Can I get timecode from directshow video? - directshow.net

I'm trying to make a timecode counter for a video player based on GMFBridge and DirectShow.
I'm using a Timer to call GetCurrentPosition() every 200ms but I believe it's not accurate. I'd like at least to get the frame number (from start) of the current frame when a video is running.
Can this actually be done?
I'm using DirectShowLib .NET library.

To my knowledge this is hard to achieve, in a solution I work on I did the following to get 'frame number':
public int NumberOfFrames
{
get
{
return (int)(Duration / AverageTimePerFrame);
}
}
public double AverageTimePerFrame
{
get
{
return videoInfoHeader.AvgTimePerFrame / 10000000.0;
}
}
public int GetCurrentFrame(double currentTime)
{
int noOfFrames = (int)(Duration / AverageTimePerFrame);
return Convert.ToInt32(Math.Min(noOfFrames - 1, Math.Floor(currentTime / AverageTimePerFrame)));
}
I got the videoInfoHeader by doing:
// Get the media type from the SampleGrabber
AMMediaType media = new AMMediaType();
hr = sampGrabber.GetConnectedMediaType(media);
DsError.ThrowExceptionForHR(hr);
if ((media.formatType != FormatType.VideoInfo) || (media.formatPtr == IntPtr.Zero))
{
throw new NotSupportedException("Unknown Grabber Media Format");
}
// Grab the size info
videoInfoHeader = (VideoInfoHeader)Marshal.PtrToStructure(media.formatPtr, typeof(VideoInfoHeader));
DsUtils.FreeAMMediaType(media);
However this is obviously tailored to my own use-case, hopefully it helps you a bit though. Good luck!
Updated
Added CurrentTime code (the locker is for my own usage you can most likely remove that):
public double CurrentTime
{
set
{
lock (locker)
{
IMediaPosition mediaPos = fFilterGraph as IMediaPosition;
int hr;
if (value >= 0 && value <= Duration)
{
hr = mediaPos.put_CurrentPosition(value);
DsError.ThrowExceptionForHR(hr);
}
}
}
get
{
lock (locker)
{
IMediaPosition mediaPos = fFilterGraph as IMediaPosition;
int hr;
double currentTime;
hr = mediaPos.get_CurrentPosition(out currentTime);
DsError.ThrowExceptionForHR(hr);
return currentTime;
}
}
}

Related

Order closing and opening very quickly unintendedly in MQL4 when using multiple criteria with 'OR' operator

I am trying to close my trades based on 2 separate types of criteria,
Regardless of what the profit is, close the trade after 1020 seconds.
If my import value changes from -1 to 1 or vice versa, close it regardless of any other variables.
So far, my code works fine with 1 criteria, however when I add 2 if statements, MT4 does this thing where it opens and closes the trades very quickly, within every half a second, it doesn't look like its working properly.
If somebody could let me know what's making it do it, I would be grateful.
My code is below,
//Global Variables
//int Value = ReadCSVFile and get cell value(Either -1 or 1)
int Ticket;
int TicketBuy;
datetime SwitchBuy
datetime SwitchSell
void OnTick()
{
//Open Trades based on Value from CSV and if No other buy orders open
if(Value == 1){
if(getBuyOrderCount(Symbol(),magic) < 1){
Ticket == OrderSend(NULL,OP_BUY,0.01,Ask,2,0,0,NULL,magic,0,clrAliceBlue);
SwitchBuy = TimeCurrent();
}}
if(Value == (-1)){
if(SellOrderCount(Symbol(),magic) < 1){
TicketSell = OrderSend(NULL,OP_SELL,0.01,Bid,2,0,0,NULL,magic,0,clrAliceBlue);
SwitchSell = TimeCurrent();
}}
//Close Trades based on value in CSV file changing
if(Ticket > 0){
if(Value == (-1)||(TimeCurrent()>(SwitchBuy+60))){
CloseAllTradesBuy();
Ticket = 0;
Alert("Buy Trade Closed Because Probabilities Changed to -1!");
}
}
if(TicketSell > 0){
if(Value == 1||(TimeCurrent()>(SwitchBuy+60))){
CloseAllTradesSell();
TicketSell = 0;
Alert("Sell Trade Closed Because Probabilities Changed to 1!");
}
}
//Second Independent Criteria
if((SwitchBuy+1020) < TimeCurrent()){
if(OrderType() == OP_BUY){
CloseAllTradesBuy();
}
}
if((SwitchSell+1020) < TimeCurrent()){
if(OrderType() == OP_SELL){
CloseAllTradesSell();
}
}
}
//Functions to Close Trades
double CloseAllTradesBuy(){
for (int i =OrdersTotal(); i>=0;i--)
{
if(OrderSelect(i,SELECT_BY_POS)==true)
if(OrderType()==OP_BUY)
if (OrderSymbol()==Symbol())
{
OrderClose(Ticket,OrderLots(),MarketInfo(OrderSymbol(),MODE_BID),5,clrRed);
}
}
}
double CloseAllTradesSell(){
for (int i =OrdersTotal(); i>=0;i--)
{
if(OrderSelect(i,SELECT_BY_POS)==true)
if(OrderType()==OP_SELL)
if (OrderSymbol()==Symbol())
{
OrderClose(TicketSell,OrderLots(),MarketInfo(OrderSymbol(),MODE_ASK),5,clrRed);
}
}
}
change this code of close orders :
//Functions to Close Trades
double CloseAllTradesBuy(){
for (int i =OrdersTotal()-1; i>=0;i--)
{
if(OrderSelect(i,SELECT_BY_POS) && OrderType()==OP_BUY && OrderSymbol()==Symbol())
{
OrderClose(OrderTicket(),OrderLots(),MarketInfo(OrderSymbol(),MODE_BID),5,clrRed);
}
}
}
double CloseAllTradesSell(){
for (int i =OrdersTotal()-1; i>=0;i--)
{
if(OrderSelect(i,SELECT_BY_POS) && OrderType()==OP_SELL && OrderSymbol()==Symbol())
{
OrderClose(OrderTicket(),OrderLots(),MarketInfo(OrderSymbol(),MODE_ASK),5,clrRed);
}
}
}

