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  • How to get the src for a video with multiple sources?

    - by Sam Dutton
    I'd like to be able to get the src value that is actually used for a video element like the following: <video> <source src="foo.mp4" type='video/mp4; codecs="avc1.42E01E, mp4a.40.2"'> <source src="foo.webm" type='video/webm; codecs="vp8, vorbis"'> <source src="foo.ogv" type='video/ogg; codecs="theora, vorbis"'> </video> In Firefox (at least), src is defined for the source elements but not for the video element. How can I find which source is used?

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  • Only 1080p youtube videos work properly

    - by oshirowanen
    I have Ubuntu 12.04 64bit installed/full updated and have noticed that I can only play 1080p youtube videos properly on full screen. All other resolutions, 480, 720, 1440 etc do not go into full screen properly. Please have a look at the attached images. You will notice that only the 1080p video has the video control bar right at the bottom with a respectable text size. All other videos don't have the video control bar right at the bottom on the screen, and the control bar text is too small. I've had this problem for ages, but finally decided to ask about it. 480p: Notice the bottom control bar, it's not at the bottom on the screen and the video has borders on the sides: 720p: Notice the bottom control bar, it's not at the bottom on the screen and the video has borders on the sides and the text is tiny: 1080p: This is the only one that works as expected, i.e. controls right at the bottom, and good font size and no borders on the sides: 1440p: Notice the bottom control bar, it's not at the bottom on the screen and the video has borders on the sides: How do I correct this problem so I can play all different video resolutions at full screen. The flash version I have installed in Chromium is Adobe Flash Player - Version: 11.2 r202 - Shockwave Flash 11.2 r202

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  • Sharing password-protected videos on social media

    - by PaulJ
    We are developing a site where users will be able to watch and download videos that they've recorded of themselves in a public event. The videos will be password protected, and will be available only to users who have paid for them at the event... ...But on the other hand, we also want users to share those videos on social media, since they will be an attractive publicity for our events. Having people log into our site with their password, download the video and then re-upload it to Youtube/Facebook will be too cumbersome, and I suspect that few users will be willing to do that. So the obvious alternative is to have one of those convenient "share" buttons, but the problem with that approach will be that: The video will be physically hosted (and linked to) in our site. What happens if those videos go viral and our bandwidth cost explodes? The video is password protected. The solution I've thought of for this is: Upload the user's video to our (password-protected site) and to Youtube at the same time, as an unlisted video. The user can access our site with his password and download his video (to watch on his TV or whatever). If the users hits the "share" button, we show him the Youtube link... and we turn the video into a listed one. This seems in line with the ideas in Using YouTube as a CDN, and there didn't seem to be any objections in that question. I'm posting this just to confirm that my idea doesn't violate any Youtube TOS, and also to see if it is a good one or there might be better alternatives.

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  • Ipad MPMovieplayerController video loads but automatically pauses when played

    - by slayerIQ
    Hello I am trying to get the MPMovieplayerController to work. I load a video everything goes wel i even see the first frame but then it automatically pauses, if i press play it pauses again. In the simulator it works perfectly but on the ipad device it gives the problem. I can even seek through the video and i see the frame i seeked to but nothing plays. This is some output from the console: 2010-06-08 22:16:13.145 app[3089:207] Using two-stage rotation animation. To use the smoother single-stage animation, this application must remove two-stage method implementations. [Switching to thread 12803] warning: Unable to read symbols for "/Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.2 (7B367)/Symbols/System/Library/VideoDecoders/VCH263.videodecoder" (file not found). warning: Unable to read symbols for "/Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.2 (7B367)/Symbols/System/Library/VideoDecoders/H264H2.videodecoder" (file not found). warning: Unable to read symbols for "/Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.2 (7B367)/Symbols/System/Library/VideoDecoders/MP4VH2.videodecoder" (file not found). warning: Unable to read symbols for "/Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.2 (7B367)/Symbols/System/Library/VideoDecoders/JPEGH1.videodecoder" (file not found). 2010-06-08 22:16:15.145 app[3089:207] setting file:///private/var/mobile/Applications/46CE5456-6338-4BBF-A560-DCEFF700ACE0/tmp/MediaCache/ I dont get those warning when using the simulator BTW. Does anyone know how to fix this ?

