Objective-C iPhone - YouTubePlugIn.webplugin/YouTubePlugIn warning - objective-c

I'm trying to play a YouTube video within an iPhone app using the technique in this URL
http://iphoneincubator.com/blog/audio-video/how-to-play-youtube-videos-within-an-application
The technique works fine and the video plays fine, except that I'm getting this warning.
warning: Unable to read symbols for "/Developer/Platforms/iPhoneOS.platform/DeviceSupport/3.1.2 (7D11)/Symbols/System/Library/Internet Plug-Ins/YouTubePlugIn.webplugin/YouTubePlugIn" (file not found).
That does slow down the app for the first time I got the warning. Seems like a lot of people is getting the same warning, but none of the forums I read seems to have the solution to get rid of the warning.
Do I need to download something or do specific things?
I also tried adding the YouTube framework from "/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.1.2.sdk/System/Library/PrivateFrameworks/YouTube.framework"
Doesn't seem to solve the issue.
Please enlight.

Some clips might not play in mobile devices. Check if you clips does.
The "/Developer/Platforms/iPhoneOS.platform/DeviceSupport/4.2.1 (8C148)/Symbols/usr/lib/dyld' has changed; re-reading symbols" warnings can be ignored (the clips should play anyway if it is available on mobile devices).
Note. I don't know the correct reason why some clips don't play on mobile, it might be a transcoding issue (not being transcoded for mobile) or some publisher settings.
Would be interesting to know.

You need to run your app on the device. The Simulator doesn't have the YouTube app.

Related

App crashes on iOS (Phonegap) if multiple images are captured from camera

I am developing Phonegap Application and my application has scenarios where camera is used very frequently.
In my application I have used custom camera plugin (https://www.npmjs.com/package/cordova-camera-custom) to take picture and use it in my application.
Now when I capture images from this camera 30 times by opening camera and capturing again and again the app goes to crash.
The app just crashes so I am not able to identify the root cause of the crash.
I am not an iOS Programmer though I have tried to check the plugin code but I was not able to find the cause.
You can even check the plugin code on your end if needed.
I have also posted this issue to DevExtreme, the framework which I am using to develop hybrid applications at following link:
https://www.devexpress.com/support/center/Question/Details/T480068
and they found that issue indeed is related to memory shortage. The error message was with bug_type: 298 and fault cause: vm_pageshortage.
Please help me on this, I am struggling on it since long before.
Any Help is greatly appreciated.

YouTube iFrame API quality parameter "vq" bug - video playback with black screen

There seems to be a huge issue with the iframe url parameter "vq" (in this case "vq=hd720").
If you use this paraneter, the video screen in the flash player turns black.
This example URL worked until today:
http://www.youtube.com/embed/dFVDJlM6zLY?vq=hd720
(feel free to replace the example YouTube ID)
Now, this example works only without the "vq" parameter (vq=hd720):
http://www.youtube.com/embed/dFVDJlM6zLY
The problem is, that we delivered this YouTube iframe in a lot of websites for a lot of clients and it worked quite well for month (years?). Now every single site has black youtube videos!!!
Does anyone know if this parameter was depricated?
Was there a new YouTube API release today?
The parameter was already discussed and recommended in diffrent forums:
e.g. Force youtube embed to start in 720p
Any ideas how to force Google (YouTube) to solve this problem?
It seems that the only way out of this (currently) is to remove the vq parameter or set it to auto. This seems like a widespread problem though, that has occurred very recently. You may wish to star this issue at google make them take notice:
https://code.google.com/p/gdata-issues/issues/detail?id=6009
I was having a similar issue but when I tried to force an embeded youtube video to play in HD at a dimension smaller than the HD resolution.
I was able to get around the "black screen" HD issue by using the old embed code.
If you set the video size to the highest resolution you can then use vq=hd720 parameter and set the video width and height to a lower resolution
<object width="1280" height="720"><param name="movie" value="//www.youtube.com/v/VIDEO_ID?hl=en_US&version=3&rel=0&vq=hd720"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="//www.youtube.com/v/kyilUYoxcww?hl=en_US&version=3&rel=0" type="application/x-shockwave-flash" width="560" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></object>
Hope this helps!
Just had this exact problem. Found changing it to vq=auto works in the code. But on the videos we're working with it's coming out at a slightly lower quality than we'd like.
Nevertheless, this at least removes the blackout.
What are your 3d settings set to? Here's what I've noticed...
1) Taking away the vq=hd setting works.
2) Turning the 3D setting on the video player ON (or sometimes OFF the ON again) makes the
video work.
3) Curious about number 2, I went to the video settings on the video (the admin settings) and changed the 3D settings under Advanced. I changed it from "Disable 3D for this video" to "Please make this video 3D." For some reason this works -- the vq code is back to working the way it should.
HOWEVER I don't know if I would recommend doing this! The reason I set all my videos to "Disable 3D for this video" in the first place was because if I left on on the on the default "No Preference," it often caused glitches in the video.
Has YouTube changed anything with the 3D settings recently? I think thay may have but am not certain.

Scanning for QR Code in Quicktime Files in MacOS

The only information I've been able to find in QR Code scanning for the new AVFoundation-supported scanning is for iOS, and specifically using the camera.
I need to be able to scan for a QR Code in pre-recorded video Quicktime files.
I'm not even quite sure where to begin looking for this.
Basically, I need to open a video file, scan the video file for QR Codes embedded in the frames of the pre-recorded video, and then produce the results.
EDIT:
I attempted a bit more on this. I tried running some code for compiling on MacOS instead of iOS and I get the usual errors, telling me most of it is only supported by iOS. I can't seem to feed the QRCode framework anything in MacOS. There must be a way to do... Anyone out there come across this?

I cannot get a QTCaptureSession to Capture when in a Terminal Application

I've got a terminal application that needs to take a webcam picture and then perform some processing on it. I'm having trouble getting it to initialize. There's a fairly complete demo with an app called MyRecorder in the Apple docs that uses QTKit, which I was able to make work fine. I was also able to modify it to grab a single frame instead of a stream.
When I move this to a terminal application, the startRunning of the QTCaptureSession command simply does nothing. There are no errors, and everything reports as successful, but my webcam doesn't light up, and no frames are captured.
Any idea what's going on here? Are there any kind of security restrictions, or other kinds of restrictions that would prevent the QTCaptureSession from working?
So switching to AVFoundation solved my problem. I'm still not certain what the issue is, but for now using AVFoundation seems like the way to go since it was designed to replace QtKit anyways.

Game Center for my iPhone Game

I am developing an iPhone game, and I will implement Game Center in it.
Apparently, I need to do some configuration with my application in iTunes Connect first. Therefore I have to "create" my application in the iTunes Connect page, right? But, how do I do that without getting Apple's staff review my app since I am still working on it?
I tried making a new app like normal, but it asks me for a bunch of stuff like screenshots etc, but I have none to offer in the first place...
Fixed. It seems they won't even review it if there is no binary uploaded yet.