How to get speed of network, whether it is fast or slow in xamarin iOS?

How to get speed of network, whether it is fast or slow in xamarin iOS?
I used NetworkReachability, But it is giving result that url is reachable or not?
I want to get speed of network , fast or poor?` private static NetworkReachability _defaultRouteReachability;
public static event EventHandler ReachabilityChanged;
public static bool IsNetworkAvailable(string url)
{
if (_defaultRouteReachability == null)
{
_defaultRouteReachability = new NetworkReachability(url);
_defaultRouteReachability.SetNotification(OnChange);
_defaultRouteReachability.Schedule(CFRunLoop.Current, CFRunLoop.ModeDefault);
}
NetworkReachabilityFlags flags;
return _defaultRouteReachability.TryGetFlags(out flags) &&
IsReachableWithoutRequiringConnection(flags);
}
private static bool IsReachableWithoutRequiringConnection(NetworkReachabilityFlags flags)
{
// Is it reachable with the current network configuration?
bool isReachable = (flags & NetworkReachabilityFlags.Reachable) != 0;
// Do we need a connection to reach it?
bool noConnectionRequired = (flags & NetworkReachabilityFlags.ConnectionRequired) == 0;
// Since the network stack will automatically try to get the WAN up,
// probe that
if ((flags & NetworkReachabilityFlags.IsWWAN) != 0)
noConnectionRequired = true;
return isReachable && noConnectionRequired;
}
private static void OnChange(NetworkReachabilityFlags flags)
{
var h = ReachabilityChanged;
if (h != null)
h(null, EventArgs.Empty);
}`
Something like this can help you, unless you want to use a library. This basically gives you the technical definition of internet speed, but the real number will be a little bigger. It's very similar to the solution suggested by #Martheen
public async Task<string> CheckInternetSpeed()
{
//DateTime Variable To Store Download Start Time.
DateTime dt1 = DateTime.Now;
string internetSpeed;
try
{
// Create Object Of WebClient
var client = new HttpClient();
//Number Of Bytes Downloaded Are Stored In ‘data’
byte[] data = await client.GetByteArrayAsync("https://www.example.com/");
//DateTime Variable To Store Download End Time.
DateTime dt2 = DateTime.Now;
//To Calculate Speed in Kb Divide Value Of data by 1024 And Then by End Time Subtract Start Time To Know Download Per Second.
Console.WriteLine("ConnectionSpeed: DataSize (kb) " + data.Length / 1024);
Console.WriteLine("ConnectionSpeed: ElapsedTime (secs) " + (dt2 - dt1).TotalSeconds);
internetSpeed = "ConnectionSpeed: (kb/s) " + Math.Round((data.Length / 1024) / (dt2 - dt1).TotalSeconds, 2);
}
catch (Exception ex)
{
internetSpeed = "ConnectionSpeed:Unknown Exception-" + ex.Message;
}
Console.WriteLine(internetSpeed);
return internetSpeed;
}
Xamarin Essentials library can't get you Internet speed, but if you use dependency injection, you can use the native api s like this.

