C++ :: FFMPEG - Dynamic Change Of Bit Rate For Video
Apr 11, 2012
I use ffmpeg codes in my C++ app and would like to control the bit_rate parameter for VIDEO there. I tried to change its value in work (via ost->st->codec->bit_rate = 150000), but ffmpeg did not wish to change it.
I am making this program for a class and it works fine except for the daily interest rate for the checking account is off. The daily interest for the savings computes perfectly. The monthly interest rate for savings is 6% and for checking 3%.
Account.h
#ifndef ACCOUNT_H #define ACCOUNT_H #include <iostream> #include <string> using namespace std; const int DAYS_PER_MONTH = 30;
The server(and not the clients) will connect to the clients and just send a message. The idea is to be able to connect at each client a different time.
e.g every 10mins connect at client 1 every 2mins connect at client 2 every 1hour connect at client 3 and so on...
So how to implement this ? Should i create a new child process for each connection and what about the timing ? A pseudo code also will work.
The question involves me writing a program using a overloaded function to calculate the Weekly rate of employees but they get paid hourly and weekly. I get this error but do not know why,
#include <iostream> using namespace std; int calcWeeklyPay(int paidWeekly, int annualSalaryWeekly) //Returns the Weekly salary of weekly paid Employees int calcWeeklyPay(int paidHourly, int annualSalaryHourly) //Returns the Weekly salary of Hourly paid Employees
I have a problem requiring me to : enter loan amount: Enter interest rate: Enter length of loan (years)
It wants me to input the minimum amount for the loan, and the minimum interest rate. and then output a table that has 5 loan amounts across the top in $10000 increments and 4 interest rates along the side in .25% increments.
#include <iostream> #include <iomanip> #include <cmath> using namespace std; int main () { double loan, interest, length, payment,ti; //Enter loan price
Write a payroll program that prompts for the number of hours an employee worked, as well as the employee’s pay rate. If the employee worked for 40 hours or less, the gross pay is calculated by multiplying the number of hours worked by the pay rate. If the number of hours worked by the employee exceeds 40 hours, the employee should receive regular pay for the first 40 hours, and receive time-and-a-half pay for the hours in excess of 40. Display the calculated gross pay on the screen.
Continue to prompt for similar data for more employees and have the gross pay of each employee displayed, until there is no more employee data to process. Then display “Good Bye”.
Your solution must be separated into three source files (Interface, Implementation, and Test)
I'm currently working on a program that calculates shipping charges. However I'm stuck, whenever I compile the program the total amount at the end always comes up as my flat rate variable and not the total calculated number.
Write a program in C++ that calculates the amount to be paid to an employee based on the hours worked and rate per hour. A user will enter hours worked and rate per hour for an employee. Your program should have a function payCheck that calculates and returns the amount to be paid. The formula for calculating the salary amount is as follows: for the first 40 hours, the rate is the given rate (the rate that a user has entered); for hours over 40, the rate is 1.5 times the given rate.
I had write my own coding, but it keeps error. it is okay. But i still don't think i could share here? Still running... I will update my coding for you alls to check for any syntax or logic error. The problem is i need to calculate if the employee work for more than 40 hours which 1.5 times.
My coin/money change code works when there can be an exact change each time, i.e. when the 1 cent option is available. However, when the change options are only $10, $5, $1, 25 cents and 10 cents, it does not give me what I want for instance, I wanted to get change for $237.80, I was expecting to get:
23 10's, one 5, two 1's and 8 dimes. However, the code below is giving me 23 10's, one 5, two 1's and 3 quarters (there is no option left for the 5 remaining cents).how to fix it?
Code: #include<iostream> #include<algorithm> #include<vector> using namespace std; void change(double cents, int a[]); int main() { double Dollars; double cents;
I'm writing a program in which I have to use a matrix to represent a file in code. because it's a file, the size of the matrix is undefined, and therefore the matrix has to be dynamic. I found out that my compiler doesn't like dynamic multidimensional arrays, so I was thinking of this matrix as a dynamic (monodimensional) array of other dynamic (monodimensional) arrays. My program (and thus this example) uses unsigned chars.
i'm implementing a playerclass for a game.. in the game there are multiple player types, weapons ect.. i just wanted to turn my players weapons into a dynamically allocated c_str. once i added my: Destructor, Copy Constructor and Overloaded Assignment Operator. My initial values became corrupted and i cannot fix them.
