you want it? EDIT#2 So i tried bhups method: @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); GraphTemperature GT = new GraphTemperature(getApplicationContext()); layout = (LinearLayout) findViewById(R.id.statsviewlayout); Button buyButton = new Button(this); buyButton.setText(R.string.button_back); buyButton.setLayoutParams(new LayoutParams( ViewGroup.LayoutParams.WRAP_CONTENT, ViewGroup.LayoutParams.WRAP_CONTENT)); layout.addView(GT); // line 27 layout.addView(buyButton); setContentView(layout); } This method produced the same logcat error as above, NullPointerException, indicating it was something to do with line no. 27 which is the layout.addView line of code. Any ideas? Thanks again

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  • How to start an activity Dialog.

    - by PP
    I have one activity which i am using for displaying Dialogs and as a normal layout. So what i want to do is, sometimes i want to start activity as Theme Dialog and some times using setContentView. I can't use <activity android:theme="@android:style/Theme.Dialog"> in manifest file as it will always display activity as dialog. So can we do it programmatic, i have also tried setTheme() method but it did't work. Thanks, PP.

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  • different types of parsing

    - by kostas_menu
    I have read the tutorial from ibm about xml parsing (http://www.ibm.com/developerworks/opensource/library/x-android/) In this example,there are four types of xml parsing.Dom,Sax,Android Sax and xml_pull.Could you please tell me what's the difference between these four types and when i have to use each one? Also,with every way of xml parsing in this tutorial,the feeds are shown in a listView. What i have to do in order to appear every announcement in a btn for example? thanks for your time!Merry Christmas:D

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  • Video/ Speech Development of Applications

    - by idea_
    Why do we continue to type and click away in IDEs when we could theoretically use hand gestures and speech to develop applications? Think about it - Developing a class by standing in-front of your computer, making some gesture, and yelling "CAR!". This doesn't have to strictly apply to OOP either. We have sufficient speech and image acquisition/ processing and analysis tools available to us, don't we? This seems plausible to me, but I may be overly ambitious. From a conceptual point-of-view, do you see any problems with the implementation?

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  • What smartphones to target for a modern b2c app?

    - by Fabian
    We want to build a smartphone app which uses geolocation, etc. and target the most important smartphones. Which OS would you support for a b2c application? I found a german statistic here: http://de.statista.com/statistik/daten/studie/150842/umfrage/prognostizierte-marktanteile-der-smartphone-betriebssysteme-in-2013/ which forecasts the smartphone usage for 2013. To summarize it lists the following OS, ordered by priority: Symbian, Android, Blackberry (RIM), Windows Mobile, iPhone Would you agree with this priority or should we start with the classical: iPhone/Android combo?

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  • How to restrict http access to video files?

    - by Tharases
    I want to only let "right" people watch those videos. In other words, only registered users that are allowed (by other users, ie, friends) should see videos. I have a hard retriction for cpu usage in my shared environment, so I can use things like php's readfile.

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  • Get frames from the video saved in the photo directory iphone?

    - by Ballu
    HI All. how can i get the frames of any video that i am fetching from the photo directory iphone .I checked out various links but they only provide any thumbnails or any particular TIME's frame image but i need the frames of full length video .And the respective audio too then is that possible that from the freames i got and the audio file i can create another video but will change the sequence of the frames only the audio file will be the same in the video.Is that feasible .? Sample code or link will be more helpful !!! Thanks, Balraj,

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  • screenOrientation to fullsensor got error in Manifest

    - by user1263567
    I am trying to work on a project that will work on 4 orientations. I set it on AndroidManifest.xml android:screenOrientation="sensor", it works but it only does 3 orientation. So i set it to android:screenOrientation="fullSensor" for 4 orientation. Unfortunately, i got this error error: Error: String types not allowed (at 'screenOrientation' with value 'fullSensor'). Anybody knows how to make this work?

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  • How do I send user to youtube video on ListBoxItem click?

    - by Byron Sommardahl
    I'm creating a Windows Phone 7 app and learning Silverlight in the process. I have a youtube video url and I'd like the user to be able to click a video thumbnail in my list and go to a youtube app to view the video (similar to iPhone). Is this possible? If so, can you share some code to send the user to the video? I already have a MouseLeftButtonUp event handler.

