I'm using Windows 10 Pro latest build, and latest VLC media player 3.0.12 Vetinari.
I checked vlc docs but either I didn't understand it correctly, or it simply doesn't work properly.
I have 4 screens connected, most of which have different resolutions (different size monitors).
I'm trying to create a batch file to open vlc in fullscreen mode, specifically on Display3.
I have tried:
path\to\vlc.exe "path\to\myvideo.mp4" --directx-device="\\.\DISPLAY3" --fullscreen
this did fullscreen, however it was not on DISPLAY3 it was on DISPLAY1, I even tried to play it on DISPLAY2, it still went to DISPLAY1, i tried it on DISPLAY4 and still same problem.
I also tried:
path\to\vlc.exe "path\to\myvideo.mp4" --qt-fullscreen-screennumber=3
this did the same thing as first command I tried.
Pretty much all I'm after is to display a video on the 3rd monitor \.\DISPLAY3, which will have fullscreen, no audio, no controls, no name of video files displayed, forever loop
your help is greatly appreciated
Related
I'm experiencing an issue on iOS10 (Safari only, Chrome is perfect) which is being caused by a Vimeo embed which plays in fullscreen natively on iOS. The video plays perfectly, however when I click "Done" and the video closes it affects the positioning of the sections (website uses fullPage.js). Please see the URL below:
http://rorymstaging.wpengine.com/stack/#thestoryof2016
This doesn't seem to happen every time, but if you play the video and close it a few times you should see that the positioning is affected. The screenshot below shows the issue, obviously I'd love the video to return to the center of the screen when not being viewed:
I've tried inspecting the code to see how the positioning is being affected and have tried a few CSS only fixes but nothing seems to correct the bug. Any help would be greatly appreciated...
Lewis.
This is a newbie question. But I would like to change my old UI (pngs) on my current project to some new updated ones that are of similar size. Is there anyway to drag and drop the UI directly without affecting the actions so the buttons still work the same on the app. Or do you have to recode everything when you change UI? I'm not really sure the steps I need to do, but I have all the new UI ready to go. Can anybody guide me through these steps?
Another question is, I have a video editor and want to test out a video player in the simulator at run time, but right now I can see my music or video files because I don't have any in the simulator. How do I import these files into a project to test it out (on the computer), I know the camera roll on a phone would work.
If anybody can give me some guidance, I would greatly appreciate it. I know these are newbie questions.
Thanks,
If the new images are the same size of the old images, just rename the new images exactly like the old images and then overwrite the old images at the project's path.
And for the video files, drag the video files directly to the iOS simulator. The video will open in the Safari, click the share button in the tab bar of the safari and hit "Save Video".
Does anyone know if the iPad has any limitations on the canvas tag?
Currently I'm working on a creative that uses a flipbook and audio tag combination to simulate inline video content. The animations are drawn to the canvas element and synced with the audio content being played. There are 4 short video clips that get played when someone clicks on the four buttons below.
http://cs.sandbox.millennialmedia.com/~tkirchner/rich/K/kungfupanda2_test/
The problem I'm having though is in iPad. After playing a few animations, mobile safari just suddenly crashes. It never happens when I play it on my iPhone but it happens every time on the iPad. Its not one particular animation either because if I click a different combination of buttons, the previous clip that it crashed on plays fine, and then it decides to crash on another clip.
I think the problem might have to do with the amount of memory Safari gives individual page views. I found a blog post that explains that problem pretty well.
http://roblaplaca.com/blog/2010/05/05/ipad-safari-image-limit-workaround/
According to that post, once mobile Safari reaches a particular threshold of memory, images begin to return blank. This is consistant with my finds so far. The iPad that I'm testing this all on is running iOS 3.2.1 (and before anyone tells me that I should just explain to my boss that nobody uses 3.X anymore, I tried... they still want me to investigate this). I borrowed a co-workers iPad running iOS 4.2.1 and that device didn't crash, but some of the images weren't being drawn to the canvas.
I'm pretty sure its a problem with the canvas tag too, because I tried experimenting with running the animation without drawing anything to the canvas element, and the page never crashed.
Thats why I think maybe its a limitation with Safari's support of the canvas tag. Of course, I'm open to anybody else's suggestions.
Feels kinda weird answering my own question again, buuuut I figured if anyone did a search on this kind of question, an answer would be helpful.
