Cross Platform Video

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CROSS-PLATFORM VIDEO Maximize the potential of programmatic and improve viewer experience across all screens with Prebid-powered digital video advertising solutions. I mainly code using the Qt library, which is cross-platform enough for my need. However, I found out that if I'd like to play a video file there are no good options for cross-platform video playback. The Phonon module doesn't seem to work on my machine and I am not sure if it is supported on the major platforms (Windows, OSX, Linux).

  • Keeping Up On Cross-Platform Video Measurement Jun. 20, 2017 The rapid shift in consumer behavior towards multiscreen viewing has opened up a plethora of platforms and access points for brands and marketers to reach, connect, and engage with their desired audiences.
  • Cross-platform play is the ability to allow different gaming platforms to share the same online servers in a game, allowing players to join together regardless of the platform they own. Since the Dreamcast and PlayStation 2, there have been online video games that support cross-play.

Every video team knows mission creep—that's when producing one video leads to creating multiple versions and iterations. Let's say you begin producing a two-minute branded marketing video with the goal to release it on your website. Your team has agreed on a particular style, length, and delivery spec. Your shoot is over, your graphics are in production, and halfway through your edit, you are asked to deliver additional versions for social media platforms, a large-screen live event, and an email campaign. Each of these requests requires different acquisition and delivery specs and a unique post workflow. And if you only develop your new versions in post, you will likely miss opportunities, water down your initial concept, and lose the power of an integrated campaign.

So, how do you avoid those pitfalls and create great cross-platform marketing videos? Here are a few strategies I've learned.

1. Start with audience outcomes

Many production meetings start with a discussion around how everyone envisions the final video, or with team members sharing examples they've seen on YouTube. It's great to talk about what inspires you and your creative vision. But it can be more helpful to kick off a launch meeting with everyone sharing their ideas for audience 'personas' for each distribution platform:

  • Who are we trying to reach?
  • What are we trying to help that person understand, learn, or do?
  • What do we want them to do after they view our content?
  • And what are the demographics of our target audience on each platform?

Only when you answer these questions can you begin to consider creative story approaches.

TIP: A great tool for summarizing your findings and strategy is a Creative Brief—a short document that outlines all the possible distribution platforms, as well as the acquisition format, timeframe, budget, style, and creative approach for your project.

2. Define existing assets and brand guidelines

When you have existing assets, you are ahead of the game when it comes to multi-platform campaigns, since you already own this content (see my notes below on rights). Logos, infographics, past video footage, interviews, event photography, social media posts, and other content can all contribute to your new project and help make your multi-platform campaign more affordable.

If you're going to work with any outside video, photography, or graphics vendors on this campaign, be sure to provide examples, shooting specs, and brand guidelines—as doing so will make it easier for these partners to match the earlier assets and particular requirements. And don't forget audio—an often-overlooked asset. We'll talk more about this in a moment.

TIP: Create a list of existing assets and attach it to your Creative Brief so that everyone working on the project understands what already exists, and can start digging for those hidden gems that will empower you to create a cohesive campaign.

3. Use proof of concept and storyboards

Storyboards don't have to be fancy. But they are extremely helpful when developing any kind of video content. Having everyone agree to the visual concept is even more important when launching a cross-platform video campaign. Whether you are creating live-streamed content, short packaged videos, social platform ads, teasers, or promos, a few pages of visual concept will save you time and money in production and post. Often, when we have a particularly unusual concept or motion graphics idea, our team also develops Proof of Concept 'Motion Boards' so that everyone can see a few snippets of video—and we can vet the concept fully before moving ahead with the shooting script.

TIP: Even if you don't have access to Photoshop or Illustrator, you can create storyboards by using basic tools like Piktochart.com or StoryboardThat.com— or simply dropping stock images into a brief Powerpoint.

4. Consider 'outputs' to build your schedule

As you begin to conceptualize, budget, and schedule your project, list all of the 'outputs' or deliverables you want to create. Then, build a schedule that leverages some parts of your production days for multiple purposes.

For example, consider allocating time for an assistant producer to shoot behind-the-scenes photography and video during key set-ups, especially when filming client testimonials. You can share this content on your social channels immediately, while you're still on location—and then also incorporate it into the primary footage for some fun angles on your main characters. Remember that interview transcripts will help speed up your post workflow and can serve as an additional deliverable: You can use excerpts in newsletters and add audio clips to your website with pull quotes.

TIP: A second camera is almost always a must for multi-platform content, and I love to add a slider for some visual interest. By having this additional equipment on site, you can get double the coverage with more editing options, ensuring a faster turnaround for interview-driven content.

5. Remember: The higher the resolution, the better

When cutting up and repurposing your assets in different ways for various delivery platforms and audiences, it's important to remember that generally speaking, the more pixels you acquire up front for video (with the best quality audio), the greater your flexibility on the back end.