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  • Email Accounts Issue

    - by AliDeo
    Is there any way that i can access the email accounts that are saved in the default email client of android. Basically i want to access the inbox and display their mails without asking for username and password. Does AccountManager class thats available in android version 2 answer my query? and if yes then is there any alternative for v1.5 or v1.6.

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  • Access message editor from app

    - by user367248
    Hello, I´m thinking about writing an android app, but have no experience in programming such apps. My question is whether it is possible to access the standart message editor of android with my app and add for example additional information to it or would it be neccesary to write a complete new editor which would be started as a seperate app. greetings

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  • Node.js MMO - process and/or map division

    - by Gipsy King
    I am in the phase of designing a mmo browser based game (certainly not massive, but all connected players are in the same universe), and I am struggling with finding a good solution to the problem of distributing players across processes. I'm using node.js with socket.io. I have read this helpful article, but I would like some advice since I am also concerned with different processes. Solution 1: Tie a process to a map location (like a map-cell), connect players to the process corresponding to their location. When a player performs an action, transmit it to all other players in this process. When a player moves away, he will eventually have to connect to another process (automatically). Pros: Easier to implement Cons: Must divide map into zones Player reconnection when moving into a different zone is probably annoying If one zone/process is always busy (has players in it), it doesn't really load-balance, unless I split the zone which may not be always viable There shouldn't be any visible borders Solution 1b: Same as 1, but connect processes of bordering cells, so that players on the other side of the border are visible and such. Maybe even let them interact. Solution 2: Spawn processes on demand, unrelated to a location. Have one special process to keep track of all connected player handles, their location, and the process they're connected to. Then when a player performs an action, the process finds all other nearby players (from the special player-process-location tracking node), and instructs their matching processes to relay the action. Pros: Easy load balancing: spawn more processes Avoids player reconnecting / borders between zones Cons: Harder to implement and test Additional steps of finding players, and relaying event/action to another process If the player-location-process tracking process fails, all other fail too I would like to hear if I'm missing something, or completely off track.

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  • Per Pixel Collision Detection

    - by CJ Cohorst
    Just a quick question, I have this collision detection code: public bool PerPixelCollision(Player player, Game1 dog) { Matrix atob = player.Transform * Matrix.Invert(dog.Transform); Vector2 stepX = Vector2.TransformNormal(Vector2.UnitX, atob); Vector2 stepY = Vector2.TransformNormal(Vector2.UnitY, atob); Vector2 iBPos = Vector2.Transform(Vector2.Zero, atob); for(int deltax = 0; deltax < player.playerTexture.Width; deltax++) { Vector2 bpos = iBPos; for (int deltay = 0; deltay < player.playerTexture.Height; deltay++) { int bx = (int)bpos.X; int by = (int)bpos.Y; if (bx >= 0 && bx < dog.dogTexture.Width && by >= 0 && by < dog.dogTexture.Height) { if (player.TextureData[deltax + deltay * player.playerTexture.Width].A > 150 && dog.TextureData[bx + by * dog.Texture.Width].A > 150) { return true; } } bpos += stepY; } iBPos += stepX; } return false; } What I want to know is where to put in the code where something happens. For example, I want to put in player.playerPosition.X -= 200 just as a test, but I don't know where to put it. I tried putting it under the return true and above it, but under it, it said unreachable code, and above it nothing happened. I also tried putting it by bpos += stepY; but that didn't work either. Where do I put the code? Any help is appreciated. Thanks in advance!

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  • Approaches to timed puzzle elements

    - by ndg
    I'm working on a side scrolling game that has a number of timed puzzle elements. As a simple example: I have a number of moving platforms that have been setup to transition in a pattern. Ideally I'd like to ensure that as the player first approaches them, they are in an ideal state -- whereby the player can witness the full transition and more experienced players (i.e: speedrunners) can complete the puzzle immediately without having to wait for the current transition to complete. The issue here, in a nutshell, is that because these platforms begin transitioning at the start of the level, it's impossible to correctly calculate when the player is likely to stumble upon them. I've done a fair bit of Googling but haven't managed to turn up any decent resources with regards to solving a problem like this. The obvious solution is to only begin updating the objects when the player (or more likely: the camera) first encounters them. But this becomes difficult when you consider more complicated situations. It seems like potentially the easiest way of handling this is to have an invisible trigger volume that will tell any puzzle elements located inside of it that the player has 'arrived' upon first colliding with the player. But this would mean I'd have to logically group puzzle elements, which could become fairly messy in a hurry. Take, for instance, a puzzle that appears to the right of the screen. It may take the player a number of seconds to reach it. It would look strange if the elements involved were to remain stationary. But by the time the player arrives, it's likely things will be 'out of sync'. I wanted to post here in the hopes that others know of, or have implemented, a decent solution to this problem?

