How to disable "Most Viewed" Playback on Youtube - youtube

I dont know where to ask this, but im just ask it here and if you know where im supposed to ask this just let me know.
So a couple days ago when im watching youtube on my pc, a portion of the video always being looping for some reason without me doing anything. The only way to make it stop was to reload the page. Does anyone have the same problem? and how do i disable this?
Heres a pic of what it looks like

Have you tried:
Closing out the YouTube application and restarting it?
Tried opening YouTube with a different browser?
Updating your computer OS & main browser to the latest version?
Signed in & out of YouTube?
Try those and see if those work. This is based on my experience in my previous job as an IT Help Desk Specialist. A software feature failed to work, but a simple restart of the browser/computer fixed the issue. In addition, general maintenance usually fixes the issue: updates, security scans, rebooting, deleting unused
files/cache, etc.
Let me know how it goes.

Related

AudioKit v5 freeze after use Microphone, also in the cookbook

It also happen cookbook:
start Tuner
then switch to DrumSequencer
after few time when switch quickly, the app freeze.
The App freeze happen after call engine.stop()
any idea what can solve this issue?
Issue is resolved.
I pushed the fix to v5-develop branch.
The AudioKit Cookbook is not intended to be a model for how any application should be set up, just a series of one-file examples to get you started. There is a GitHub Issues page for the Cookbook where things like this should be asked. Its a delicate balance to know what should be asked on the Issues page or on StackOverflow, but this one is pretty clear.

CloudKit 'Unexpected Server Error' Anytime Manual Operations Performed in Dashboard

I have been developing an iOS app that utilizes the CloudKit feature available for Apple Developers. I've found it to be a wonderful resource, especially since the very day I started designing my backend, the service I was intending to use (Parse) announced it was shutting down. It's very appealing due to it's small learning curve, but I'm starting to notice some annoying little issues here and there so I'm seeking out some experts for advice and help. I posted another CloudKit question a couple days ago, which is still occurring: CloudKit Delete Self Option Not Working. But I want to limit this to a different issue that may be related.
Problem ~ Ever since I started using CloudKit I have noticed that whenever I manually try to edit (delete an entry, remove or add part of a list, even add a DeleteSelf option to a CKReference after creation), and then try to save the change, I get an error message and cannot proceed. Here is a screenshot of the error window that appears:
It's frustrating because anytime I want to manipulate a record to perform some sort of test, I either have to go do it through my app, or just delete the record entirely and create a new one (that I am able to do without issue). I have been just working around this issue for over a month now because it wasn't fatal to my progress. However, I am starting to think that this could be related to my other CloudKit issues, and maybe if I could get some advice on how to fix it I could also solve my other problems. I have file numerous bug reports with Apple, but haven't received a response or seen any changes.
I'd also like to mention that for a very long time now (at least a few days), I've noticed down in the bottom left hand corner of my Dashboard that it is consistently saying that it's "Reindexing Development Data". I remember at first that wasn't an issue, I would get that notification after making a change but it'd go away after the operation is complete. Now it seems to be stuck somewhere inside the process. And this is a chronic issue, it's saying this all the time, even right when I log into my dashboard.
Here is what I'm talking about:
As time goes on I find more small issues with CloudKit, I'm concerned that once I go into production more problems could start manifesting and then I could have a serious issue. I'd love to stick with CloudKit and avoid the learning curve of a different service like Amazon Web Services, but I also don't want to set myself up for failure.
Can anyone help me with this issue, or has anyone else experienced it on a regular basis? Thanks for the advice and help!
Pierce,
I found myself in a similar situation; the issue seemed to be linked to Assets; I had an Asset in my record definition. I and several other I noted reported the re-indexing issue on the apple support website and after about a month it eventually disappeared.
Have you tried resting your database schema completely, snapshot the definition; since you zap it completely and than reset, see inset.
Ultimately I simply created a new project, linked it to cloud kit and use the new container in my original app.

