I need to play some videos in a mobile application. These videos will be created on Camtasia software. The Q I have been asked is that what the dimensions of videos should be during the creation in Camtasia to make sure that videos will be OK for different screen size in mobile application.
It is not the responsive issues in developing I am talking about. No doubt I will take care of these issues as a developer. The Q is What issues need to be considered when videos are creating in Camtasia? I suggested that Height: 1920 and Width:1080 can ensure us that with applying responsive issues in developing time, there won't be a serious problem to display videos on different phones( different screen size).
Thanks for your concern.
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I am trying to understand the expected performance difference in speed, and RAM&GPU consumption of these two in Unity. Or is it limited to LoadRawTextureData works with compressed textures whist LoadImage can't.
I was asked and I'm developing on iOS, iPadOS, Android and WebGL but I'm looking for a general answer to help me research each further later.
The use case is a user uploading multiple high-res images to the server, and then a mobile client downloading these back again.
I am in the process of launching a facebook chat bot that is pretty gif heavy and have a couple questions. We are running into load times that are way too slow, especially on mobile. While I know some of the gifs are way too large and need to be cut down, a lot of the smaller ones were also having this problem, so I was curious if you guys had some tips:
What's a good rule of thumb for gif sizes for fb chat bots? Is there a file size that is best not to exceed? We are having the most trouble loading them on a mobile device. What's a good size limit for mobile browsers?
Does facebook load all the gifs on the backend at once, or does it load them as they get called? I ask this because if it's loaded all at once in the beginning, having a lot of gifs in there would be an issue i'm guessing.
Anyways thanks for the tips have a great day!
I am working on a web-application which has multiple videos sizing upto 22MBs.
The requirement is to cache these videos or store it in local-storage so as to avoid buffering of the videos every-time the end-user hits the website on iPad.
Is it valid to do such thing ?
I need a suggestion to check if this practice is good to use such large amount of memory for video caching in iPad ?
(The application is majorly accessed through the safari on iPad or iOS)
I'm not sure about best practices for video since I haven't done much with video, but if you're looking for information about how much data you can hold and how, check out http://milesmatthias.com/post/21323839252/the-current-state-of-client-side-storage for a summary of the different tactics and their size limits.
I have a stock trading membership website, on which I put up stock videos on stock trading days. Currently, I have them in .swf and I am quiet happy with what I offer. Lately, my members are asking for availability on iPhone / iPad too, which means, I have to convert or upload new videos in one of the universally accepted formats, i.e., .mp4. I have tested few settings with the video conversion, but, up to, 640 x 480 resolution worked well on iPhone / iPad but for web viewing, it was disaster. I usually offer videos in 980 x 620 size. I changed the size to 800 x 600 and it was Okay for web, but iPhone / iPad din't do well. I am using JWPlayer for the test.
I want to ask, what format of the video should I use, which will work for all platforms. I want to keep the video size down, and as well 1 file for all platforms. Is there anything that I can do to achieve this?
Will be very thankful if someone helps me out on this.
Thanks!
I don't think this is really a code related issue but since I'm here:
Definitely use mp4 it works on all your desired platforms.
Definately stick with JWPlayer, I use it to stream to web and iPhone.
To keep the "file size down" and if you are encoding offline use handbrake http://handbrake.fr/
Using that software you will see some pre-sets for iDevices including iPhone and iPod mp4 / m4v file output. A new version of the software has just been released so it may include a pre-set for iPad too.
Personally I have a pre-set that is 720x400 which runs on iPod touch 2ndGen and iPhone very well.
Unfortunately one file does not suit all your target platforms. However, with JWPlayer you are able set it up with bitrate switching such that the best possible version of the different video files is delivered to the target platform:
http://www.longtailvideo.com/support/jw-player/jw-player-for-flash-v4/27/bitrate-switching
The JWPlayer will also deliver to Flash and HTML5 enabled browsers.
I'm thinking of developping a mobile OCR app to detect words from mobile pictures.
The purpose if only to detect what words are in the picture, the layout is not important.
Also it would be use on very short texts.
I'm currently thinking of adapting tesseract to iphone and android.
I wonder if anyone has had any related experience? What are the limits etc.
Thanks!
Google Goggles does that... It takes a snapshot, reduces the color depth, scans through various contrast ratios, and exposes letters/words. It then performs a google search on what it found.
checkout this article http://www.itwizard.ro/interfacing-cc-libraries-via-jni-example-tesseract-163.html and this example http://code.google.com/p/mezzofanti/
i run it on my G1 and it's OK for single words, but it is very slow if you have 2-3 lines.
maybe with new phones (dual-core ones) you might get several lines in some seconds