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  • Where should I place my reaction code in Per-Pixel Collision Detection?

    - by CJ Cohorst
    I have this collision detection code: public bool PerPixelCollision(Player player, Game1 dog) { Matrix atob = player.Transform * Matrix.Invert(dog.Transform); Vector2 stepX = Vector2.TransformNormal(Vector2.UnitX, atob); Vector2 stepY = Vector2.TransformNormal(Vector2.UnitY, atob); Vector2 iBPos = Vector2.Transform(Vector2.Zero, atob); for(int deltax = 0; deltax < player.playerTexture.Width; deltax++) { Vector2 bpos = iBPos; for (int deltay = 0; deltay < player.playerTexture.Height; deltay++) { int bx = (int)bpos.X; int by = (int)bpos.Y; if (bx >= 0 && bx < dog.dogTexture.Width && by >= 0 && by < dog.dogTexture.Height) { if (player.TextureData[deltax + deltay * player.playerTexture.Width].A > 150 && dog.TextureData[bx + by * dog.Texture.Width].A > 150) { return true; } } bpos += stepY; } iBPos += stepX; } return false; } What I want to know is where to put in the code where something happens. For example, I want to put in player.playerPosition.X -= 200 just as a test, but I don't know where to put it. I tried putting it under the return true and above it, but under it, it said unreachable code, and above it nothing happened. I also tried putting it by bpos += stepY; but that didn't work either. Where do I put the code?

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  • How to limit click'n'drag movement to an area?

    - by Vexille
    I apologize for the somewhat generic title. I'm really don't have much clue about how to accomplish what I'm trying to do, which is making it harder even to research a possible solution. I'm trying to implement a path marker of sorts (maybe there's a most suitable name for it, but this is the best I could come up with). In front of the player there will be a path marker, which will determine how the player will move once he finishes planning his turn. The player may click and drag the marker to the position they choose, but the marker can only be moved within a defined working area (the gray bit). So I'm now stuck with two problems: First of all, how exactly should I define that workable area? I can imagine maybe two vectors that have the player as a starting point to form the workable angle, and maybe those two arcs could come from circles that have their center where the player is, but I definetly don't know how to put this all together. And secondly, after I've defined the area where the marker can be placed, how can I enforce that the marker should only stay within that area? For example, if the player clicks and drags the marker around, it may move freely within the working area, but must not leave the boundaries of the area. So for example, if the player starts dragging the marker upwards, it will move upwards until it hits he end of the working area (first diagram below), but if after that the player starts dragging sideways, the marker must follow the drag while still within the area (second diagram below). I hope this wasn't all too confusing. Thanks, guys.

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  • Is this technique for stat tracking without a database workable?

    - by baptzmoffire
    If I wanted to create a chess game, for iOS, that tracked both player moves (for retracing the progression of a game and for player stats), what would be the simplest route to take? To clarify, I want to track not only the moves a player has made in a particular game, but how often that player has made that move in past games. For example I want to be able to track: How many times a given player has opened by moving the king pawn up two squares (e4) as white, on move number one. What is the percentage of time the player responds to white's e4 opening move, with moving his own king pawn to e5? What percentage of time does he respond by moving his queenside bishop pawn to c5? And so on. If it's not clear, the stat tracking system should also be able to report how many times this player, as black, move his queen to h1, on move number 30. I'm using Parse.com for my back-end as a server (BaaS) service. If I were to create a class that writes strings that identify move number, player color, moved piece, algebraic notation of the square (e.g. "d8") to a file, locally in the file system saves the file to Parse, and deletes the temporary file from file system upon opening the same game in my tableview (a la a "With Friends" game), download this file from Parse, parse through it and retrieve all stats/history, assign all relevant values to variables Is this plan viable, or is there an easier way?

