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  • Use, discuss, criticize

    13 avril 2011, par

    Talk to people directly involved in MediaSPIP’s development, or to people around you who could use MediaSPIP to share, enhance or develop their creative projects.
    The bigger the community, the more MediaSPIP’s potential will be explored and the faster the software will evolve.
    A discussion list is available for all exchanges between users.

  • MediaSPIP 0.1 Beta version

    25 avril 2011, par

    MediaSPIP 0.1 beta is the first version of MediaSPIP proclaimed as "usable".
    The zip file provided here only contains the sources of MediaSPIP in its standalone version.
    To get a working installation, you must manually install all-software dependencies on the server.
    If you want to use this archive for an installation in "farm mode", you will also need to proceed to other manual (...)

  • Les formats acceptés

    28 janvier 2010, par

    Les commandes suivantes permettent d’avoir des informations sur les formats et codecs gérés par l’installation local de ffmpeg :
    ffmpeg -codecs ffmpeg -formats
    Les format videos acceptés en entrée
    Cette liste est non exhaustive, elle met en exergue les principaux formats utilisés : h264 : H.264 / AVC / MPEG-4 AVC / MPEG-4 part 10 m4v : raw MPEG-4 video format flv : Flash Video (FLV) / Sorenson Spark / Sorenson H.263 Theora wmv :
    Les formats vidéos de sortie possibles
    Dans un premier temps on (...)

Sur d’autres sites (2976)

  • lavf : Add an option for avoiding negative timestamps

    26 septembre 2012, par Michael Niedermayer
    lavf : Add an option for avoiding negative timestamps
    

    This is the same logic as is invoked on AVFMT_TS_NEGATIVE,
    but which can be enabled manually, or can be enabled
    in muxers which only need it in certain conditions.

    Also allow using the same mechanism to force streams to start
    at 0.

    Signed-off-by : Martin Storsjö <martin@martin.st>

    • [DH] doc/APIchanges
    • [DH] libavformat/avformat.h
    • [DH] libavformat/mux.c
    • [DH] libavformat/options_table.h
    • [DH] libavformat/version.h
  • Things I Have Learned About Emscripten

    1er septembre 2015, par Multimedia Mike — Cirrus Retro

    3 years ago, I released my Game Music Appreciation project, a website with a ludicrously uninspired title which allowed users a relatively frictionless method to experience a range of specialized music files related to old video games. However, the site required use of a special Chrome plugin. Ever since that initial release, my #1 most requested feature has been for a pure JavaScript version of the music player.

    “Impossible !” I exclaimed. “There’s no way JS could ever run fast enough to run these CPU emulators and audio synthesizers in real time, and allow for the visualization that I demand !” Well, I’m pleased to report that I have proved me wrong. I recently quietly launched a new site with what I hope is a catchier title, meant to evoke a cloud-based retro-music-as-a-service product : Cirrus Retro. Right now, it’s basically the same as the old site, but without the wonky Chrome-specific technology.

    Along the way, I’ve learned a few things about using Emscripten that I thought might be useful to share with other people who wish to embark on a similar journey. This is geared more towards someone who has a stronger low-level background (such as C/C++) vs. high-level (like JavaScript).

    General Goals
    Do you want to cross-compile an entire desktop application, one that relies on an extensive GUI toolkit ? That might be difficult (though I believe there is a path for porting qt code directly with Emscripten). Your better wager might be to abstract out the core logic and processes of the program and then create a new web UI to access them.

    Do you want to compile a game that basically just paints stuff to a 2D canvas ? You’re in luck ! Emscripten has a porting path for SDL. Make a version of your C/C++ software that targets SDL (generally not a tall order) and then compile that with Emscripten.

    Do you just want to cross-compile some functionality that lives in a library ? That’s what I’ve done with the Cirrus Retro project. For this, plan to compile the library into a JS file that exports some public functions that other, higher-level, native JS (i.e., JS written by a human and not a computer) will invoke.

    Memory Levels
    When porting C/C++ software to JavaScript using Emscripten, you have to think on 2 different levels. Or perhaps you need to force JavaScript into a low level C lens, especially if you want to write native JS code that will interact with Emscripten-compiled code. This often means somehow allocating chunks of memory via JS and passing them to the Emscripten-compiled functions. And you wouldn’t believe the type of gymnastics you need to execute to get native JS and Emscripten-compiled JS to cooperate.