I have been working with video files and my task is open a video file, get it copied into another file and then changing into binary format. after getting few bits inverted, changing back it into ascii formats. Original video contains normal and extended ascii codes. Unfortunately, i got stuck at first step, whole video file is not being copied. i have written a piece of code that copies the whole word/ any text file but the video file is not fully copied as just 5KB out of 119,659 KB are copied.
I've been wondering if there's a function or procedure used to know the current video mode. An example of how this was done in Pascal:
function VideoMode : integer; begin if (lastmode = BW40) or (lastmode = BW80) VideoMode := 40 else VideoMode := 80; end;
I've been told "conio.h" has a lastmode function, but it doesn't seem to be supported in Dev-C++ and Visual Studio C++. Is there a Windows function to know the number of columns in the current video mode?
I have loads of movies on DVD and they are all on my media server, but the media server doesn't actually allow streaming to be done, the movies are just stored in a folder on the desktop.
My goal would be able to host all my movies on my LAN server, then build an application to run on a windows based PC at home, not over the Internet just over LAN. For example, say the server I have at home had all the movies in a folder on the desktop, then when I start the client on another PC or laptop in my house, I could view all the movies, choose which one and then stream it to that client PC. I am using C#.NET WPF visual studio.
Maybe I could use something like VLC player to play the movies but I would want to build an client application to view the movies and search for them on the server where the movies are stored. Also I know there are other media streaming programs out there but I want to develop my own one for my uses.
I'm currently stuck whit a problem. I would like to access video memory of the console(Yes, only the black box) in C. I know how to do it in turbo pascal :
Var video:array[0..4000] of char absolute $B800:0000;
But i don't know the numbers in C. I've searched for the numbers of the memory in C but i can't find it.
I am using DirectShow to play/pause/stop a video file. I am having a slider control which increments with the playing video. I have done some calculation to find the exact step to forward or backward the video.
On dragging the slider to any position, video forwards/backwards to the new position, but slider doesn't get increment. Say I drag the slider from 10 to 50, video goes to the new position, but on releasing the capture slider again jumps back to the previous position from where it was dragged.
I would like to know in which way is the best to make ActiveX control for video. ActiveX control will need at least show picture and be able to go back in past, change resulation of picture and similar. How complex it is to do something like that? Is MFC best way to make it? Is there somewhere similar code?
I have code (found long time ago, ~2001) to make videos from OpenGL rendering in my view class. In my OnDraw() function I call the function SaveAsAvi(). This works as intended until I have 255 frames in the movie I am trying to make. After that, Windows Media Player claims it cannot play the file. VirtualDub claims the avi contains Palette Changes and shows the correct number of frames (>255) but all frames past 255 are the same and equal to the last frame.
Memory overflow? Need to free m_pixels sometime somewhere?
Code: void C***View::SaveAsAvi() { C***Doc* pDoc = GetDocument(); if (pDoc->m_avi_status == -1)// initialize AVI stuff { KillTimer(1); // allocate space for the pixel info
I am working on a video game that is based on a tutorial I found online and I ran into an issue associated with accessing an object's method inside another class object's function without making the object global which seems bad.
Here is basically how the tutorial set things up in the game: The game has a base class called GameObject then there are other child classes that inherit from this class. The GameObject class has all the basic information an object would have that needs rendered on the screen (x/y position, size of bitmap, bitmap, whether or not it is collidable, etc).
One of the child classes SpaceShip, which is the player so it has attributes and methods associated with managing # of lives and points scored.
There are other child classes of GameObjects in the game that need to take life and add points from the SpaceShip object if they collide with the spaceship or other objects.
In the collision handling routine I basically call a function "void Collided(int objectID)" when a game object collides with another. Within the Collided() routine, there is logic that executes code or other functions based on the objectID it collided with. Some of the collisions require taking life from the spaceship or adding points. The way this was accomplished in the tutorial was with function pointers (see Bullet class constructor and collided method for example). Is this really the best way to handle this sort of thing? It seems like there has to be a simpler way than to keep referencing function pointers in any new class I want to add to the game. I realized this when I went to add a method for the spaceship to fire bullets rather than inside my game class.
Basically i'm willing to create an application which could share Video,Mp3 Over the internet to my friends.
For suppose I'm hosting file on my PC, and i want to share "D" Drive to my friends but they aren't connected to my network locally. i want to share movies over the internet using a host and client application in c#.net.
the purpose of this application is very clear that that i want to share movies over the internet and they have to be able to watch movies on their PCs Except running my PC remotely.