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  • Turn Based Event Algorithm

    - by GamersIncoming
    I'm currently working on a small roguelike in XNA, which sees the player in a randomly generated series of dungeons fending off creeps, as you might expect. As with most roguelikes, the player makes a move, and then each of the creeps currently active on screen will make a move in turns, until all creeps have updated, and it return's to the player's go. On paper, the simple algorithm is straightforward: Player takes turn Turn Number increments For each active creep, update Position Once all active creeps have updated, allow player to take next turn However, when it comes to actually writing this in more detail, the concept becomes a bit more tricky for me. So my question comes as this: what is the best way to handle events taking turns to trigger, where the completion of each last event triggers the next, when dealing with a large number of creeps (probably stored as an array of an enemy object), and is there an easier way to create some kind of engine that just takes all objects that need updating and chains them together so their updates follow suit? I'm not asking for code, just algorithms and theory in the direction of objects triggering updates one after the other, in a turn based manner. Thanks in advance. Edited: Here's the code I currently have that is horrible :/ if (player.getTurnOver() && updateWait == 0) { if (creep[creepToUpdate].getActive()) { creep[creepToUpdate].moveObject(player, map1); updateWait = 10; } if (creepToUpdate < creep.Length -1) { creepToUpdate++; } else { creepToUpdate = 0; player.setTurnOver(false); } } if (updateWait > 0) { updateWait--; }

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  • Getting the DirectShow VideoRender filter to respond to MediaType changes on its Input Pin?

    - by Jonathan Websdale
    Below is the code extract from my decoder transform filter which takes in data from my source filter which is taking RTP network data from an IP camera. The source filter, decode filter can dynamically respond to changes in the camera image dimensions since I need to handle resolution changes in the decode library. I've used the 'ReceiveConnection' method as described in the DirectShow help, passing the new MediaType data in the next sample. However, I can't get the Video Mixing Renderer to accept the resolution changes dynamically even though the renderer will render the different resolution if the graph is stopped and restarted. Can anyone point out what I need to do to get the renderer to handle dynamic resolution changes? HRESULT CDecoder::Receive(IMediaSample* pIn) { //Input data does not necessarily correspond one-to-one //with output frames, so we must override Receive instead //of Transform. HRESULT hr = S_OK; //Deliver input to library long cBytes = pIn->GetActualDataLength(); BYTE* pSrc; pIn->GetPointer(&pSrc); try { hr = m_codec.Decode(pSrc, cBytes, (hr == S_OK)?&tStart : NULL); } catch (...) { hr = E_UNEXPECTED; } if (FAILED(hr)) { if (theLog.enabled()){theLog.strm() << "Decoder Error " << hex << hr << dec << " - resetting input"; theLog.write();} //Force reset of decoder m_bReset = true; m_codec.ResetInput(); //We have handled the error -- don't pass upstream or the source may stop. return S_OK; } //Extract and deliver any decoded frames hr = DeliverDecodedFrames(); return hr; } HRESULT CDecoder::DeliverDecodedFrames() { HRESULT hr = S_OK; for (;;) { DecodedFrame frame; bool bFrame = m_codec.GetDecodedFrame(frame); if (!bFrame) { break; } CMediaType mtIn; CMediaType mtOut; GetMediaType( PINDIR_INPUT, &mtIn); GetMediaType( PINDIR_OUTPUT, &mtOut); //Get the output pin's current image resolution VIDEOINFOHEADER* pvi = (VIDEOINFOHEADER*)mtOut.Format(); if( pvi->bmiHeader.biWidth != m_cxInput || pvi->bmiHeader.biHeight != m_cyInput) { HRESULT hr = GetPin(PINDIR_OUTPUT)->GetConnected()->ReceiveConnection(GetPin(PINDIR_OUTPUT), &mtIn); if(SUCCEEDED(hr)) { SetMediaType(PINDIR_OUTPUT, &mtIn); } } IMediaSamplePtr pOut; hr = m_pOutput->GetDeliveryBuffer(&pOut, 0, 0, NULL); if (FAILED(hr)) { break; } AM_MEDIA_TYPE* pmt; if (pOut->GetMediaType(&pmt) == S_OK) { CMediaType mt(*pmt); DeleteMediaType(pmt); SetMediaType(PINDIR_OUTPUT, &mt); pOut->SetMediaType(&mt); } // crop, tramslate and deliver BYTE* pDest; pOut->GetPointer(&pDest); m_pConverter->Convert(frame.Width(), frame.Height(), frame.GetY(), frame.GetU(), frame.GetV(), pDest); pOut->SetActualDataLength(m_pOutput->CurrentMediaType().GetSampleSize()); pOut->SetSyncPoint(true); if (frame.HasTimestamp()) { REFERENCE_TIME tStart = frame.Timestamp(); REFERENCE_TIME tStop = tStart+1; pOut->SetTime(&tStart, &tStop); } m_pOutput->Deliver(pOut); } return hr; }

