Currently what I am doing is exporting my videos as .FLV files... Dragging them into flash cs6 and using the embedding options (it just pops up when I drag it into flash) to store them as a movie clip in my library.
now when I debug it each time I ask for the video clip to show up (addChild) it bumps up my memory usage(I am using task manager to monitor it) which is fine but when it remove it from the stage including all it's event handlers the memory it uses doesn't drop back down,and more time it gets added onto the stage more memory increase it create.
So the questions are:
Is there any specific way i have to handle videos in flash? it doesn't seem to remove the instances properly...
What is the best way of importing and using videos in flash cs6 for AIR IOS?
I recommend, OSMF. OSMF is a great tool. For video playback. is supported H264, mp4 and flv.
In Air for iOS is many used for streaming service. More Information, search a Adobe forum.
Open Source Media Framework (OSMF) simplifies the development of media
players by allowing developers to assemble components to create
high-quality, full-featured video playback experiences. This open
framework enables development focused on web-based video monetization,
with lower costs and faster turnaround.
OSMF Site: OSMF
OSMF Adobe Forum: OSMF Adobe Forum
OSMF Documentation: OSMF Documentation
OSMF Sample Code: OSMF Market Place
Related
I know this question has been asked before but I can't seem to find a satisfactory answer. First off I'm very new to Xamarin.forms and mobile app development in general. I'm working on a small time sensitive project. One of the requirements is to have a youtube video play from within the app in both iOS and Android (the link to the youtube video comes from a DB). I used a WebView but it doesn't seem to work well in Android. I also came across the following in another thread:
"When it comes to streaming video on iOS and Android playing that content in a Webview control with or without Xamarin.Forms would be the incorrect choice. Webviews vary on each device and their codec support for HTML5 and H264 video also vary. Both iOS and Android have their own native video players that can play and stream video.
For iOS you have a few options such as AVPlayer or MPMoviePlayerController: http://developer.xamarin.com/recipes/ios/media/video_and_photos/
For Android you could simply use the default VideoView http://developer.xamarin.com/recipes/android/media/video/play_video/ or you could use the binding around the new ExoPlayer: https://github.com/martijn00/ExoPlayerXamarin
You would simply need a custom renderer to bring these into Xamarin.Forms, which would be very simple to do"
I've never done Xamarin.iOS nor Xamarin.Android development before. If someone can provide a simple prototype then that would be great.
Take a look at "Delivering Rich Media Experiences with the Xamarin.Forms Video Player" (https://blog.xamarin.com/delivering-rich-media-experiences-xamarin-forms-video-player/). Github: https://github.com/adamfisher/Xamarin.Forms.VideoPlayer
I have been using Flex for desktop development for years. I'm new to mobile development and need to create an app for the iPhone 6 but have no idea whether I should be using Flex/AIR or native code.
The requirements of the iOS app is as follows:
Record video to local storage within app
Playback video from local storage within app
Pause/seek video within app
Overlay controls on top of the video such as TextInput, TextArea and DropDownList so user can make notes as video is being recorded
Data entered via TextInput/TextArea/DropDownList is saved to local storage
Option to upload video and text data to local server
Can I achieve all of this using AIR or should I be using native code?
Can I achieve all of this using AIR?
Yes. Use CameraUI to capture video on the device (using the device's native camera UI), and StageVideo to play the video (using GPU). Overlay your app UIs (Flex or your own) to control video playback. Save local data using File or EncryptedLocalStore or SharedObject. Upload to a server using File/upload().
Or should I be using native code?
That's up to you. There are trade-offs, and everyone will have their own opinion. If you have a lot of experience with Flex/AS3, then you should be able to work out this app in AIR quite easily and see if it meets your needs.
You can achieve this using Adobe AIR but performance will get a hit.
You will need a lot of effort in order to optimize performance especially for video capture functionality.
It is better to do it natively.
I wanted to mimick video streaming, photo capture etc for android and iOS mobile apps using Drones. I have found Android support is available by Flyver here - http://flyver.co/drone-api-sdk/.
But, I could not find anything that suffice my needs as flyver wiki is not well updated.Please let me know how could I simulate Drone apps using Flyver?
Flyver SDK will soon support video streaming and restreaming from cameras such as GoPro.
You could run the apps on any Android phone and test without the drone.
Download the Hello Flyver application to get you started:
https://github.com/flyver/Flyver-Apps/tree/master/HelloFlyver
For further questions you could write directly into the forum pages: http://flyver.co/forum/
I want to do real time streaming of data (in the form of video) which is in Flash Format, I searched and found out that apple do not give support to flash do we have any other third party
library which can be used,
After searching I found http://www.realtimelibs.com/#feature_3 but it is paid also I don't know weather it support flash format
I would love to get any help or any guidance
You might try to implement your app as an AIR app. AIR is the cross platform Flash runtime for iOS and Android.
Look for Apache Flex for a free Eclipse based IDE or use any of the Adobe tools.
For a streaming radio station, I have an AAC+ audio stream, inside an FLV container, delivered via HTTP. An example URL is http://3023.live.streamtheworld.com/ALTROCK_S01A_AAC. I wrote a simple AIR app (using the latest AIR and Flex SDK's) to play this stream, and it works fine on PC and Android, but doesn't play anything when deployed to the iOS simulator or a device (i.e., the bytes are loaded but there is no sound).
This is similar to Can FLV AAC stream be played in Android, but for iOS.
I wanted to use AIR in this scenario, since I need to listen for the Cue Points in the FLV - and this is easy to do if you're playing Flash in a web browser, so AIR seems like the natural choice. I have also looked at http://code.google.com/p/haxecast/ and https://code.google.com/p/project-thunder-snow/ but they all seem to use the same basic idea (parse the FLV using Netstream in "data generation mode" and feed the AAC+ data to a Video object) - and so they all hit the same wall on iOS.
I also came across this post which seems possibly related although it's not quite the same situation (e.g., it's not FLV).
Is AIR on iOS supposed to support this scenario- namely, streaming AAC+/FLV audio via HTTP?
EDIT: This post also appears to hit the same obstacle - so a lot of people are asking about this situation. Anyone from Adobe have any insight?
After much further research I've concluded that AIR on iOS just doesn't support this, and you have to build a native app (or at least use framework other than AIR) instead.