    “Emscripten : Pointers and Pointers” is the best (and, really, ONLY) explanation I could find for understanding the basic mechanics of this process, at least when I started this journey. However, there’s a mistake in the explanation that left me confused for a little while, and I’m at a loss to contact the author (doesn’t anyone post a simple email address anymore ?).

    Per the best of my understanding, Emscripten allocates a large JS array and calls that the memory space that the compiled C/C++ code is allowed to operate in. A pointer in C/C++ code will just be an index into that mighty array. Really, that’s not too far off from how a low-level program process is supposed to view memory– as a flat array.

    Eventually, I just learned to cargo-cult my way through the memory allocation process. Here’s the JS code for allocating an Emscripten-compatible byte buffer, taken from my test harness (more on that later) :

    var musicBuffer = fs.readFileSync(testSpec[’filename’]) ;
    var musicBufferBytes = new Uint8Array(musicBuffer) ;
    var bytesMalloc = player._malloc(musicBufferBytes.length) ;
    var bytes = new Uint8Array(player.HEAPU8.buffer, bytesMalloc, musicBufferBytes.length) ;
    bytes.set(new Uint8Array(musicBufferBytes.buffer)) ;
    

    So, read the array of bytes from some input source, create a Uint8Array from the bytes, use the Emscripten _malloc() function to allocate enough bytes from the Emscripten memory array for the input bytes, then create a new array… then copy the bytes…

    You know what ? It’s late and I can’t remember how it works exactly, but it does. It has been a few months since I touched that code (been fighting with front-end website tech since then). You write that memory allocation code enough times and it begins to make sense, and then you hope you don’t have to write it too many more times.

    Multithreading
    You can’t port multithreaded code to JS via Emscripten. JavaScript has no notion of threads ! If you don’t understand the computer science behind this limitation, a more thorough explanation is beyond the scope of this post. But trust me, I’ve thought about it a lot. In fact, the official Emscripten literature states that you should be able to port most any C/C++ code as long as 1) none of the code is proprietary (i.e., all the raw source is available) ; and 2) there are no threads.

    Yes, I read about the experimental pthreads support added to Emscripten recently. Don’t get too excited ; that won’t be ready and widespread for a long time to come as it relies on a new browser API. In the meantime, figure out how to make your multithreaded C/C++ code run in a single thread if you want it to run in a browser.

    Printing Facility
    Eventually, getting software to work boils down to debugging, and the most primitive tool in many a programmer’s toolbox is the humble print statement. A print statement allows you to inspect a piece of a program’s state at key junctures. Eventually, when you try to cross-compile C/C++ code to JS using Emscripten, something is not going to work correctly in the generated JS “object code” and you need to understand what. You’ll be pleading for a method of just inspecting one variable deep in the original C/C++ code.

    I came up with this simple printf-workalike called emprintf() :

    #ifndef EMPRINTF_H
    #define EMPRINTF_H
    

    #include <stdio .h>
    #include <stdarg .h>
    #include <emscripten .h>

    #define MAX_MSG_LEN 1000

    /* NOTE : Don’t pass format strings that contain single quote (’) or newline
    * characters. */
    static void emprintf(const char *format, ...)

    char msg[MAX_MSG_LEN] ;
    char consoleMsg[MAX_MSG_LEN + 16] ;
    va_list args ;

    /* create the string */
    va_start(args, format) ;
    vsnprintf(msg, MAX_MSG_LEN, format, args) ;
    va_end(args) ;

    /* wrap the string in a console.log(’’) statement */
    snprintf(consoleMsg, MAX_MSG_LEN + 16, "console.log(’%s’)", msg) ;

    /* send the final string to the JavaScript console */
    emscripten_run_script(consoleMsg) ;

    #endif /* EMPRINTF_H */

    Put it in a file called “emprint.h”. Include it into any C/C++ file where you need debugging visibility, use emprintf() as a replacement for printf() and the output will magically show up on the browser’s JavaScript debug console. Heed the comments and don’t put any single quotes or newlines in strings, and keep it under 1000 characters. I didn’t say it was perfect, but it has helped me a lot in my Emscripten adventures.

    Optimization Levels
    Remember to turn on optimization when compiling. I have empirically found that optimizing for size (-Os) leads to the best performance all around, in addition to having the smallest size. Just be sure to specify some optimization level. If you don’t, the default is -O0 which offers horrible performance when running in JS.