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  • How to reduce iOS AVPlayer start delay

    - by Bernt Habermeier
    Note, for the below question: All assets are local on the device -- no network streaming is taking place. The videos contain audio tracks. I'm working on an iOS application that requires playing video files with minimum delay to start the video clip in question. Unfortunately we do not know what specific video clip is next until we actually need to start it up. Specifically: When one video clip is playing, we will know what the next set of (roughly) 10 video clips are, but we don't know which one exactly, until it comes time to 'immediately' play the next clip. What I've done to look at actual start delays is to call addBoundaryTimeObserverForTimes on the video player, with a time period of one millisecond to see when the video actually started to play, and I take the difference of that time stamp with the first place in the code that indicates which asset to start playing. From what I've seen thus-far, I have found that using the combination of AVAsset loading, and then creating an AVPlayerItem from that once it's ready, and then waiting for AVPlayerStatusReadyToPlay before I call play, tends to take between 1 and 3 seconds to start the clip. I've since switched to what I think is roughly equivalent: calling [AVPlayerItem playerItemWithURL:] and waiting for AVPlayerItemStatusReadyToPlay to play. Roughly same performance. One thing I'm observing is that the first AVPlayer item load is slower than the rest. Seems one idea is to pre-flight the AVPlayer with a short / empty asset before trying to play the first video might be of good general practice. [http://stackoverflow.com/questions/900461/slow-start-for-avaudioplayer-the-first-time-a-sound-is-played] I'd love to get the video start times down as much as possible, and have some ideas of things to experiment with, but would like some guidance from anyone that might be able to help. Update: idea 7, below, as-implemented yields switching times of around 500 ms. This is an improvement, but it it'd be nice to get this even faster. Idea 1: Use N AVPlayers (won't work) Using ~ 10 AVPPlayer objects and start-and-pause all ~ 10 clips, and once we know which one we really need, switch to, and un-pause the correct AVPlayer, and start all over again for the next cycle. I don't think this works, because I've read there is roughly a limit of 4 active AVPlayer's in iOS. There was someone asking about this on StackOverflow here, and found out about the 4 AVPlayer limit: fast-switching-between-videos-using-avfoundation Idea 2: Use AVQueuePlayer (won't work) I don't believe that shoving 10 AVPlayerItems into an AVQueuePlayer would pre-load them all for seamless start. AVQueuePlayer is a queue, and I think it really only makes the next video in the queue ready for immediate playback. I don't know which one out of ~10 videos we do want to play back, until it's time to start that one. ios-avplayer-video-preloading Idea 3: Load, Play, and retain AVPlayerItems in background (not 100% sure yet -- but not looking good) I'm looking at if there is any benefit to load and play the first second of each video clip in the background (suppress video and audio output), and keep a reference to each AVPlayerItem, and when we know which item needs to be played for real, swap that one in, and swap the background AVPlayer with the active one. Rinse and Repeat. The theory would be that recently played AVPlayer/AVPlayerItem's may still hold some prepared resources which would make subsequent playback faster. So far, I have not seen benefits from this, but I might not have the AVPlayerLayer setup correctly for the background. I doubt this will really improve things from what I've seen. Idea 4: Use a different file format -- maybe one that is faster to load? I'm currently using .m4v's (video-MPEG4) H.264 format. I have not played around with other formats, but it may well be that some formats are faster to decode / get ready than others. Possible still using video-MPEG4 but with a different codec, or maybe quicktime? Maybe a lossless video format where decoding / setup is faster? Idea 5: Combination of lossless video format + AVQueuePlayer If there is a video format that is fast to load, but maybe where the file size is insane, one idea might be to pre-prepare the first 10 seconds of each video clip with a version that is boated but faster to load, but back that up with an asset that is encoded in H.264. Use an AVQueuePlayer, and add the first 10 seconds in the uncompressed file format, and follow that up with one that is in H.264 which gets up to 10 seconds of prepare/preload time. So I'd get 'the best' of both worlds: fast start times, but also benefits from a more compact format. Idea 6: Use a non-standard AVPlayer / write my own / use someone else's Given my needs, maybe I can't use AVPlayer, but have to resort to AVAssetReader, and decode the first few seconds (possibly write raw file to disk), and when it comes to playback, make use of the raw format to play it back fast. Seems like a huge project to me, and if I go about it in a naive way, it's unclear / unlikely to even work better. Each decoded and uncompressed video frame is 2.25 MB. Naively speaking -- if we go with ~ 30 fps for the video, I'd end up with ~60 MB/s read-from-disk requirement, which is probably impossible / pushing it. Obviously we'd have to do some level of image compression (perhaps native openGL/es compression formats via PVRTC)... but that's kind crazy. Maybe there is a library out there that I can use? Idea 7: Combine everything into a single movie asset, and seekToTime One idea that might be easier than some of the above, is to combine everything into a single movie, and use seekToTime. The thing is that we'd be jumping all around the place. Essentially random access into the movie. I think this may actually work out okay: avplayer-movie-playing-lag-in-ios5 Which approach do you think would be best? So far, I've not made that much progress in terms of reducing the lag.