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  • Browser Based Streaming Video/Audio (not progressive download)

    - by Josh
    Hello, I am trying to understand conceptually the best way to deliver real streaming audio and video content. I would want it to be consumed with a web browser, utilizing the least amount of proprietary technology. I wouldn't be serving static files and using progressive download, this would be real audio streams being captured live. How does one broadcast a stream that will be reasonably in sync with the source? What kind of protocol is suitable? Edit: In research I've found that there are a few protocols: RTSP, HTTP Streaming, RTMP, and RTP. HTTP streaming is somewhat unsuitable if you are streaming a live performance/communication of some kind because it relies on TCP (as its HTTP based) and you don't lose packets. In a low bandwidth situation, the client can get significantly behind in playback. ref RTMP is a proprietary technology, requiring flash media server. Crap on that. The reason I looked at flash is because they are extremely flexible as far as user experience goes. SoundManager2 provides an excellent javascript interface for playing media with flash. This is what I would look for in a client application. RTSP/RTP is what Microsoft switched to using, deprecating their MMS protocol. RTSP is the control protocol. Its similar to HTTP with a few distinct difference -- server can also talk to the client, and there are additional commands, like PAUSE. Its also a stateful protocol, which is maintained with a session id. RTP is the protocol for delivering the payload (encoded audio or video). There are a few open sourced projects, one of them being supported by apple here. It seems like this might do what I want it to, and it looks like quite a few players support it. It sounds like it would be suitable for a "live" broadcast from this page here. Thanks, Josh

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  • Seperation of game- and rendering logic

    - by Qua
    What is the best way to seperate rendering code from the actually game engine/logic code? And is it even a good idea to seperate those? Let's assume we have a game object called Knight. The Knight has to be rendered on the screen for the user to see. We're now left with two choices. Either we give the Knight a Render/Draw method that we can call, or we create a renderer class that takes care of rendering all knights. In the scenario where the two is seperated the Knight should the knight still contain all the information needed to render him, or should this be seperated as well? In the last project we created we decided to let all the information required to render an object be stored inside the object itself, but we had a seperate component to actually read those informations and render the objects. The object would contain information such as size, rotation, scale, and which animation was currently playing and based on this the renderer object would compose the screen. Frameworks such as XNA seem to think joining the object and rendering is a good idea, but we're afraid to get tied up to a specific rendering framework, whereas building a seperate rendering component gives us more freedom to change framework at any given time.

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  • AJAX vs ActiveX/Flash for browser-based game

    - by iconiK
    I have been following the usage of JavaScript for the past few years, and with the release of extremely fast scripting engines (V8, SquirrelFish Extrene, TraceMonkey, etc.) the possibilities of JavaScript have increased dramatically. However, the usage share of Internet Explorer coupled with it's total lack of support for recent standards makes me want to drop a bomb on Microsoft's HQ, as it creates a huge amount of problems for any website. The game will need to be pretty dynamic client-side, with animations and other eye-candy things, but not a full-blown game like those that run directly in the OS using DirectX or OpenGL. However, this might be a little stretch for JavaScript and will certainly feel extremely slow in Internet Explorer (given that the current IE engine can be hundreds of times slower than SFX; gotta see what IE9 will bring), would it be better to just do the whole thing in Flash? I know this means requiring the plug-in AND I have no experience whatsoever with Flash (other than browsing YouTube :P). It also means I can't just output directly from PHP, I would have to use XML or some other format to pass data to it (JSON is directly integrated in JS and PHP can deal with it easily). Another idea would be to provide an alternative interface just for IE, though I don't know how (ActiveX maybe? or with Flash, then why not just provide it to all browsers) or totally not supporting it and requiring the use of other browsers, although this is plain stupid from a business perspective. So here am I, wondering what approach to take and thus asking for your advice. How should I build the client-side? AJAX in all browsers, Flash in all browsers or a mix (AJAX for "modern" browsers and something else for the "grandpa": IE).