QLineEdit and QComboBox have unrelated behavior

I have a user interface with a lot of controls. However I have a problem with a QLineEdit and a QComboBox that are not responding properly.
I am basically converting from pixel measurements to millimeters/centimeters/decimeters and meters with a QComboBox and showing the result on a QLineEdit.
For the conversion table I used this page.
When I choose fromPixelToMillimeters() it does the conversion, but when I choose fromPixelToCentimeters() I think it is using the present value after the first conversion of fromPixelToMillimeters(). And if I go back choosing fromPixelToMillimeters() I get a different result too. This happens continuously, I get different measures each time.
See the code below:
void MainWindow::on_cBoxMeasures_currentIndexChanged(const QString &arg1)
{
if(arg1 == "Select Conversion(s)") {
return ui->leftLineEditDist->setText(QString("%1").arg(ui->leftLineEditDist->text().toDouble()));
} else if(arg1 == "pixel") {
return ui->leftLineEditDist->setText(QString("%1").arg(ui->leftLineEditDist->text().toDouble()));
} else if(arg1 == "mm") {
return fromPixelToMillimeters();
} else if(arg1 == "dm") {
return fromPixelToDecimeters();
} else if(arg1 == "cm") {
return fromPixelToCentimeters();
} else if(arg1 == "m") {
return fromPixelToMeters();
}
}
void MainWindow::fromPixelToMillimeters()
{
double mm = ui->leftLineEditDist->text().toDouble();
double dpi = 300;
double totalDistanceInMillimeter = (mm*25.4)/dpi;
ui->leftLineEditDist->setText(QString("%1").arg(totalDistanceInMillimeter));
ui->leftLineEditDist->show();
}
void MainWindow::fromPixelToCentimeters()
{
double mm = ui->leftLineEditDist->text().toDouble();
double dpi = 300;
double totalDistanceInCm = ((mm*25.4)/dpi)*0.1;
ui->leftLineEditDist->setText(QString("%1").arg(totalDistanceInCm));
ui->leftLineEditDist->show();
}
void MainWindow::fromPixelToDecimeters()
{
double mm = ui->leftLineEditDist->text().toDouble();
double dpi = 300;
double totalDistanceInDcm = ((mm*25.4)/dpi)*0.01;
ui->leftLineEditDist->setText(QString("%1").arg(totalDistanceInDcm));
ui->leftLineEditDist->show();
}
void MainWindow::fromPixelToMeters()
{
double mm = ui->leftLineEditDist->text().toDouble();
double dpi = 300;
double totalDistanceInM = ((mm*25.4)/dpi)*0.001;
ui->leftLineEditDist->setText(QString("%1").arg(totalDistanceInM));
ui->leftLineEditDist->show();
}
void MainWindow::on_cBoxMeasures_currentIndexChanged(int index)
{
switch (index) {
case(0):
break;
case(1):
break;
case(2):
fromPixelToMillimeters();
break;
case(3):
fromPixelToCentimeters();
break;
case(4):
fromPixelToDecimeters();
break;
case(5):
fromPixelToMeters();
break;
}
}
Please advise on what the problem might be.
I think these slots
on_cBoxMeasures_currentIndexChanged(const QString &arg1)
on_cBoxMeasures_currentIndexChanged(int index)
are connected the onIndexChange signal.
When the combo value will be changed, these two slots will be called simultaneously.
So that your code wont work well.
I recommend you to remove one of these slots.