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  • Datamapper has n relationship with multiple keys

    - by jing
    I am working on a simple relationship with DataMapper, a ruby webapp to track games. A game belongs_to 4 players, and each player can have many games. When I call player.games.size, I seem to be getting back a result of 0, for players that I know have games associated with them. I am currently able to pull the player associations off of game, but can't figure out why player.games is empty. Do I need to define a parent_key on the has n association, or is there something else I'm missing? class Game belongs_to :t1_p1, :class_name => 'Player', :child_key => [:player1_id] belongs_to :t1_p2, :class_name => 'Player', :child_key => [:player2_id] belongs_to :t2_p1, :class_name => 'Player', :child_key => [:player3_id] belongs_to :t2_p2, :class_name => 'Player', :child_key => [:player4_id] ... end class Player has n, :games ... end

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  • how to redirect on youtube in androi

    - by rajshree
    public class MovieDescription extends Activity { Vibrator vibrator; TextView tv_title,tv_year,tv_banner,tv_desc; RatingBar ratingBar; ImageView iv_watch,iv_poster; private static final String TAG_CONTACTS = "Demo"; private static final String TAG_ID = "id"; private static final String TAG_TITLE = "title"; private static final String TAG_YEAR = "year"; private static final String TAG_RATING = "rating"; private static final String TAG_BANNER= "category"; private static final String TAG_DESC = "description"; private static final String TAG_URL = "url"; private static final String TAG_POSTER = "poster"; String id,title,year,rating,banner,description,poster, movieUrl; static JSONArray contacts = null; @Override protected void onCreate(Bundle savedInstanceState) { // TODO Auto-generated method stub super.onCreate(savedInstanceState); setContentView(R.layout.movie_description); initialize(); String movieDescUrl = "http://vaibhavtech.com/work/android/movie_description.php?id="+MainActivity.movie_Id; MovieDescriptionParser jParser = new MovieDescriptionParser(); JSONObject json = jParser.getJSONFromUrl(movieDescUrl); try { contacts = json.getJSONArray(TAG_CONTACTS); for (int i = 0; i < contacts.length(); i++) { /**********************************Value Parse FromUrl**********************************/ JSONObject c = contacts.getJSONObject(i); id = c.getString(TAG_ID); title = c.getString(TAG_TITLE); year = c.getString(TAG_YEAR); rating = c.getString(TAG_RATING); banner=c.getString(TAG_BANNER); description = c.getString(TAG_DESC); movieUrl = c.getString(TAG_URL); poster = c.getString(TAG_POSTER); /**********************************Valeu Assing to UI Component**********************************/ Log.i(id, title); } } catch (JSONException e) { e.printStackTrace(); } tv_title.setText(title); tv_year.setText(year); tv_banner.setText(banner); tv_desc.setText(description); Float rat=Float.parseFloat(rating); ratingBar.setRating(rat); Bitmap bimage= getBitmapFromURL("http://vaibhavtech.com/work/android/admin/upload/"+poster); iv_poster.setImageBitmap(bimage); iv_watch.