Developing a video player app - android-video-player

I want to build a video player on android platform which is actually for E-learning purpose and thus here protection and piracy of videos is major concern. The video player will be connected to a server which has all the videos and only on subscribing to the video, the user can download the video.
But now i need to protect the videos from being shared also. So what I thought is to make a hidden password protected folder from my app which would contain only the downloaded videos, so that even if someone accesses the folder cant get the videos in them, and thus piracy will reduce.Here the password is not available to the user also because the file should only be played on my media player which has the decrypt code. No other player can play that file.
My major doubt is do you think this idea is feasible?? Actually I am new to Android development so if you could guide me as to how could this be done?? I plan to use either the media player class or the VideoView class for the same? What do you suggest would be better for this application?
Is is possible to stop the installation of any app without internet connection, even if the user has the .apk file??

Instead of bundling the video with your app - why not host all the media on a remote server? The users can then download/stream from there after authentication.

Related

problem:Website and Flash loading an older version of my SWF client

I have a swf game client that's being hosted on my website. Users mostly use flash projector to connect directly by opening the swf's url.
My problem is that, when I upload a newer version of this swf client on my website, the users still manage to load the older client, that is no longer there. older and newer clients had the same name, but I want to keep it that way.
I would appreciate any suggestions :=)
Like Organis's comment, here is one way to work out.
Your game will start from index.swf, and index.swf did't contain any game logic,its only job is to get the version number from index.html(use loaderInfo.parameters) and load the main game swf use the version num

Live streaming with Flash AS3 to a non Flash Media Server?

I would like to create a video chat web app, similar to "Chat Roulette",
I'd like to use Flash for both receiving and streaming video & audio.
The main problem is that it seems like they always redirect you to purchase a Flash Media Server license and usage, instead of allowing you to host a server yourself.
Is there any good known alternative to that, that I can host by myself and that works well with the flash streaming APIs?
Check out Red5:
https://github.com/Red5/red5-server
It's an open source Java-based media server.
There are many other alternatives out there, but since I've only used FMS and Red5, I can't vouch for other solutions.
Some that might also be worth considering:
Mammoth: http://sourceforge.net/projects/mammoth/
MistServer: http://mistserver.org/products
Please keep support and community activity in mind when choosing a platform, it might come in useful to choose something that has an active community.

HTML5 Video recording and automatically uploading video on server

I am trying to develop a test taking website for students. In this website, students should be able to answer the questions(displayed in text format) by using webcam in one go. Currently I have implemented this feature using Flash, it captures the frames and simultaneously sends it to the server. The problem with this technique is that the quality(FPS) of my video is restricted and is dependent on the bandwidth of the internet connection. Also I am not in favor of using flash.
I want that as soon as student clicks on the start button, a timer should start to record the video. The video should get saved on the client's machine (without asking the client to mention the path) and on completion of video, it should automatically get uploaded on the server and when uploading gets completed, the video should be automatically deleted from the client's machine.
In short can anyone give me a starting point, so as to I can proceed with the work. Any helo will be highly appreciated.Thanks!
Here is a good example how to get webcam working on html5:
http://blog.teamtreehouse.com/accessing-the-device-camera-with-getusermedia
It doesnt tell how to upload the video to the server.
Currently I have implemented this feature using Flash, it captures the frames and simultaneously sends it to the server. The problem with this technique is that the quality(FPS) of my video is restricted and is dependent on the bandwidth of the internet connection.
That is actually incorrect.
The fps you're getting depends 100% on:
the webcam quality
the light available in the room (the more light the better)
The resolution you're recording at (lower res results in higher fps even with low quality webcams in low light)
The video should get saved on the client's machine (without asking the client to mention the path) and on completion of video, it should automatically get uploaded on the server and when uploading gets completed, the video should be automatically deleted from the client's machine.
Flash records by streaming (through rtmp) the audio/video data to a media server (Red5, AMS, Wowza). After the recording is stopped you could move the file to a web server and trigger a http download.
In what regards HTML the Media Recording API has been implemented by Firefox and Chrome 49 and it allows you to record to local RAM and download the file as .webm (the audio video codecs might differ btwn browsers).
Disclaimer: I work at Pipe which handles video recording.

Post-processing captured video in AS3, creating slow motion

I have an interesting project wherein I need to allow users to capture video of themselves with a webcam at a kiosk, after which I email them a link to their video. The trick is the resulting video needs to be a 'slow motion' version of the captured video. So for example, if someone creates a 2 minute movie, the resulting movie will be 4 minutes.
I'd like to build this in Flex / AS3 if possible. I don't have issues capturing the video and storing it / generating and emailing a link, but slowing down the video is the real mind bender. I'm unsure how to approach 'batch post-processing' a set of videos using Adobe tools.
Has anyone had a project similar to this or have suggestions on routes to take in order to do this?
Thanks!
-Josh
This is absolutely feasible from the client side, contrary to what some may believe. :)
http://code.google.com/p/flvrecorder/
Just adjust the capture rate, which shouldn't be too difficult all the source is there.
Alternatively, you could write an AIR app that launches Adobe Media Encoder after writing a file and launch it with a preset that has FTP info etc. Or you can just use the socket class to connect and upload over FTP.
http://code.google.com/p/fl-ftp/
It is not feasible to do this client-side.
Capture the video and send it to the server.
Use a library like FFMpeg to do your coneversions

Flash CS4/AS3 Writing local file from local game without save dialog prompt?

I'm writing a game to be run locally, on the user's computer. NOT over the internet.
I want to have a file that will hold the usernames and avatar indices (they're in an array).
I want to know if there's a way to write to files through Flash with AS3. I'm using CS4.
I'd also like to know if you can delete files through Flash, though that's just optional.
Thanks in advance for any help you can give.
If you want to make a game that runs locally on someone's computer, you should make it in Adobe AIR. AIR apps can read and write files, and do all sorts of useful things like show updates in the taskbar, etc. Whereas a simple SWF that you download and run locally can't do anything useful that it couldn't already do in the browser - it can't write or delete local files, for a start. (It can read local files, but only if you disable it from accessing the network.) Moreover, the standalone Flash player is not generally disseminated, so unless the user is a Flash developer they're just going to view your SWF in a browser anyway (unless you plan to publish projectors, which I also wouldn't recommend).
With all that said, however, even if you do your game as local flash content, you can still store information by using SharedObjects. They work the same way offline as online. You can't write the data out as a separate file, but you can store it between sessions easily enough.
if i understand what you are trying to do then why dont you use Adobe AIR? this is flash for the desktop