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  • Trying to write a video file using OpenCV

    - by Ted pottel
    Hi , I’m trying to use OpenCV to write a video file. I have a simple program that loads frames from a video file then accepts to save them At first the cvCreateVideoWrite always return NULL. I got a answer from your group saying it returns separate images and to try to change the file name to test0001.png, this worked. But now the cvWriteFrame function always fails, the code is CString path; path="d:\\mice\\Test_Day26_2.avi"; CvCapture* capture = cvCaptureFromAVI(path); IplImage* img = 0; CvVideoWriter *writer = 0; int isColor = 1; int fps = 25; // or 30 int frameW = 640; // 744 for firewire cameras int frameH = 480; // 480 for firewire cameras writer=cvCreateVideoWriter("d:\\mice\\test0001.png",CV_FOURCC('P','I','M','1'), fps,cvSize(frameW,frameH),isColor); if (writer==0) MessageBox("could not open writter"); int nFrames = 50; for(int i=0;i<nFrames;i++){ if (!cvGrabFrame(capture)) MessageBox("could not grab frame"); img=cvRetrieveFrame(capture); // retrieve the captured frame if (img==0) MessageBox("could not retrive data"); if (!cvWriteFrame(writer,img) ) MessageBox("could not write frame"); } cvReleaseVideoWriter(&writer); Any help would be GREAT - Ted

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  • Generic FSM for game in C++ ?

    - by Mr.Gando
    Hello, I was wondering if there's a way I could code some kind of "generic" FSM for a game with C++?. My game has a component oriented design, so I use a FSM Component. my Finite State Machine (FSM) Component, looks more or less this way. class gecFSM : public gecBehaviour { public: //Constructors gecFSM() { state = kEntityState_walk; } gecFSM(kEntityState s) { state = s; } //Interface void setRule(kEntityState initialState, int inputAction, kEntityState resultingState); void performAction(int action); private: kEntityState fsmTable[MAX_STATES][MAX_ACTIONS]; }; I would love to hear your opinions/ideas or suggestions about how to make this FSM component, generic. With generic I mean: 1) Creating the fsmTable from an xml file is really easy, I mean it's just a bunch of integers that can be loaded to create an MAX_STATESxMAX_ACTION matrix. void gecFSM::setRule(kEntityState initialState, int inputAction, kEntityState resultingState) { fsmTable[initialState][inputAction] = resultingState; } 2) But what about the "perform Action" method ? void gecFSM::performAction(int action) { switch( smTable[ ownerEntity->getState() ][ action ] ) { case WALK: /*Walk action*/ break; case STAND: /*Stand action*/ break; case JUMP: /*Jump action*/ break; case RUN: /*Run action*/ break; } } What if I wanted to make the "actions" and the switch generic? This in order to avoid creating a different FSM component class for each GameEntity? (gecFSMZombie, gecFSMDryad, gecFSMBoss etc ?). That would allow me to go "Data Driven" and construct my generic FSM's from files for example. What do you people suggest?

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  • Keeping sync in multiplayer RTS game that uses floating point arithmetic

    - by Calmarius
    I'm writing a 2D space RTS game in C#. Single player works. Now I want to add some multiplayer functionality. I googled for it and it seems there is only one way to have thousands of units continuously moving without a powerful net connection: send only the commands through the network while running the same simulation at every player. And now there is a problem the entire engine uses doubles everywhere. And floating point calculations are depends heavily on compiler optimalizations and cpu architecture so it is very hard to keep things syncronized. And it is not grid based at all, and have a simple phisics engine to move the space-ships (space ships have impulse and angular-momentum...). So recoding the entire stuff to use fixed point would be quite cumbersome (but probably the only solution). So I have 2 options so far: Say bye to the current code and restart from scratch using integers Make the game LAN only where there is enough bandwidth to have 8 players with thousands of units and sending the positions and orientation etc in (almost) every frame... So I looking for better opinions, (or even tips on migrating the code to fixed-point without messing everything up...)