Kimono Scrape Remains "In Progress"

I am having issues with Kimono Labs. Every scrape I run will run indefinitely without throwing an error or completing. Occasionally, the scrapes will randomly start working days in the future without any changes on my behalf - only to fail a few days later. I love Kimono because it is so easy to integrate with Google Sheets for friends to alter the data, but this has become problematic. There doesn't seems to be any related help in the Kimono help data for an issue such as this.
One of my scrapes is not behind a paywall and the other is. One is set to run daily and the one behind the paywall is set to run hourly.
What steps can I take to troubleshoot this error and get the ball rolling again?
I had a very simple API doing the exact same thing for weeks!
I'm only using a free account so I didn't have any support but I ended up sending a bug report at https://www.kimonolabs.com/support .
Strangely enough, the very next day, the API started working normally again (and has ever since). I assume they looked into it and fixed whatever was stopping my crawl from completing.

OpenAL randomly stops playing some sounds, can only fix with reboot

THE APPS: Two Cocos2d universal iOS games with a large customer base.
THE PROBLEM: Several months back (in 2011) reports started coming in, sounds would randomly cut out, only some of the sounds would play in the app, others wouldn’t. This problem can ONLY be fixed by a device reboot.
IMPORTANT NOTES & DETAILS:
The SAME code and SAME sound files played fine for over a year with
NO bug reports of this sort. I wish I could pinpoint a date, but I
believe the problem started with an iOS update.
The bug is incredibly hard to reproduce. I have personally seen it
once, but I have had no luck causing it again. Yet we get 1-2
support emails a day with the same issue, some of which come in the
form a bad reviews. If I had to pull a number out of the air, I’d
guess we’re looking at a 1 in 1000 incidence. It seems maybe more
common on the iPad, but I’m not sure.
Restarting the device is the ONLY way to fix the problem.
Restarting the app does nothing, deleting the app and reinstalling
does nothing, has to be a power down and turn back on.
A few weeks ago in an attempt to blindly fix I dumped the Cocos2d
Sound engine and switched one of the apps over to ObjectAL (another
openAL based sound engine), hoping it might have fixed the problem.
It did not, same issue is occurring. As you'd note, both of these
are just interfaces for OpenAL.
The sound files themselves were converted from wavs to cafs using
Apple’s recommend method (
https://developer.apple.com/library/ios/#codinghowtos/AudioAndVideo/_index.html
), although we also used the -c 1 flag to make them single channel.
Just to be clear, the bug has nothing to do with the usual sound
issues (mute switch, volume). A portion of the sounds continue
playing fine, but they will never all play again until the device is
powered down and restarted.
If anyone has any ideas I’d all, I’d be very grateful for the help. I’m at wits end here trying to fix a persistent bug I can’t recreate and that appears to be caused by something outside my control.
I've had similar problems with OpenAL, as the commenters stated. We had spurious problems on different hardware and on different OS releases. Really, it was nearly impossible to reproduce. The only reason we even found out about the problem was the significant percentage of users who experienced crashes or other severe audio problems. We tried for months trying to make it work, but in the end the stability problems we experienced just weren't manageable. We ended up going with another library and took OpenAL completely out of the picture. I certainly would not recommend it for new projects.

How do I download multiple large files and saving locally -- URLStream or URLLoader?

This is absolutely driving me crazy. While I'm a fan of the availability of asynchronous calls in AIR, I'm finding that being forced to use them for something that should be SUPER simple is a severe limitation. So severe that I may end up abandoning AIR and writing native Android and iOS apps instead of using the shared AIR platform.
OK, now that I have that off my chest, here's what I'm trying to accomplish. I have an app that, when deployed, is relatively small. But once deployed to a user's device that user will log in using a login name/password. Once they log in, content specific to that user needs to be downloaded and saved to the local device. Since the content varies by user I can't include it in the package for deployment.
But I cannot figure out how to accomplish this: say I want to download 10 files and each file is 2-3mb and I want to show a "Downloading, please wait..." view during the download. The application cannot proceed until all 10 files are downloaded. But since from what I've seen URLStream and URLLoader are both async I cannot figure out how to block the app from opening the "View available content" and say on the "Downloading, please wait..." view. Can anyone point me in the right direction??
I am new to AIR/Actionscript, but am a seasoned developer. Perhaps too seasoned in my old ways to think of an elegant solution to the above!
I would take a look at BulkLoader with a combination of dispatching/listening for completion. That way you can update the progress meter if you want, so on. Hope this helps.

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