    Static Compression For HTTP Delivery
    JavaScript code compresses pretty efficiently, even after it has been optimized for size using -Os. I routinely see compression ratios between 3.5:1 and 5:1 using gzip.

    Web servers in this day and age are supposed to be smart enough to detect when a requesting web browser can accept gzip-compressed data and do the compression on the fly. They’re even supposed to be smart enough to cache compressed output so the same content is not recompressed for each request. I would have to set up a series of tests to establish whether either of the foregoing assertions are correct and I can’t be bothered. Instead, I took it into my own hands. The trick is to pre-compress the JS files and then instruct the webserver to serve these files with a ‘Content-Type’ of ‘application/javascript’ and a ‘Content-Encoding’ of ‘gzip’.

    1. Compress your large Emscripten-build JS files with ‘gzip’ : ‘gzip compiled-code.js’
    2. Rename them from extension .js.gz to .jsgz
    3. Tell the webserver to deliver .jsgz files with the correct Content-Type and Content-Encoding headers

    To do that last step with Apache, specify these lines :

    AddType application/javascript jsgz
    AddEncoding gzip jsgz
    

    They belong in either a directory’s .htaccess file or in the sitewide configuration (/etc/apache2/mods-available/mime.conf works on my setup).

    Build System and Build Time Optimization
    Oh goodie, build systems ! I had a very specific manner in which I wanted to build my JS modules using Emscripten. Can I possibly coerce any of the many popular build systems to do this ? It has been a few months since I worked on this problem specifically but I seem to recall that the build systems I tried to used would freak out at the prospect of compiling stuff to a final binary target of .js.

    I had high hopes for Bazel, which Google released while I was developing Cirrus Retro. Surely, this is software that has been battle-tested in the harshest conditions of one of the most prominent software-developing companies in the world, needing to take into account the most bizarre corner cases and still build efficiently and correctly every time. And I have little doubt that it fulfills the order. Similarly, I’m confident that Google also has a team of no fewer than 100 or so people dedicated to developing and supporting the project within the organization. When you only have, at best, 1-2 hours per night to work on projects like this, you prefer not to fight with such cutting edge technology and after losing 2 or 3 nights trying to make a go of Bazel, I eventually put it aside.

    I also tried to use Autotools. It failed horribly for me, mostly for my own carelessness and lack of early-project source control.

    After that, it was strictly vanilla makefiles with no real dependency management. But you know what helps in these cases ? ccache ! Or at least, it would if it didn’t fail with Emscripten.

    Quick tip : ccache has trouble with LLVM unless you set the CCACHE_CPP2 environment variable (e.g. : “export CCACHE_CPP2=1”). I don’t remember the specifics, but it magically fixes things. Then, the lazy build process becomes “make clean && make”.

    Testing
    If you have never used Node.js, testing Emscripten-compiled JS code might be a good opportunity to start. I was able to use Node.js to great effect for testing the individually-compiled music player modules, wiring up a series of invocations using Python for a broader test suite (wouldn’t want to go too deep down the JS rabbit hole, after all).

    Be advised that Node.js doesn’t enjoy the same kind of JIT optimizations that the browser engines leverage. Thus, in the case of time critical code like, say, an audio synthesis library, the code might not run in real time. But as long as it produces the correct bitwise waveform, that’s good enough for continuous integration.

    Also, if you have largely been a low-level programmer for your whole career and are generally unfamiliar with the world of single-threaded, event-driven, callback-oriented programming, you might be in for a bit of a shock. When I wanted to learn how to read the contents of a file in Node.js, this is the first tutorial I found on the matter. I thought the code presented was a parody of bad coding style :

    var fs = require("fs") ;
    var fileName = "foo.txt" ;
    

    fs.exists(fileName, function(exists)
    if (exists)
    fs.stat(fileName, function(error, stats)
    fs.open(fileName, "r", function(error, fd)
    var buffer = new Buffer(stats.size) ;

    fs.read(fd, buffer, 0, buffer.length, null, function(error, bytesRead, buffer)
    var data = buffer.toString("utf8", 0, buffer.length) ;

    console.log(data) ;
    fs.close(fd) ;
    ) ;
    ) ;
    ) ;
    ) ;

    Apparently, this kind of thing doesn’t raise an eyebrow in the JS world.

    Now, I understand and respect the JS programming model. But this was seriously frustrating when I first encountered it because a simple script like the one I was trying to write just has an ordered list of tasks to complete. When it asks for bytes from a file, it really has nothing better to do than to wait for the answer.