I believe my original hypothesis was correct. The total amount of images that the aniamtions were using was around 600+. I think the older iPad loaded as many as it could and then when it ran out of cache and the canvas tag was trying to draw images that weren't really there anymore, it crashed.
Eventually we ended up serving the ad to devices with iOS 4.2 and higher, since the problem didn't seem to occur on those newer devices. Plus, we compressed the image sizes further, so that helped reduce the amount of images we were storing into memory.
If anybody knows approximately what the cache threshold in iOS 4.2 or higher browsers are, I'd appreciate it if you commented. Just want to get an idea of how many KB of image data I can safely load.
i'm still working on my html5 videoplayer w/ flashplayer fallback. it is now part of a bigger kind of widget, that encapsulates tabs, sliders, carousels (extensively using jquery)
focussing on the videoplayer: the user can (repeatedly) pick videos to play from a carousel . once a carousel item is clicked, i put a div w/ a fitting background-image over my videoplayer, so as to have a splashimage working the same for every client. that 'selfmade splashimage' and the current frontitem of the carousel (which was just clicked) then are bound to the load() method of the video. obviously there's a lot of stuff happening in between: i check for support of <video> and support of formats (mp4, ogv). i also fade in and out a bunch of stuff. that was a short version of it. and it's all working pretty okay on all the browsers i tested. it IS somewhat working on the ipad as well BUT:::
when i click my splashimage/playbutton ( -> triggering the load() method) the ipad wont play nor load my video RIGHT AWAY. the videoplayer stays black. however, when i click (trigger load()) a few more times, at some point it will start to work as planned.
the ipad works fine on the w3 html5 video events page. so i copied that page for my purpose, replaced a video with one of my videos and it gives me the FAULTY behaviour. so the problem are my videos, aren't they? the videos are currently hosted on a non-streaming server, is that the problem? my knowledge on that subject is really narrow.
sorry for not including any code and talking very general and abstract about the whole thing but i hope it suffices.
EDIT::: problem (kind of) solved. apparently the server the videos were hosted on, was causing the problems -_-
Could it have something to do with this: how to get your HTML5 MP4 video file to play before being fully downloaded as it could be downloading the video, hence the wait.
I've been working on an iPad-specific site that uses HTML5 video and though I've got video playback working, I can't for the life of me get the poster image to appear. It looks fine on Desktop Safari. Here's the code:
<video src="video/about_the_man.mp4" controls height=360 width=480 poster="video/posters/about_the_man.jpg"></video>
I've using this link as a reference (listing 1.2): https://developer.apple.com/library/archive/documentation/AudioVideo/Conceptual/Using_HTML5_Audio_Video/AudioandVideoTagBasics/AudioandVideoTagBasics.html#//apple_ref/doc/uid/TP40009523-CH2-SW6
It says that on iOS the poster image will be shown until the user initiates playback, but right now all I'm getting is a black video-sized screen with a big play button in the center. I've looked at other postings on this top (here and here) but neither solution has worked for me. The only thing that's a little bit unconventional about the site is that the video element is in an inline lightbox, so initially on pageload it's not visible, but I don't know why that would make a difference.
I had the exact same problem. I decided to try my code on other iPad's, and it worked fine. The poster image showed up.
After scratching my head for a bit, the solution was to hard reset the iPad and try again. After a reboot, my iPad displayed the poster image as it should.
Maybe it will work for you?
I found there is a limit to the amount of images you can load on an iPad
Here is what it says:
I hit a mobile Safari limitation recently when building an AJAX-y site
on the iPad. If you load a ton of images eventually mobile Safari cuts
you off and will display a [?] instead of the image. After doing some
tests it appears that this limit is around 6.5 MB. Here’s a test page
I made that attempts to load 20 500kb images. When opening this page
on an iPad, 7 of the images don’t appear, even though in Charles they
are returning 200 – success. I’m assuming this is similar to the way
autoplay is disabled for the video tag on iPad/iPhone. Apple probably
wants to make sure users don’t get overloaded with downloads when
browsing on 3G.
Anyhow, 6.5 MB is a hefty load and wouldn’t fare well on 3G, but for one reason or another you may want to work around this limitation. I found the easiest way to patch my code was to load the image into a canvas tag using drawImage(). The canvas tag appears to be immune to the limitation.
Here’s another test page using the canvas tag, all the images should load.