movie

Pygame.movie missing

杀马特。学长 韩版系。学妹 提交于 2019-11-29 15:16:27
I am currently working with a RPi 3B (latest Raspbian Jessie) on a little project which involves playing a short .mp4 file. As Pygame seemed to support playing .mpg files, so I converted my video into that format. When I tried to import the movie module however, I get the common python import error: Traceback (most recent call last): File "film_app.py", line 3, in <module> import pygame.movie ImportError: No module named movie After some research, I figured others had the same issue as described here . I did not really understand if there is a solution to it, or what alternatives I have on a

Smooth video looping in iOS

落爺英雄遲暮 提交于 2019-11-28 10:24:38
Can anyone suggest a method by which you can achieve a completely smooth and seamless looping of a video clip in iOS? I have tried two methods, both of which produce a small pause when the video loops 1) AVPlayerLayer with the playerItemDidReachEnd notification setting off seekToTime:kCMTimeZero I prefer to use an AVPlayerLayer (for other reasons), but this method produces a noticeable pause of around a second between loops. 2) MPMoviePlayerController with setRepeatMode:MPMovieRepeatModeOne This results in a smaller pause, but it is still not perfect. I'm not sure where to go from here. Can

Avoid Video Compression when Selecting Movie with UIImagePickerController?

偶尔善良 提交于 2019-11-27 20:37:13
I'm using UIImagePickerController to allow my user to select a video from the asset library. When the user selects the "Choose" button on the second screen, the view displays a progress bar and a "Compressing Video..." message. Why is this happening? Is there some way I can avoid this compression operation? Answer: There is currently no way to control how UIImagePickerController compresses the picked video. I just did some quick tests. Using a test app I created, I picked the same video two times -- once with the videoQuality property set to UIImagePickerControllerQualityTypeHigh and once with

Showing gif in android

别说谁变了你拦得住时间么 提交于 2019-11-27 12:49:50
i have this code to show gif image with Movie. public class GIFView extends View{ private Movie movie; private InputStream is; private long moviestart; public GIFView(Context context) { super(context); is=getResources().openRawResource(R.drawable.anim_cerca); movie=Movie.decodeStream(is); } @Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); long now=android.os.SystemClock.uptimeMillis(); if (moviestart == 0) moviestart = now; int relTime = (int)((now - moviestart) % movie.duration()); movie.setTime(relTime); movie.draw(canvas,10,10); this.invalidate(); } } My problem borns

R function not returning values

我们两清 提交于 2019-11-27 05:37:28
I am writing my first R function. IMDBmovierating <- function(movie){ link <- paste("http://www.omdbapi.com/?t=", movie, "&y=&plot=short&r=json", `sep = "")` jsonData <- fromJSON(link) df <- data.frame(jsonData) } And then nothing happens. Suspect it has something to do with return being needed. Not sure how I would write this. To return df , simply write return(df) : IMDBmovierating <- function(movie){ link <- paste("http://www.omdbapi.com/?t=", movie, "&y=&plot=short&r=json", sep = "") jsonData <- fromJSON(link) df <- data.frame(jsonData) return(df) } or, even simpler in this case, omit the

Smooth video looping in iOS

时光毁灭记忆、已成空白 提交于 2019-11-27 03:36:36
问题 Can anyone suggest a method by which you can achieve a completely smooth and seamless looping of a video clip in iOS? I have tried two methods, both of which produce a small pause when the video loops 1) AVPlayerLayer with the playerItemDidReachEnd notification setting off seekToTime:kCMTimeZero I prefer to use an AVPlayerLayer (for other reasons), but this method produces a noticeable pause of around a second between loops. 2) MPMoviePlayerController with setRepeatMode:MPMovieRepeatModeOne

Avoid Video Compression when Selecting Movie with UIImagePickerController?

不想你离开。 提交于 2019-11-26 22:57:36
问题 I'm using UIImagePickerController to allow my user to select a video from the asset library. When the user selects the "Choose" button on the second screen, the view displays a progress bar and a "Compressing Video..." message. Why is this happening? Is there some way I can avoid this compression operation? 回答1: Answer: There is currently no way to control how UIImagePickerController compresses the picked video. I just did some quick tests. Using a test app I created, I picked the same video

Java: How do I create a movie from an array of images?

生来就可爱ヽ(ⅴ<●) 提交于 2019-11-26 20:24:19
I basically have an matrix of bytes. Each row (meaning byte[]) represents an image. How do I create a movie out of that (any format - avi, mpeg, whatever), and save it as a file? Each image can be one of the following: int JPEG Encoded formats. int NV16 YCbCr format, used for video. int NV21 YCrCb format used for images, which uses the NV21 encoding format. int RGB_565 RGB format used for pictures encoded as RGB_565. int YUY2 YCbCr format used for images, which uses YUYV (YUY2) encoding format. int YV12 Android YUV format: This format is exposed to software decoders and applications. I can

R function not returning values

爱⌒轻易说出口 提交于 2019-11-26 17:34:05
问题 I am writing my first R function. IMDBmovierating <- function(movie){ link <- paste("http://www.omdbapi.com/?t=", movie, "&y=&plot=short&r=json", `sep = "")` jsonData <- fromJSON(link) df <- data.frame(jsonData) } And then nothing happens. Suspect it has something to do with return being needed. Not sure how I would write this. 回答1: To return df , simply write return(df) : IMDBmovierating <- function(movie){ link <- paste("http://www.omdbapi.com/?t=", movie, "&y=&plot=short&r=json", sep = "")

Showing gif in android

六眼飞鱼酱① 提交于 2019-11-26 16:10:48
问题 i have this code to show gif image with Movie. public class GIFView extends View{ private Movie movie; private InputStream is; private long moviestart; public GIFView(Context context) { super(context); is=getResources().openRawResource(R.drawable.anim_cerca); movie=Movie.decodeStream(is); } @Override protected void onDraw(Canvas canvas) { super.onDraw(canvas); long now=android.os.SystemClock.uptimeMillis(); if (moviestart == 0) moviestart = now; int relTime = (int)((now - moviestart) % movie