    Thankfully, it turns out that Node’s fs module includes synchronous versions of the various file access functions. So it’s all good.

    Conclusion
    I’m sure I missed or underexplained some things. But if other brave souls are interested in dipping their toes in the waters of Emscripten, I hope these tips will come in handy.

  • Youtue Watch Me Android application closing unexpectedly

    18 septembre 2015, par Kichu

    I create android application from https://github.com/youtube/yt-watchme.

    When I try to create the event using the "CREATE LIVE EVENT" button.It throws some following error. I think it’s happening due to the camera permission issue.

    ERROR :

    09-17 11:43:53.582  32383-32383/com.google.android.apps.watchme E/AndroidRuntime﹕ FATAL EXCEPTION: main
       Process: com.google.android.apps.watchme, PID: 32383
       java.lang.NoSuchMethodError: com.google.android.apps.watchme.StreamerActivity.checkSelfPermission
               at com.google.android.apps.watchme.StreamerActivity.startStreaming(StreamerActivity.java:174)
               at com.google.android.apps.watchme.StreamerActivity.access$200(StreamerActivity.java:46)
               at com.google.android.apps.watchme.StreamerActivity$1.onServiceConnected(StreamerActivity.java:63)
               at android.app.LoadedApk$ServiceDispatcher.doConnected(LoadedApk.java:1110)
               at android.app.LoadedApk$ServiceDispatcher$RunConnection.run(LoadedApk.java:1127)
               at android.os.Handler.handleCallback(Handler.java:733)
               at android.os.Handler.dispatchMessage(Handler.java:95)
               at android.os.Looper.loop(Looper.java:136)
               at android.app.ActivityThread.main(ActivityThread.java:5097)
               at java.lang.reflect.Method.invokeNative(Native Method)
               at java.lang.reflect.Method.invoke(Method.java:515)
               at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:785)
               at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:601)
               at dalvik.system.NativeStart.main(Native Method)

    Any one please suggest . How can I solve this issue.

    Thanks In Advance

    Code Update :

    Manifest file XML

    <manifest package="com.google.android.apps.watchme">


       
       
       
       
       
       
       
       
       

       
       

       <application>
           <activity>
               
                   <action></action>

                   <category></category>
               
           </activity>
           <activity></activity>

           <service></service>
       </application>
       
    </manifest>

    Stream Activity File

    /*
    * Copyright (c) 2014 Google Inc.
    *
    * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
    * in compliance with the License. You may obtain a copy of the License at
    *
    * http://www.apache.org/licenses/LICENSE-2.0
    *
    * Unless required by applicable law or agreed to in writing, software distributed under the License
    * is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
    * or implied. See the License for the specific language governing permissions and limitations under
    * the License.
    */

    package com.google.android.apps.watchme;

    import android.Manifest;
    import android.app.Activity;
    import android.content.ComponentName;
    import android.content.Context;
    import android.content.Intent;
    import android.content.ServiceConnection;
    import android.content.pm.PackageManager;
    import android.hardware.Camera;
    import android.os.Bundle;
    import android.os.IBinder;
    import android.os.PowerManager;
    import android.support.design.widget.Snackbar;
    import android.support.v4.app.ActivityCompat;
    import android.util.Log;
    import android.view.View;
    import android.view.View.OnClickListener;
    import android.widget.ToggleButton;

    import com.google.android.apps.watchme.util.Utils;
    import com.google.android.apps.watchme.util.YouTubeApi;

    import java.util.ArrayList;
    import java.util.List;

    /**
    * @author Ibrahim Ulukaya &lt;ulukaya@google.com&gt;
    *         <p></p>
    *         StreamerActivity class which previews the camera and streams via StreamerService.
    */
    public class StreamerActivity extends Activity {
       // CONSTANTS
       // TODO: Stop hardcoding this and read values from the camera's supported sizes.
       public static final int CAMERA_WIDTH = 640;
       public static final int CAMERA_HEIGHT = 480;
       private static final int REQUEST_CAMERA_MICROPHONE = 0;

       // Member variables
       private StreamerService streamerService;
       private ServiceConnection streamerConnection = new ServiceConnection() {
           @Override
           public void onServiceConnected(ComponentName className, IBinder service) {
               Log.d(MainActivity.APP_NAME, "onServiceConnected");

               streamerService = ((StreamerService.LocalBinder) service).getService();

               restoreStateFromService();
               startStreaming();
           }

           @Override
           public void onServiceDisconnected(ComponentName className) {
               Log.e(MainActivity.APP_NAME, "onServiceDisconnected");

