video-engines | Video engine support for Open Source Physics programs | Animation library

 by   OpenSourcePhysics Java Version: Current License: GPL-3.0

kandi X-RAY | video-engines Summary

kandi X-RAY | video-engines Summary

video-engines is a Java library typically used in User Interface, Animation applications. video-engines has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has low support. However video-engines build file is not available. You can download it from GitHub.

Video engine support for Open Source Physics Java programs including Tracker and EJS. This code requires the Open Source Physics Core Library available in the OpenSourcePhysics/osp repository. Xuggle video engine: compiling the xuggle package requires the libraries "xuggle-xuggler.jar", "logback-classic.jar", "logback-core.jar" and "slf4j-api.jar" in video-engines/libraries. QuickTime video engine: compiling the quicktime package requires the library "QTJava.zip" in video-engines/libraries.
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            kandi-support Support

              video-engines has a low active ecosystem.
              It has 3 star(s) with 11 fork(s). There are 7 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 2 open issues and 0 have been closed. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of video-engines is current.

            kandi-Quality Quality

              video-engines has 0 bugs and 0 code smells.

            kandi-Security Security

              video-engines has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              video-engines code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              video-engines is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              video-engines releases are not available. You will need to build from source code and install.
              video-engines has no build file. You will be need to create the build yourself to build the component from source.
              It has 1147 lines of code, 69 functions and 5 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed video-engines and discovered the below as its top functions. This is intended to give you an instant insight into video-engines implemented functionality, and help decide if they suit your requirements.
            • Sets the frame number
            • Gets a key packet
            • Loads a picture from a specific frame
            • Reloads the current video container
            • Saves the video
            • Gets the converter for the given image type
            • Encodes a single image into an output stream
            • Opens the output stream
            • Loads a video
            • Disposes this video
            • Sets the initial image
            • Sets the starting frame
            • Prints information about the supported codecs
            • Set the end frame
            • Appends a frame to the current video
            • Creates a thumbnail image
            • Registers the XUGLE call with the video manager
            • Play the video
            • Opens a named video
            • Replies if the specified video is of the specified video type
            Get all kandi verified functions for this library.

            video-engines Key Features

            No Key Features are available at this moment for video-engines.

            video-engines Examples and Code Snippets

            No Code Snippets are available at this moment for video-engines.

            Community Discussions

            QUESTION

            Xamarin.Forms animation inside Listview stops working if collection changes
            Asked 2022-Mar-22 at 05:34

            I am having a hard time figuring what's going on with my animation.

            Viewmodel is composed of an ObservableCollection and every item contains a child ObservableCollection.

            Parents collection is bound to a BindableLayout. The ItemTemplate of that layout contains a Listview to display child's elements.

            ...

            ANSWER

            Answered 2022-Mar-22 at 05:16
            The solution

            In your AnimatedGrid class, add an isAttached flag, and add the following lines to your OnPropertyChanged override:

            Source https://stackoverflow.com/questions/71190208

            QUESTION

            How to repeat Android Animation
            Asked 2022-Mar-03 at 16:35

            I'm trying to get two views to move to the middle of the screen and bounce back again x number of times.

            This code does that but it runs only once. ` val view = findViewById(R.id.imageView2)

            ...

            ANSWER

            Answered 2022-Mar-01 at 15:51

            Set android:repeatCount="infinite" in anim folder

            Source https://stackoverflow.com/questions/71310134

            QUESTION

            How to detect that a button is pressed in Jetpack Compose?
            Asked 2022-Jan-15 at 03:45

            I try to get a button that has this cool effect of the border radius changing when tapped (like in the Android 12 default calculator application) while also keeping the button's ripple effect.

            What I thought would work was this:

            ...

            ANSWER

            Answered 2022-Jan-15 at 03:45

            Most of Compose controls have interactionSource parameter for this purpose. Here's how you can use it:

            Source https://stackoverflow.com/questions/70717310

            QUESTION

            SVG stop running chained animation ( tag)
            Asked 2021-Dec-26 at 09:01

            I have an animated SVG where each starts after its previous . The first starts on click or 0s.
            I have a problem with stopping the animation (without JS, only in XML). I press click, the animation starts. Before the entire animation ends I press click and trigger a new animation. However the previous animation continues to run and it messes up all s starting from 2.
            I have tried different options (begin with time offsets; begin with id.end), but I haven't found a solution. Maybe someone who is more experiences with SVG than me could help me?