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  • iPhone shooter game bullet physics!

    - by user298261
    Hello, Making a new shooter game here in the vein of "Galaga" (my fav shooter game growing up). Here's the code I have for bullet physics: -(IBAction)shootBullet:(id)sender{ imgBullet.hidden = NO; timer = [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(fireBullet) userInfo:Nil repeats:YES]; } -(void)fireBullet{ imgBullet.center = CGPointMake(imgBullet.center.x + bulletVelocity.x , imgBullet.center.y + bulletVelocity.y); if(imgBullet.center.y <= 0){ imgBullet.hidden = YES; imgBullet.center = self.view.center; [timer invalidate]; } } Anyway, the obvious issue is that once the bullet leaves the screen, its center is being reset, so I'm reusing the same bullet for each press of the "fire" button. Ideally, I would like the user to be able to spam the "fire" button without causing the program to crash. How would I tinker this existing code so that a bullet object would spawn on the button press each time, and then despawn after it exits the screen, or collides with an enemy? Thank you for any assistance you can offer!

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  • HTML5 Canvas and Game Programming

    - by LemonBeagle
    I hope this isn't too open ended. I'm wondering if there is a better (more battery-friendly) way of doing this -- I have a small HTML 5 game, drawn in a canvas (let's say 500x500). I have some objects whose positions I update every 50ms or so. My current implementation re-draws the entire canvas every 50ms. I can't imagine that being very good for battery life on mobile platforms. Is there a better way to do this? This must be a common pattern with games. EDIT: as requested, here are some more updates: Right now, the objects are geometric primitives drawn via arcs and lines. I'm not opposed to making these small png/jpg/gif files instead of that'd help out. These are small graphics -- just 15x15 or so. As the game progresses, more and more of the screen changes at a time. However, at the start, the screen changes relatively slowly (the objects randomly moved a few pixels every 50ms).

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  • Javascript game with css position