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { // TODO Auto-generated method stub vibrator.vibrate(40); LayoutInflater inflater=getLayoutInflater(); View view=inflater.inflate(R.layout.customtoast,(ViewGroup)findViewById(R.id.custom_toast_layout)); Toast toast=new Toast(getApplicationContext()); toast.setDuration(Toast.LENGTH_LONG); toast.setGravity(Gravity.CENTER_HORIZONTAL, 0, 0); toast.setView(view); toast.show(); Intent intent=new Intent(Intent.ACTION_VIEW); intent.setData(Uri.parse(movieUrl)); startActivity(intent); } }); } @Override public boolean onCreateOptionsMenu(Menu menu) { // TODO Auto-generated method stub int currentapiVersion = android.os.Build.VERSION.SDK_INT; Log.i("Device Versoin is", ""+currentapiVersion); if (currentapiVersion >= android.os.Build.VERSION_CODES.JELLY_BEAN){ ActionBar actionBar = getActionBar(); actionBar.setHomeButtonEnabled(true); actionBar.setDisplayHomeAsUpEnabled(true); getMenuInflater().inflate(R.menu.main, menu); } return super.onCreateOptionsMenu(menu); } @Override public boolean onOptionsItemSelected(MenuItem item) { // TODO Auto-generated method stub switch (item.getItemId()) { case android.R.id.home: onBackPressed(); return true; case R.id.home: Intent intent = new Intent(this, MainActivity.class); intent.addFlags(Intent.FLAG_ACTIVITY_CLEAR_TOP); startActivity(intent); Log.i("Home", "Press"); return true; } return super.onOptionsItemSelected(item); } public void initialize() { tv_banner=(TextView) findViewById(R.id.tv_movie_description_banner); tv_desc=(TextView) findViewById(R.id.tv_movie_description_decription); tv_title=(TextView) findViewById(R.id.tv_movie_description_name); tv_year=(TextView) findViewById(R.id.tv_movie_description_year); ratingBar=(RatingBar) findViewById(R.id.ratingBar1); iv_watch=(ImageView) findViewById(R.id.iv_movie_description_watch); iv_poster=(ImageView) findViewById(R.id.iv_movie_description_poster); vibrator=(Vibrator)getSystemService(Context.VIBRATOR_SERVICE);; } public static Bitmap getBitmapFromURL(String src) { try { Log.i("src",src); URL url = new URL(src); HttpURLConnection connection = (HttpURLConnection) url.openConnection(); connection.setDoInput(true); connection.connect(); InputStream input = connection.getInputStream(); Bitmap myBitmap = BitmapFactory.decodeStream(input); Log.i("Bitmap","returned"); return myBitmap; } catch (IOException e) { e.printStackTrace(); Log.e("Exception",e.getMessage()); return null; } } } when i am clciking on watch now button its giving me 4 options -by mozilz,by chrome,by youtube, i want that when i click on watch now button it get redirect on youtube url link,..how can i do this please give me any suggetion.:(

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  • « Nokia X offre une nouvelle source de monétisation aux développeurs Android », entretien avec Olivier Lovisa de Nokia France

    « Nokia X offre une nouvelle source de monétisation aux développeurs Android » entretien avec Olivier Lovisa de Nokia FranceNokia a créé la surprise en février dernier lors de la conférence MWC en dévoilant « Nokia X Plate-forme » et la nouvelle gamme de terminaux mobiles sous le système d'exploitation dérivé de l'AOSP (Android Open Source Project). L'idée derrière ce choix stratégique est de permettre au constructeur de se repositionner sur le segment des smartphones d'entrée de gamme, où la...

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