BufferedSoundStream can't play wav files

I'm making an app for my drum classes and to make it cross-platform I've chosen Urho.Sharp, because it has low level Sound API as well as rich graphics capabilities.
As a first step I'm making a metronome app and for that I'm working with BufferedSoundStream adding here audio and then needed silence, as described here: https://github.com/xamarin/urho-samples/blob/master/FeatureSamples/Core/29_SoundSynthesis/SoundSynthesis.cs
But the resulting sound is not a sound at all, like random bits got into buffered stream.
This is my code:
///
/// this code initialize sound subsystem
///
void CreateSound()
{
// Sound source needs a node so that it is considered enabled
node = new Node();
SoundSource source = node.CreateComponent<SoundSource>();
soundStream = new BufferedSoundStream();
// Set format: 44100 Hz, sixteen bit, stereo
soundStream.SetFormat(44100, true, true);
// Start playback. We don't have data in the stream yet, but the
SoundSource will wait until there is data,
// as the stream is by default in the "don't stop at end" mode
source.Play(soundStream);
}
///
/// this code preload all sound resources
///
readonly Dictionary<PointSoundType, string> SoundsMapping = new Dictionary<PointSoundType, string>
{
{PointSoundType.beat, "wav/beat.wav"},
{PointSoundType.click, "wav/click.wav"},
{PointSoundType.click_accent, "wav/click_accent.wav"},
{PointSoundType.crash, "wav/crash.wav"},
{PointSoundType.foot_hh, "wav/foot_hh.wav"},
{PointSoundType.hh, "wav/hh.wav"},
{PointSoundType.open_hh, "wav/open_hh.wav"},
{PointSoundType.ride, "wav/ride.wav"},
{PointSoundType.snare, "wav/snare.wav"},
{PointSoundType.tom_1, "wav/tom_1.wav"},
{PointSoundType.tom_2, "wav/tom_2.wav"},
};
Dictionary<PointSoundType, Sound> SoundCache = new Dictionary<PointSoundType, Sound>();
private void LoadSoundResources()
{
// preload all sounds
foreach (var s in SoundsMapping)
{
SoundCache[s.Key] = ResourceCache.GetSound(s.Value);
Debug.WriteLine("resource loaded: " + s.Value + ", length = " + SoundCache[s.Key].Length);
}
}
///
/// this code fill up the stream with audio
///
private void UpdateSound()
{
// Try to keep 1/10 seconds of sound in the buffer, to avoid both dropouts and unnecessary latency
//float targetLength = 1.0f / 10.0f;
// temporary increase buffer to 1s
float targetLength = 1.0f;
float requiredLength = targetLength - soundStream.BufferLength;
if (requiredLength < 0.0f)
return;
uint numSamples = (uint)(soundStream.Frequency * requiredLength);
// check if stream is still full
if (numSamples == 0)
return;
var silencePause = new short[44100];
// iterate and play all sounds
SoundCache.All(s =>
{
soundStream.AddData(s.Value.Handle, s.Value.DataSize);
// add silencio
soundStream.AddData(silencePause, 0, silencePause.Length);
return true;
});
}
Make sure your wav files are in the resource cache. Then don't play the BufferedSoundStream, but the Urho.Audio.Sound sound. This is just a different override of the same method Urho.Audio.SoundSource.Play(), but it works.
int PlaySound(string sSound)
{
var cache = Application.Current.ResourceCache;
Urho.Audio.Sound sound = cache.GetSound(sSound);
if (sound != null)
{
Node soundNode = scene.CreateChild("Sound");
Urho.Audio.SoundSource soundSource = soundNode.CreateComponent<Urho.Audio.SoundSource>();
soundSource.Play(sound);
soundSource.Gain = 0.99f;
return 1;
}
return 0;
}
Since you're using urhosamples, you can start each drum sample from the override update something like this:
public float fRun = 0.0f;
public int iRet = 0; // keep counting the played sounds
public override void OnUpdate(float timeStep)
{
fRun = fRun + timeStep;
int iMS = (int)(10f * fRun); // tenth of seconds
if (iMS == 100) iRet = iRet + PlaySound("wav/hh.wav");
if (iMS == 120) iRet = iRet + PlaySound("wav/hh.wav");
if (iMS == 140) iRet = iRet + PlaySound("wav/hh.wav");
if (iMS == 160) iRet = iRet + PlaySound("wav/open_hh.wav");
if (iMS >= 160) fRun = 0.8f;
}

In Selenium, how to compare images?