    - by newb125505
    I am trying to make a very simple helicopter game in javascript and I'm currently using css positions to move the objects. but I wanted to know if there was a better/other method for moving objects (divs) when a user is pressing a button here's a code i've got so far.. <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <title>Game 2 helicopter</title> <script type="text/javascript"> function num(x){ return parseInt(x.replace(/([^0-9]+)/g,'')); } function getPos(x, y){ var inum=Math.floor(Math.random()*(y+1-x)) + x; inum=inum; return inum; } function setTop(x,y){ x.style.top = y+'px'; } function setBot(x,y){ x.style.bottom = y+'px'; } function setLeft(x,y){ x.style.left = y+'px'; } function setRight(x,y){ x.style.right = y+'px'; } function getTop(x){ return num(x.style.top); } function getBot(x){ return num(x.style.bottom); } function getLeft(x){ return num(x.style.left); } function getRight(x){ return num(x.style.right); } function moveLeft(x,y){ var heli = document.getElementById('heli'); var obj = document.getElementById('obj'); var poss = [20,120,350,400]; var r_pos = getPos(1,4); var rand_pos = poss[r_pos]; xleft = getLeft(x)-y; if(xleft>0){ xleft=xleft; } else{ xleft=800; setTop(x,rand_pos); } setLeft(x,xleft); setTimeout(function(){moveLeft(x,y)},10); checkGame(heli,obj); } var heli; var obj; function checkGame(x,y){ var obj_right = getLeft(x) + 100; var yt = getTop(y); var yb = (getTop(y)+100); if(getTop(x) >= yt && getTop(x) <= yb && obj_right==getLeft(y)){ endGame(); } } function func(){ var x = document.getElementById('heli'); var y = document.getElementById('obj'); alert(getTop(x)+' '+getTop(y)+' '+(getTop(y)+200)); } function startGame(e){ document.getElementById('park').style.display='block'; document.getElementById('newgame').style.display='none'; heli = document.getElementById('heli'); obj = document.getElementById('obj'); hp = heli.style.top; op = obj.style.top; setTop(heli,20); setLeft(heli,20); setLeft(obj,800); setTop(obj,20); moveLeft(obj,5); } function newGameLoad(){ document.getElementById('park').style.display='none'; document.getElementById('newgame').style.display='block'; } function gamePos(e){ heli = document.getElementById('heli'); obj = document.getElementById('obj'); var keynum; var keychar; var numcheck; if(window.event){ // IE keynum = e.keyCode; } else if(e.which){ // Netscape/Firefox/Opera keynum = e.which; } keychar = String.fromCharCode(keynum); // up=38 down=40 left=37 right=39 /*if(keynum==37){ //left tl=tl-20; db.style.left = tl + 'px'; } if(keynum==39){ //right //stopPos(); tl=tl+20; db.style.left = tl + 'px'; }*/ curb = getTop(heli); if(keynum==38){ //top setTop(heli,curb-10); //alert(curb+10); } if(keynum==40){ //bottom setTop(heli,curb+10); //alert(curb-10); } } function endGame(){ clearTimeout(); newGameLoad(); } </script> <style type="text/css"> .play{position:absolute;color:#fff;} #heli{background:url(http://classroomclipart.com/images/gallery/Clipart/Transportation/Helicopter/TN_00-helicopter2.jpg);width:150px;height:59px;} #obj{background:red;width:20px;height:200px;} .park{height:550px;border:5px solid brown;border-left:none;border-right:none;} #newgame{display:none;} </style> </head> <body onload="startGame();" onkeydown="gamePos(event);"> <div class="park" id="park"> <div id="heli" class="play"></div> <div id="obj" class="play"></div> </div> <input type="button" id="newgame" style="position:absolute;top:25%;left:25%;" onclick="startGame();" value="New Game" /> </body> </html>

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  • Record Screen Activity with CamStudio

    - by Asian Angel
    Sometimes a visual demonstration works much better than a list of instructions. If you need to make a demo video for family and/or friends then you might want to have a look at CamStudio. Using CamStudio To get properly set up you will need to install two different files (the main program followed by the codec). Once that is done you are ready to get started. When you start the program you will see a surprisingly small window. Notice the highlighted Record to text…it serves as a visual indicator for the video type selected for recording. Before you start creating a video it would be a good idea to look through some of the settings. The first one to look at is the region or area that you want to record. Next you will want to look through the video options since these will affect the quality and final size of your video files. The default setting for quality is 70…adjust that to the level that best suits your needs. Note: For our example we maxed out the various video settings for best quality. On our system Microsoft Video 1 was listed as the default compressor but as you can see there were other options available. You can configure the settings for the compressor you want to use if desired. Keep in mind that each compressor will have unique settings of their own, so if you change it, be certain to go back and check. We decided to use the CamStudio Lossless Codec for our example (it gave the best results while trying the software). Going back to the main window you can toggle back and forth between .avi and .swf output using the last button. Once you are satisfied with the settings click on the red record button to start. If you need to pause while recording or stop recording click on the system tray icon and select the appropriate command. When you are finished recording, you will be presented with the save file window. Browse for the desired save location and name your new file. Once you have saved the file the movie player window will automatically open so that you view your new video. Our sample video shown here is at 50% of original size so may look slightly “gritty”. The detail was much better at 100%. If you decide to record and save as .swf the process will be identical to recording in .avi format until the movie player window opens. At that time the conversion process from .avi to .swf will begin. When complete you will have a new flash video and html file that goes with it. Depending on which browser you have set as default, you may run into a small problem when the preview for your new .swf file tries to open. There is a small bug in the generated html file. You can use this work-around or… Just open the .swf file directly in your favorite browser. Conclusion CamStudio may not produce the highest quality videos, but it’s free and does a very nice job nonetheless. If you are working on a tight budget or only need to make an occasional video then CamStudio is a very sensible choice. Links Download CamStudio Stable Version & CamStudio Codec *Download links are approximately half-way down the page. Download CamStudio Stable Version & CamStudio Codec at SourceForge *Beta version also available here. Similar Articles Productive Geek Tips Get the Classic Style Network Activity Indicator Back in Windows 7How To Copy a DVD with VLC 1.0ALLCapture 3.0 [Review]Listen and Record Over 12,000 Online Radio Stations with RadioSureGeek Reviews: Play And Record Internet Radio With Screamer Radio TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 TimeToMeet is a Simple Online Meeting Planning Tool Easily Create More Bookmark Toolbars in Firefox Filevo is a Cool File Hosting & Sharing Site Get a free copy of WinUtilities Pro 2010 World Cup Schedule Boot Snooze – Reboot and then Standby or Hibernate