            Here is my SVG:

            ...

            ANSWER

            Answered 2021-Dec-26 at 09:01

            Instead of chaining animations off one another, have all the animations begin="0s; 3005.click". Then they will all reset when you click.

            You can use keyPoints and keyTimes, to control when each of the animations starts. So you can still have your staggered starts.

            Source https://stackoverflow.com/questions/70475974

            QUESTION

            additionalSafeAreaInsets is not accounted for during view controller dismissal, using custom UIViewControllerTransitioningDelegate
            Asked 2021-Dec-19 at 18:12

            So, straight to the problem:

            I've created a custom UIViewControllerTransitioningDelegate that I use to animate a view from one view controller, to full-screen in another view controller. Im doing this by creating UIViewControllerAnimatedTransitioning-objects that animate the presented view's frame. And it works great! Except when I try to adjust the additionalSafeAreaInsets of the view controller owning the view during dismissal...

            It looks like this property is not accounted for when I'm trying to animate the dismissal of the view controller and its view. It works fine during presentation.

            The gif below shows how it looks. The red box is the safe area (plus some padding) of the presented view - which I'm trying to compensate for during animation, using the additionalSafeAreaInsets property of the view controller owning the view.

            As the gif shows, the safe area is properly adjusted during presentation but not during dismissal.

            So, what I want is: use additionalSafeAreaInsets to diminish the effect of the safe area during animation, by setting additionalSafeAreaInsets to the "inverted" values of the safe area. So that the effective safe area starts at 0 and "animates" to the expected value during presentation, and starts at expected value and "animates" to 0 during dismissal. (I'm quoting "animates", since its actually the view's frame that is animated. But UIKit/Auto Layout use these properties when calculating the frames)

            Any thoughts on how to battle this issue is great welcome!

            The code for the custom UIViewControllerTransitioningDelegate is provided below.

            ...

            ANSWER

            Answered 2021-Dec-19 at 18:12

            After some debugging I managed to find a workaround to this problem.

            In short, it looks like the safe area is not updated after UIViewController.viewWillDisappear is called, and hence any changes to .additionalSafeAreaInsets is ignored (since these insets modifies the safe area of the view controller's view).

            My current workaround is somewhat hacky, but it gets the job done. Since UIViewControllerTransitioningDelegate.animationController(forDismissed...) is called right before UIViewController.viewWillDisappear and UIViewControllerAnimatedTransitioning.animateTransition(using transitionContext...), I start the dismiss animation already in that method. That way the layout calculations for the animation get correct, and the correct safe area is set.

            Below is the code for my custom UIViewControllerTransitioningDelegate with the workaround. Note: I've removed the use of .additionalSafeAreaInsets since its not necessary at all! And I've no idea why I thought I needed it in the first place...

            Source https://stackoverflow.com/questions/70366593

            QUESTION

            How can I prevent my Animations from starting when the other animations are playing?
            Asked 2021-Dec-09 at 19:26

            I am trying to have an enemy attack the player and the enemy attacks through animation however the method I have to prevent the animation from starting when others are active are not working. The problem should be shown by this (might be low quality). As you can see the problem is that it is turning the bools on and off continuously. I don't know why this is happening because the way I have it should work. Is there a way to block them from doing this and run one at a time that works? Here is my code:

            Edit: I forgot to say this but I am not getting any errors with my code

            ...

            ANSWER

            Answered 2021-Dec-09 at 19:26

            I think your main problem may be that you are calling the AttackPlayer() function repeatedly. If this was the case (Edit: you updated the code and it looks like this IS the case), then it would call MultAttack() repeatedly which would cause it to choose a new random attack animation to play every time (possibly every frame).

            I also see some minor problems that may be contributing but it's hard to tell:

            From your code:

            Source https://stackoverflow.com/questions/70294594

            QUESTION

            SwiftUI view animates at unexpected path
            Asked 2021-Nov-03 at 10:26

            I made the following PulsatingView:

            ...