As i have been asked to automate our Company's website using Selenium Automation tooL.
But i am new to Selenium tool to proceed with, but i have learnt the basics of Selenium IDE and RC. But i am very much confused with how to compare actual and original images as we usually do in other automation tools. How do we come to a result that there bug in the website? Its obviously through image comparison but i wonder as selenium is one of the very popular tools but it doesn't have image comparing option. On the other hand i doubt whether my way of proceeding with the automation process is correct! Could somebody please help me out..
Thanks in Advance!!
Sanjay S
I had simillar task. I needed to compare more than 3000 images on a WebPage.
First of all I scrolled page to load all images:
public void compareImage() throws InterruptedException {
driver.get(baseUrl);
driver.manage().window().maximize();
JavascriptExecutor executor = (JavascriptExecutor) driver;
Long previousHeight;
Long currentHeight;
do {
previousHeight = (Long) executor.executeScript("return document.documentElement.scrollHeight");
executor.executeScript("window.scrollBy(0, document.documentElement.scrollHeight)");
Thread.sleep(500);
currentHeight = (Long) executor.executeScript("return document.documentElement.scrollHeight");
} while (Long.compare(previousHeight, currentHeight) != 0);
after I compared size of all images with first image(or you can just write size):
List<WebElement> images = driver.findElements(By.cssSelector("img[class='playable']"));
List<String> errors = new LinkedList<>();
int imgWidth, imgHeight, elWidth, elHeight;
int imgNum = 0;
imgWidth = images.get(0).getSize().getWidth();
imgHeight = images.get(0).getSize().getHeight();
for (WebElement el : images) {
imgNum++;
elWidth = el.getSize().getWidth();
elHeight = el.getSize().getHeight();
if (imgWidth != elWidth || imgHeight != elHeight) {
errors.add(String.format("Picture # %d has incorrect size (%d : %d) px"
, imgNum, elWidth, elHeight));
}
}
for (String str : errors)
System.out.println(str);
if (errors.size() == 0)
System.out.println("All images have the same size");
}
Since you mention knowledge about Selenium RC, you can easily extend Selenium's capability using a library for your chosen programming language. For instance, in Java you can use the PixelGrabber class for comparing two images and assert their match.
imagemagick and imagediff are also two good tools to use for image matching. You would require Selenium RC and a programming language knowledge to work with it.
Image comparison on C#. To get exact results I recommend to disable anti aliasing browser feature before taking screenshots, otherwise pixels each time are a little bit different drawn. For example HTML canvas element options.AddArgument("disable-canvas-aa");
private static bool ImageCompare(Bitmap bmp1, Bitmap bmp2, Double TolerasnceInPercent)
{
bool equals = true;
bool flag = true; //Inner loop isn't broken
//Test to see if we have the same size of image
if (bmp1.Size == bmp2.Size)
{
for (int x = 0; x < bmp1.Width; ++x)
{
for (int y = 0; y < bmp1.Height; ++y)
{
Color Bitmap1 = bmp1.GetPixel(x, y);
Color Bitmap2 = bmp2.GetPixel(x, y);
if (Bitmap1.A != Bitmap2.A)
{
if (!CalculateTolerance(Bitmap1.A, Bitmap2.A, TolerasnceInPercent))
{
flag = false;
equals = false;
break;
}
}
if (Bitmap1.R != Bitmap2.R)
{
if (!CalculateTolerance(Bitmap1.R, Bitmap2.R, TolerasnceInPercent))
{
flag = false;
equals = false;
break;
}
}
if (Bitmap1.G != Bitmap2.G)
{
if (!CalculateTolerance(Bitmap1.G, Bitmap2.G, TolerasnceInPercent))
{
flag = false;
equals = false;
break;
}
}
if (Bitmap1.B != Bitmap2.B)
{
if (!CalculateTolerance(Bitmap1.B, Bitmap2.B, TolerasnceInPercent))
{
flag = false;
equals = false;
break;
}
}
}
if (!flag)
{
break;
}
}
}
else
{
equals = false;
}
return equals;
}
This C# function calculates tolerance
private static bool CalculateTolerance(Byte FirstImagePixel, Byte SecondImagePixel, Double TolerasnceInPercent)
{
double OneHundredPercent;
double DifferencesInPix;
double DifferencesPercentage;
if (FirstImagePixel > SecondImagePixel)
{
OneHundredPercent = FirstImagePixel;
}
else
{
OneHundredPercent = SecondImagePixel;
}
if (FirstImagePixel > SecondImagePixel)
{
DifferencesInPix = FirstImagePixel - SecondImagePixel;
}
else
{
DifferencesInPix = SecondImagePixel - FirstImagePixel;
}
DifferencesPercentage = (DifferencesInPix * 100) / OneHundredPercent;
DifferencesPercentage = Math.Round(DifferencesPercentage, 2);
if (DifferencesPercentage > TolerasnceInPercent)
{
return false;
}
return true;
}

Resources