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  • share distribution question

    - by facebook-100000781341887
    Hi, I just developed a facebook game(mifia like), but the graphic I make is not good, because it is reference with some existing photo, trace with AI, and coloring it. Therefore, I invite my friend to join me, he is a graphic designer, own a company with his friend (I know both of them), for the share, I expect at least 70% for me, and at most 30% for them (both of them want to join). Therefore, they give me a counter offer, 60% for me and 40% for them, of course, I feel their counter offer is unacceptable because they only build the image in part time, and all the other work just like coding, webhosting...etc, is what I do in full time. Why they said they worth 40% is that they will make a good graphic, they can provide a advertise channel(on local magazine), etc... Actually, I don't think the game need advertisement on local magazine because the game is not target for local... Please give me some comments on this issue(is the share fair? what is the importance of the image of the game, is it worth more than 30%), or can anyone share the experience on this. Thanks in advance.

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  • Random generation of interesting puzzle levels?

    - by monsterfarm
    I'm making a Sokoban-like game i.e. there's a grid that has some crates on it you can push and you have to get the crates on crosses to win the level (although I'm going to add some extra elements to it). Are there any general algorithms or reading material I can look at for how I could go about generating interesting (as in, not trivial to solve) levels for this style of game? I'm aware that random level generators exist for Sokoban but I'm having trouble finding the algorithm descriptions. I'm interested in making a game where the machine can generate lots of levels for me, sorted by difficulty. I'm even willing to constrain the rules of the game to make the level generation easier (e.g. I'll probably limit the grid size to about 7x7). I suspect there are some general ways to do level generation here as I've seen e.g. Traffic Jam-like games (where you have to move blocks around the free some block) with 1000s of levels where each one has a unique solution. One idea I had was to generate a random map in its final state (i.e. where all crates are on top of their crosses) and then the computer would pull (instead of push) these crates around to create a level. The nice property here is that we know the level is solvable. However, I'd need some heuristics to ensure the level was interesting.

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  • What are the "software" requirements for a 3D video?

    - by Diogo Rocha
    Today, looking for the technical explanations about MPEG4, I saw that it can implement the VRML rendering for a 3D video. This makes me wondering about the "software" requirements to make or to see a 3D video. I mean, assuming that I have all the "hardware" requirements(3D monitor, VGA, 3D-camera, etc), what should I need to make and see 3D videos looking over the "software" side? Must I need to make it on MPEG4 instead MPEG1 or MPEG2 because of the VRML support? May I need a specifc 3D codec to open and see 3D videos?? Until today, I believed that a 3D video was just a regular/ordinary video composed of 2 "overlapping layers". PS: This is the first time I'm researching about technical explanations/references about MPEG standards and 3D videos, any help or basic explanations will help.

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  • How to edit screen grabbed video on Windows XP?

