How to compress video after getting result from PHPickerViewController xcode swift - swift

I know that UIImagePickerController allows you to compress media content upon selection. However, I'm not sure how to do the same with PHPickerViewController. How can I compress a video after getting a result (didFinishPicking), (so I can reduce the amount of time to upload and download the data from then on)

I don't think PHPickerViewController does that, but there are other ways to do it depending on how you work with the picker:
If you're using the default picker configuration (i.e. creating a PHPickerConfiguration without passing the photo library and therefore not having the need to request permissions), you'll have to work with NSItemProvider. From what I learned, the only option might be to save the video to a temporary file using the item provider and the convert it to a lower resolution/bitrate using AVAssetExportSession (see some examples here: How can I reduce the file size of a video created with UIImagePickerController?).
If you are using the picker with an explicitly passed photo library, the PHPickerResult will have the assetIdentifier provided to you, and you can use it to get a respective PHAsset. Then, use PHImageManager's requestAVAsset method to get a video asset of a desired quality. You'll still need to export the AVAsset via AVAssetExportSession though, but with this approach you won't have a (potentially large) full-res temporary file on disk. I was recently working on a open source app that uses this technique, you can find some examples here: https://github.com/vadimbelyaev/TbilisiCleanups/blob/main/TbilisiCleanups/Services/MediaUploadService.swift

Related

How to display the images in offline using ionic

I have a gallery module, the functionality implemented in this module as below
- getting the file path from the server using ajaxrequest
- the response will be json object of all image file path
- setting the filepath in image src attribute
As we are using ajax request, the images are loading in online mode only.
so how to implement the functionality so that images should show in offline also.
You may consider returning images as base64 string from the server and store them in a localstorage.
On the view use data-ng-src directive like this .
In your controller check if there is no connection and set base64 string from the localstorage as this: $scope.data.image_url=
After loading an image once, your best bet is going to be get a base64 representation of it, and then persisting that to disk.
Get the base64 representation of the image here:
Get image data in JavaScript?
Write the base64 data to disk using ng-cordova/ionic native and the writeFile method using the Cordova file plugin.
http://ngcordova.com/docs/plugins/file/
writeFile(path, file, data, replace)
There are some great answers here that I would like to build on...
I would suggest using PouchDB as a cache for base64 and/or Blob data after you have downloaded the original (one of my apps does the same thing with mp3 data converted to a Blob). You could then implement a method that checks the cache for the image before making a network request.
Nolan Lawson has created an excellent library for these binary conversions: https://github.com/nolanlawson/blob-util
Just save the base64 string to your PouchDB instance after the initial download, you can then check for that data before your app reaches out to the network.
Just beware of storage limits on iOS Safari (~50mb default)...

What's the best way to download multiple images and display multiple UIImageView?

I need to download images from a website and display them on(?) multiple UIImageView.
Maybe I'll code a php to "read" the directory and search for images, write a XML file and use it as medium. But I'm not sure if it's the best way.
Let's see the options you have to fetch images from a website:
Fetching HTML and Parsing the HTML to find the images (on the iphone). Then downloading the images.
Writing a script (maybe PHP) that writes all image links to an XML file (or JSON), and then fetch the output of your script with all the links.
If you choose option (1) you'll need NSURLConnection to fetch data asynchronously (without blocking the UI). I would also use TFHpple to parse HTML using xpath queries, see this tutorial for help. Finally to fetch the images using their URLs you can use SDWebImage, SDWebimage also provides caching so your app will not download the same image multiple times.
The bad side of using option (1) is that any change in the Website you're getting the images from will break your app and you'll need to issue an update to the app store in order to fix it.
If you choose option (2), your app will be easier to fix if the website changes, you'll just need to modify your script.
If you go with option (2) you'll probably need NSURLConnection, NSXMLParser (or a third party XML parsing library) and to download the images I would recomend SDWebImage again. I would also advise using JSON (and NSJSONSerialization) instead of XML, just beacuse I find JSON easier to parse.
Yes, it will be very good if you write some php script to get image list (list of image urls).
After getting such urls you can asynchronously download and show them in image views. Look here for such async image view implementation

Record audio, add effects, then save result to a audio file

I am having trouble doing what the title said. My goal is to be able to add any desired effects to your recording, save the modified audio, then send that to a server.
I have searched the fourms and came across these threads:
viewtopic.php?f=7&t=13029&p=45362&hilit=saving#p45362
viewtopic.php?f=7&t=12660&p=44586&hilit=saving#p44586
viewtopic.php?f=7&t=13178&p=45746&hilit=saving#p45746
After reading those, I see it is possible to save the modified audio, but can it only be saved as a wav? Like I said after it is saved it will be sent to a server, so size is a big deal and wavs are relatively big compared to other formats. Ignoring that fact, I tried to implement FMOD_OUTPUTTYPE_WAVWRITER and I cannot get that to work; are there any good examples of using it? I looked though the examples in the library but I didn't see any..
But the basic structure of the app is to record, turn some switches off and on to see what filters you want, preview it, then press a button "Save" that will save it. What would this save function consist of?
Any help appreciated, thanks.
Using FMOD_OUTPUTTYPE_WAVWRITER is fairly straight forward, you set the type via System::setOutput, specify the output file via System::init extradriverdata. The extradriverdata should be an absolute path to a writable area of the device such as the documents directory. After you have finished playing, call System::release and the file will be complete.
The other option for recording wave data with effects is by creating a custom DSP and connecting it to the channel playing the recorded data. You will then get regular callbacks giving you float data that you must write out to disk yourself. You can find examples of DSPs and writing wav files in the dsp_custom and recordtodisk examples respectively.
Finally note that FMOD doesn't come with the facility to write compressed audio to disk, you will need another API to achieve this goal.
You can save as an AAC file via the ExtAudioFile API.