               // This should never happen, because our service runs in the same process.
               streamerService = null;
           }
       };
       private PowerManager.WakeLock wakeLock;
       private Preview preview;
       private String rtmpUrl;
       private String broadcastId;

       @Override
       public void onCreate(Bundle savedInstanceState) {
           Log.d(MainActivity.APP_NAME, "onCreate");
           super.onCreate(savedInstanceState);

           broadcastId = getIntent().getStringExtra(YouTubeApi.BROADCAST_ID_KEY);
           //Log.v(MainActivity.APP_NAME, broadcastId);

           rtmpUrl = getIntent().getStringExtra(YouTubeApi.RTMP_URL_KEY);

           if (rtmpUrl == null) {
               Log.w(MainActivity.APP_NAME, "No RTMP URL was passed in; bailing.");
               finish();
           }
           Log.i(MainActivity.APP_NAME, String.format("Got RTMP URL '%s' from calling activity.", rtmpUrl));

           setContentView(R.layout.streamer);
           preview = (Preview) findViewById(R.id.surfaceViewPreview);

           if (!bindService(new Intent(this, StreamerService.class), streamerConnection,
                   BIND_AUTO_CREATE | BIND_DEBUG_UNBIND)) {
               Log.e(MainActivity.APP_NAME, "Failed to bind StreamerService!");
           }

           final ToggleButton toggleButton = (ToggleButton) findViewById(R.id.toggleBroadcasting);
           toggleButton.setOnClickListener(new OnClickListener() {
               @Override
               public void onClick(View v) {
                   if (toggleButton.isChecked()) {
                       streamerService.startStreaming(rtmpUrl);
                   } else {
                       streamerService.stopStreaming();
                   }
               }
           });
       }

       @Override
       protected void onResume() {
           Log.d(MainActivity.APP_NAME, "onResume");

           super.onResume();

           if (streamerService != null) {
               restoreStateFromService();
           }
       }

       @Override
       protected void onPause() {
           Log.d(MainActivity.APP_NAME, "onPause");

           super.onPause();

           if (preview != null) {
               preview.setCamera(null);
           }

           if (streamerService != null) {
               streamerService.releaseCamera();
           }
       }

       @Override
       protected void onDestroy() {
           Log.d(MainActivity.APP_NAME, "onDestroy");

           super.onDestroy();

           if (streamerConnection != null) {
               unbindService(streamerConnection);
           }

           stopStreaming();

           if (streamerService != null) {
               streamerService.releaseCamera();
           }
       }

       private void restoreStateFromService() {
           preview.setCamera(Utils.getCamera(Camera.CameraInfo.CAMERA_FACING_FRONT));
       }

       private void startStreaming() {
           Log.d(MainActivity.APP_NAME, "startStreaming");

           PowerManager pm = (PowerManager) getSystemService(Context.POWER_SERVICE);
           wakeLock = pm.newWakeLock(PowerManager.SCREEN_DIM_WAKE_LOCK, this.getClass().getName());
           wakeLock.acquire();

           if (!streamerService.isStreaming()) {

               String cameraPermission = Manifest.permission.CAMERA;
               String microphonePermission = Manifest.permission.RECORD_AUDIO;
               int hasCamPermission = checkSelfPermission(cameraPermission);
               int hasMicPermission = checkSelfPermission(microphonePermission);
               List<string> permissions = new ArrayList<string>();
               if (hasCamPermission != PackageManager.PERMISSION_GRANTED) {
                   permissions.add(cameraPermission);
                   if (ActivityCompat.shouldShowRequestPermissionRationale(this,
                           Manifest.permission.CAMERA)) {
                       // Provide rationale in Snackbar to request permission
                       Snackbar.make(preview, R.string.permission_camera_rationale,
                               Snackbar.LENGTH_INDEFINITE).show();
                   } else {
                       // Explain in Snackbar to turn on permission in settings
                       Snackbar.make(preview, R.string.permission_camera_explain,
                               Snackbar.LENGTH_INDEFINITE).show();
                   }
               }
               if (hasMicPermission != PackageManager.PERMISSION_GRANTED) {
                   permissions.add(microphonePermission);
                   if (ActivityCompat.shouldShowRequestPermissionRationale(this,
                           Manifest.permission.RECORD_AUDIO)) {
                       // Provide rationale in Snackbar to request permission
                       Snackbar.make(preview, R.string.permission_microphone_rationale,
                               Snackbar.LENGTH_INDEFINITE).show();
                   } else {
                       // Explain in Snackbar to turn on permission in settings
                       Snackbar.make(preview, R.string.permission_microphone_explain,
                               Snackbar.LENGTH_INDEFINITE).show();
                   }
               }
               if (!permissions.isEmpty()) {
                   String[] params = permissions.toArray(new String[permissions.size()]);
                   ActivityCompat.requestPermissions(this, params, REQUEST_CAMERA_MICROPHONE);
               } else {
                   // We already have permission, so handle as normal
                   streamerService.startStreaming(rtmpUrl);
               }
           }
       }