    - by tangens
    Problem I've used CamStudio to record a presentation (fullscreen, 1280x1024, 45 min, no audio) to a small number of AVI files (10 files with about 800 MB total). Now I want to remove the initial and trailer sequences where you see start and stop of CamStudio. I'd like to remove some pauses during the video, too. Question Could you recommend some programs for Windows XP that I can use for this task? The result should be a (small - at least not bigger than the original) video format that I can play back. I've no need to create a DVD etc. Already tried I already tried MAGIX Video Deluxe 16 (Trial Version), but it takes about 2 hours to just export 10 minutes of the video and produces about 2 GB of data for this.

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  • How to embed video in powerpoint with relative paths?

    - by Gabe
    Does anyone know how to embed a video in a powerpoint presentation in such a way that it can be moved to another computer? Possible solutions I'm considering: Actually embed the video file into the powerpoint file. This would be ideal, but I don't know how to do this. Insert a reference to the video into the presentation. I need this to be a relative path, though, not an absolute path. EDIT: I forgot to mention I'm using powerpoint 2003

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  • Can you tell by the network traffic whether a video was watched or downloaded from YouTube?

    - by humanityANDpeace
    My question is about quite popular YouTube downloaders like youtube-dl (a command line program) or VideoDownloadHelper (a Firefox-browser extension). Comparing two cases: Watching a video on YouTube Download the video using a downloader (to be specific let's assume youtube-dl) Is it possible to tell – for instance by inspecting the network traffic – that the video was downloaded and not "only watched" on YouTube? Maybe one could compare network traffic using programmes like Wireshark? I cannot do that myself, but maybe this will help somebody to answer the question.

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  • How to reset video/display drivers in Vista without restarting OS?

    - by jdk
    Currently I have to reboot my system if an external monitor is hooked up for it to be correctly detected and used. I think it would be faster to restart/reset the video or display drivers instead. How do I do this under Vista? I seem to remember from an old laptop using a Windows command-line command that would restart the wireless networking card device when it crashed. Is there something like that for video drivers? Background/Reason Because people rightfully ask why? - This is part of a larger problem which I'm waiting for resolution on from the manufacturer. In the meantime I'm looking for the above quick fix. Actually my video card often crashes my laptop when attaching an external monitor and trying to detect or use it. No solution from vendor yet and latest drivers do the same irksome behaviour. Windows says: A problem with your video hardware caused Windows to stop working correctly.

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  • How to reset video/display drivers in Vista without restarting OS?

    - by jdk
    Currently I have to reboot my system if an external monitor is hooked up for it to be correctly detected and used. I think it would be faster to restart/reset the video or display drivers instead. How do I do this under Vista? I seem to remember from an old laptop using a Windows command-line command that would restart the wireless networking card device when it crashed. Is there something like that for video drivers? Background/Reason Because people rightfully ask why? - This is part of a larger problem which I'm waiting for resolution on from the manufacturer. In the meantime I'm looking for the above quick fix. Actually my video card often crashes my laptop when attaching an external monitor and trying to detect or use it. No solution from vendor yet and latest drivers do the same irksome behaviour. Windows says: A problem with your video hardware caused Windows to stop working correctly.

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  • How do I embed video in PowerPoint with relative paths?

    - by Gabe
    I'm using PowerPoint 2003. Does anyone know how to embed a video in a PowerPoint presentation in such a way that it can be moved to another computer? Possible solutions I'm considering: Actually embed the video file into the powerpoint file. This would be ideal, but I don't know how to do this. Insert a reference to the video into the presentation. I need this to be a relative path, though, not an absolute path.

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  • How can I share a video file during a webinar?

    - by Brien Malone
    Here is the scenario: I have a number of remote employees around the globe. I want to have a video chatting session. No problem there. Halfway through, I want to shut off all camera video feeds and simulcast (synchronous) a training video to my team. How do I do this? We have tried office communicator, but the frame rate was awful and no audio. Adobe Connect had similar trouble. In both cases we were limited by the main office's small internet pipe, but it is clear that video delivered by shared desktop is not a good solution.

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