            ANSWER

            Answered 2021-Oct-05 at 10:17

            Try using animation with joined value, like

            Source https://stackoverflow.com/questions/69448390

            QUESTION

            Vue.js CSS animation not working correctly when using v-if
            Asked 2021-Sep-24 at 11:13

            Currently, using the latest version of Vue.js in my Laravel application. The expected result is when the user click on a button, it will show a certain div with the page content, and it will show a fade up animation. Specifically, what I want it to do, is when a button is clicked, the page will show and a fade-up animation will show every time I switch between pages.

            The problem

            I'll use the example below to simplify my problem. When the user clicks on the button with the @click='productsPageBtn' it shows the animation. When I click on the dashboard (the default) @click='dashboardPageBtn' it does not show the animation. But when I click back on the productsPageBtn is does work again and shows the animation again.

            They both work in the same way, with a v-if and a :class when the button is clicked, it will add the animation class. The dashboard animation does show when it's loaded first on the page, but does not show the animation when I click from products to dashboard.

            How am I able to fix this so that when I click on dashboard, it will also show the animation instead of just products?

            Thank you in advance for any help.

            HTML

            ...

            ANSWER

            Answered 2021-Sep-24 at 11:09

            Try like following snippet, with v-show and removing class when not shown :class="page == 'dashboard-page' ? 'content-fade-up-animation' : ''":

            Source https://stackoverflow.com/questions/69313384

            QUESTION

            Animating wave pulse using matplotlib
            Asked 2021-Sep-05 at 11:07

            I am trying to animate a gaussian modulated wave pulse using matplotlib in Jupyter Lab, but I cannot get it to work. I want the pulse to move forwards in time, i.e move from the middle towards the right (in other words, show the pulse propagation).

            I create the pulse itself by using scipy's "signal.gausspulse" function which creates a static image of the pulse. I then create a meshgrid and try to "map" the pulse onto it while looping it through the animate function that takes in frame number "i" as input and loops through the values that we want to animate.

            Before I got the pulse moving in the animation, it was just static without any movement. I figured that it was because the entire array with y-values for the wave pulse was not changing with time, so I tried creating a loop for updating it. This helped, but it is very slow and makes the pulse move upwards twice, and then stops the motion completely.

            I cannot figure this out and genuinely do not know what to do so any help would be greatly appreciated! :) I might be misusing some of the terminology so I apologise for that in advance - I tried commenting the code and explaining the steps that I go through so hopefully it helps a bit.

            ...

            ANSWER

            Answered 2021-Sep-05 at 11:07

            You could define a fixed x_fixed axis on which you plot the data. Then you compute a new axis, x, which translates to the right at each iteration by subtracting i/10 at each iteration. This value is arbitrary and it determinates the speed of the movement to the right. Then you compute the new signal over the translating axis, but you plot the signal with respect to the fixed axis.
            It is important to clean the previous plot with ax.cla() and set the grid and axes limits at each iteration.
            No need for a meshgrid or a for loop.

            Complete Code

            Source https://stackoverflow.com/questions/68806579

            QUESTION

            How do I disable UIStackView default show/hide animation?
            Asked 2021-Aug-27 at 17:22

            This might be a strange question. We get the animation for free in a UIStackView when we show or hide a view inside it. But this behaviour is conflicting with another animation that I have. So is there a way to disable the default animations for UIStackView?

            I want it to just show or hide the child view without any animation. How do I achieve this with swift?

            updated

            So if I do a view2.isHidden = true, the StackView will hide the View2 with a collapse animation by default. I want it to just force hide without the animation

            ...

            ANSWER

            Answered 2021-Aug-27 at 17:22

            Without any additional information, I'm going to guess you're doing something along these lines:

            Source https://stackoverflow.com/questions/68913938

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install video-engines

            You can download it from GitHub.
            You can use video-engines like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the video-engines component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            https://github.com/OpenSourcePhysics/video-engines.git

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            gh repo clone OpenSourcePhysics/video-engines

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            git@github.com:OpenSourcePhysics/video-engines.git

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