Where to cache remote image files in iOS?

I am planning to cache the images from a server and use show it as a sort slide show in my App. I would be asynchronously loading the images.
I have two options:
Either to cache the images as a File and use it whenever necessary.
Cache the images objects in memory and use it when ever necessary and write it in to files when Application quits.
Which one would be better?
Please let me know if you you have any kind of suggestions regarding caching images.
Your second approach has 2 major flaws:
If there's too many images then your application will get low memory warning and you'll have to dispose your images from memory anyway
It's also not a good idea to save all images to file on application quit - it is not guaranteed that your saving code will finish on application exit (e.g. if it takes too long system may just terminate your app and your images will be lost)
I'd suggest saving images to files right after you download them and keep in memory reasonable number of images you need to show without visible delay (loading extra images when required and disposing of unnecessary ones)
I would recommend you the first option. Leaves you more flexibility, e.g. when the data size increases the memory size.
I'd do it like this: Have a NSMutableDictionary with the cached images (as UIImage objects). If the image is not in the cache, look whether it's available as a file. If it's not available as a file, load it, put it into your dictionary and also write it to a file.
As for where to write the files to: you can either use the NSTemporaryDirectory() or create a directory inside your NSLibraryDirectory (use NSSearchPathForDirectoriesInDomains to locate it). The later has the advantage/disadvantage that it will be in the iTunes backup (whether that's an advantage or not depends on the use case). Using the Library directory is Apple's recommended way of storing data that is backed up but does not appear in the iTune's file exchange thingy (Documents directory).
I have started using EGOImageView to handle my caching; it's very versatile and handles the intricacies of caching for you.
It works very well for pulling images via http, you can find it on the EGO developer website here
http://developers.enormego.com/
For image caching solution on iOS platform, you might want to consider SDWebImage framework available at: https://github.com/rs/SDWebImage. It is very easy to integrate and takes care of all your image caching worries.: read more about the working here: https://github.com/rs/SDWebImage#readme
We recently picked this up for our app and it works great.

Streaming and playing an MP3 stream. .mp3 URL format

I used the sample code from http://cocoawithlove.com/2008/09/streaming-and-playing-live-mp3-stream.html. it runs OK with default URL. But when I replace with my URL "http://dl.mp3.kapsule.info/fsfsdfdsfdserwrwq3/fc90613208cc3f16ae6d6ba05d21880c/4b5244f0/b/7e/b7e80afa18d06fdd3dd9f9fa44b51fc0.mp3?filename=Every-Day-I-Love-You.mp3", this app shows an message as "Audio not Found". But when I put my URL on Address Bar of Web Browser, I can download this .mp3 file.
really, I can't understand why it is?
pleased tell me!
Thank you very much
My guess would be that the app is designed to play a MP3 encoded audio stream with no limit in length (which is different from your ordinary music file). To set this up, you need a streaming server on the client side.
I think you can find out for sure by trying with a different radio station that transmits in MP3. If that works, it's most likely that your app doesn't like your file.
You should, as Vivek recommends, also try using a simpler download URL for your file, in case the App gets confused by the URL's length and/or structure.
As mentioned, this is due to the URL of the file. The AudioStreamer code specifically checks for the extension of the file and tries to figure out the audio type based on that. If you change that logic to handle your custom URLs, it will start working
So to point you in the right direction: open AudioStreamer.m and look for the references of
hintForFileExtension:
This function returns the type of file based on the extension. If you know the file type won't change (always mp3), the quick and dirty solution is to always assign mp3 type without any logic... like this:
err = AudioFileStreamOpen(self, MyPropertyListenerProc, MyPacketsProc, kAudioFileMP3Type, &audioFileStream);
Note: I've put kAudioFileMP3Type constant instead of calculated value
PS yes, it does work with static mp3 files, even though it's designed for streams and hence misses some of the functionality one would expect from a player that plays a static file on the server (caching, prefetching, proper seeking)
Thats because the default url directly points to a file in the webserver, whereas the the url you've mentioned is a HTTP (POST/GET) operation, which the application may not be designed to handle.
I suspect that your URL is one-time-use. When I try to visit it, I see 408 - Request Timeout.
Many links on mass file sharing websites are like this. If you could download the file directly, you wouldn't sit through a page of ads and premium account offers.
Try again with a file on a normal website, like this one.