       /**
        * Callback received when a permissions request has been completed.
        */
       @Override
       public void onRequestPermissionsResult(int requestCode,
                                              String permissions[], int[] grantResults) {
           switch (requestCode) {
               case REQUEST_CAMERA_MICROPHONE: {
                   Log.i(MainActivity.APP_NAME, "Received response for camera with mic permissions request.");

                   // We have requested multiple permissions for contacts, so all of them need to be
                   // checked.
                   if (Utils.verifyPermissions(grantResults)) {
                       // permissions were granted, yay! do the
                       // streamer task you need to do.
                       streamerService.startStreaming(rtmpUrl);
                   } else {
                       Log.i(MainActivity.APP_NAME, "Camera with mic permissions were NOT granted.");
                       Snackbar.make(preview, R.string.permissions_not_granted,
                               Snackbar.LENGTH_SHORT)
                               .show();
                   }
                   break;
               }

               // other 'switch' lines to check for other
               // permissions this app might request
           }
           return;
       }


       private void stopStreaming() {
           Log.d(MainActivity.APP_NAME, "stopStreaming");

           if (wakeLock != null) {
               wakeLock.release();
               wakeLock = null;
           }

           if (streamerService.isStreaming()) {
               streamerService.stopStreaming();
           }
       }

       public void endEvent(View view) {
           Intent data = new Intent();
           data.putExtra(YouTubeApi.BROADCAST_ID_KEY, broadcastId);
           if (getParent() == null) {
               setResult(Activity.RESULT_OK, data);
           } else {
               getParent().setResult(Activity.RESULT_OK, data);
           }
           finish();
       }

    }
    </string></string>

    Update ERROR CODE :

    08:57:14.447  18829-18829/com.google.android.apps.watchme E/AndroidRuntime﹕ FATAL EXCEPTION: main
       Process: com.google.android.apps.watchme, PID: 18829
       java.lang.UnsatisfiedLinkError: Couldn't load ffmpeg from loader dalvik.system.PathClassLoader[DexPathList[[zip file "/data/app/com.google.android.apps.watchme-1.apk"],nativeLibraryDirectories=[/data/app-lib/com.google.android.apps.watchme-1, /vendor/lib, /system/lib]]]: findLibrary returned null
               at java.lang.Runtime.loadLibrary(Runtime.java:358)
               at java.lang.System.loadLibrary(System.java:526)
               at com.google.android.apps.watchme.Ffmpeg.<clinit>(Ffmpeg.java:26)
               at com.google.android.apps.watchme.VideoStreamingConnection.open(VideoStreamingConnection.java:71)
               at com.google.android.apps.watchme.StreamerService.startStreaming(StreamerService.java:80)
               at com.google.android.apps.watchme.StreamerActivity.startStreaming(StreamerActivity.java:212)
               at com.google.android.apps.watchme.StreamerActivity.access$200(StreamerActivity.java:47)
               at com.google.android.apps.watchme.StreamerActivity$1.onServiceConnected(StreamerActivity.java:64)
               at android.app.LoadedApk$ServiceDispatcher.doConnected(LoadedApk.java:1110)
               at android.app.LoadedApk$ServiceDispatcher$RunConnection.run(LoadedApk.java:1127)
               at android.os.Handler.handleCallback(Handler.java:733)
               at android.os.Handler.dispatchMessage(Handler.java:95)
               at android.os.Looper.loop(Looper.java:136)
               at android.app.ActivityThread.main(ActivityThread.java:5097)
               at java.lang.reflect.Method.invokeNative(Native Method)
               at java.lang.reflect.Method.invoke(Method.java:515)
               at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:785)
               at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:601)
               at dalvik.system.NativeStart.main(Native Method)
    </clinit>