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Showing posts from September 5, 2018

Las Vegas Bowl

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Clash Royale CLAN TAG #URR8PPP Las Vegas Bowl Mitsubishi Motors Las Vegas Bowl Stadium Sam Boyd Stadium Location Whitney, Nevada Operated 1992–present Conference tie-ins MWC, Pac-12 Previous conference tie-ins Big West, MAC (1992–96) WAC (1997–1998) Payout US$1,350,000 Sponsors Las Vegas Convention & Visitor's Authority (1998, 2000, 2003) EA Sports (1999) Sega/Sega Sports (2001–2002) Pioneer (2004–2008) Maaco (2009–2012) Royal Purple (2013–2015) GEICO (2016) Mitsubishi (2018-) Former names Las Vegas Bowl (1992–1998) EA Sports Las Vegas Bowl (1999) Las Vegas Bowl (2000) Sega Sports Las Vegas Bowl (2001–2002) Las Vegas Bowl (2003) Pioneer Purevision Las Vegas Bowl (2004–2006) Pioneer Las Vegas Bowl (2007–2008) Maaco Bowl Las Vegas (2009–2012) Royal Purple Las Vegas Bowl (2013–2015) Las Vegas Bowl presented by GEICO (2016) 2016 matchup San Diego State vs. Houston (San Diego State 34–10) 2017 matchup Boise State vs Oregon (Boise State 38–28) The Las Vegas Bowl is an NCAA-sanctio

Software license

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Software license From Wikipedia, the free encyclopedia Jump to navigation Jump to search Software licenses in context of copyright according to Mark Webbink. [1] From left to right, fewer rights for a licensee/user of a software and more rights retained by the owner A software license is a legal instrument (usually by way of contract law, with or without printed material) governing the use or redistribution of software. Under United States copyright law, all software is copyright protected, in both source code and object code forms. [2] The only exception is software in the public domain. A typical software license grants the licensee, typically an end-user, permission to use one or more copies of software in ways where such a use would otherwise potentially constitute copyright infringement of the software owner's exclusive rights under copyright. Contents 1 Software licenses and copyright law 1.1 Ownership vs. licensing 2 Propri

How to decrease the latency of the RTP streaming with ffmpeg in Android?

How to decrease the latency of the RTP streaming with ffmpeg in Android? I'm creating a App that do a RTP streaming. It uses a ParcelFileDescriptor pipe pair, where a MediaRecorder writes in the pipe while the ffmpeg receives the audio from the pipe and sends by RTP. In my desktop, using the same wifi router, I receive the RTP stream using ffplay, and it has a delay between 5s ~ 10s. I tried capture audio using ffmpeg in Android, but itsn't possible. I tried to use ffplay -fflags nobuffer, use MIC as source, change the encoder, etc. I need the lowest delay possible. How can I do it? The code: public class MainActivity extends AppCompatActivity implements View.OnClickListener MediaRecorder mediaRecorder; AudioRecord record; MediaPlayer mediaPlayer; ParcelFileDescriptor pipePair; ParcelFileDescriptor pipeRead; ParcelFileDescriptor pipeWrite; Process ffmpegProc; // Requesting permission to RECORD_AUDIO private boolean permissionsAccepted = false; private String perm