You may be familiar with the various formats that we know in short-hand as '720,' '1080,' '2K,' '4K UHD,' and '4K.' It's important to remember that pixels rule, especially when you want to cut up assets for different platforms and delivery specs. When acquiring photographic or video assets, seek the highest resolution you can afford in gear, storage, and workflow—so that you have the flexibility to make smaller versions for social media, but can still use the high-res versions for larger-screen delivery and even screen grabs for print.

TIP: Acquire visuals and audio at the highest resolution you can afford. This generally means shooting your video project in 4K at 24 or 30 FPS and 24 bit/48kHz audio. Make sure you know the exact deliverable spec of each delivery platform, such as vertical video for Instagram and Facebook.

6. Secure proper rights and permissions

Disclaimer: I'm not an attorney! But I can provide you with my own experience as a multi-platform producer. And here's the gist: When using any licensed assets, such as stock footage and music, clear broad usage of these materials for as long a period of time as you can afford up front. As you probably know, there's always another delivery medium or version that you may want after you've already finished delivering one or more videos. It's just the way our multimedia world works. Look for language such as 'in any and all media,' 'in perpetuity,' and 'in whole or in part…without restriction as to changes or alterations.' This type of terminology gives you the right to crop, colorize, or otherwise edit sound and image assets without having to go back and acquire another license. Many stock licenses already include this language as long as you are paying a fee for this broad usage. Remember to clear talent for multiple deliverables, as well. And always refer your questions to an expert copyright attorney.

TIP: Don't assume that a license allows you to recut the video for another platform or version.

To wrap up, creating cross-platform marketing videos can be a challenge, but when you do some up-front planning, it can be a fun and rewarding way to tell your brand story across multiple channels, to many different audiences.

wxWidgets is a C++ library that lets developers create applications for Windows, macOS, Linux and other platforms with a single code base. It has popular language bindings for Python, Perl, Ruby and many other languages, and unlike other cross-platform toolkits, wxWidgets gives applications a truly native look and feel because it uses the platform's native API rather than emulating the GUI. It's also extensive, free, open-source and mature.

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wxWidgets 3.1.4 Released

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wxWidgets 3.1.4 release is nowavailable on GitHub.You will find there archives with the library sources and documentation aswell as binaries for the selected Windows compilers such as Microsoft VisualC++ and MinGW-w64.

Please notice that while 3.1.4 is officially a 'development' version becauseit is not fully compatible with the 'stable' 3.0.x, the list of backwardsincompatible changes is very short, so you shouldn't have any problemsupdating to this version from 3.0.x in practice, and you're encouraged to usethis release, including in production.

Changes in this release

In the nine months since the previous release, there have been almost 1700commits from 74 unique contributors (37 with multiple contributions), so it isimpossible to summarize all the changes in this document without making it toolong, please see the fuller changelog for more (but still not all)details, but some of the most important changes are:

  • wxOSX port now supports the latest macOS 11 on ARM hardware.
  • wxMSW comes with a new Edge-based wxWebView implementation.
  • Better, although still not perfect, per-monitor DPI support in wxMSW.
  • wxGrid was has been significantly improved and is now much user friendlier.
  • AUI appearance enhancements for non-default GTK themes and macOS dark mode.
  • wxWidgets may now be built with C++20 compiler.
  • Improvements to CMake build system.
  • Allow optionally forbidding dangerous implicit wxString conversions.

And, of course, there were many, many bug fixes in all ports, notably includingfixing several long-standing problems in wxOSX.

Notice that in spite of all the changes, this release remains almost completelycompatible with 3.1.3 at the API level, so upgrading to it if you're alreadyusing wxWidgets 3 should be straightforward.

Feedback

Please let us know about your experience with this release via any of thefollowing channels:

Or by commenting under this post.

Thanks to everybody who has contributed to this release and we hope that youwill enjoy working with it!

wxWidgets 3.0.5 Released

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wxWidgets 3.0.5, the latest release in the stable 3.0 series, is nowavailable. Upgrading to it is strongly recommended for all users of theprevious 3.0.x release as it brings a lot of bug fixes and support for newercompilers (MinGW 4.9, 5 and 7), SDKs (macOS 10.10 and later) and libraries(GStreamer 1.0) but remains 100% compatible with 3.0.0, both at the API andthe ABI level, and so upgrading to it doesn't require absolutely any changesto the existing applications.

The announcement post contains the fuller list of the most importantchanges in this release and they are described in even more details in thechange log.

As usual, in addition to the sources, you can also download binaries for theselected Windows compilers (any version of Microsoft Visual C++ from 2008 to2019, MinGW-TDM 4.9.2, 5.1.0 and 9.2.0, or MinGW 7.2.0, 7.3.0 and8.1.0). And you can read the documentation for this release online.

Thanks to everybody who contributed, by reporting bugs and submitting patches,to this wxWidgets release. We hope you will find it even better than theprevious one and will enjoy using it!

wxWidgets 3.1.3 Released

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wxWidgets 3.1.3 release is nowavailable on GitHub.You will find there archives with the library sources and documentation aswell as binaries for the selected Windows compilers such as Microsoft VisualC++ and MinGW-w64.

Please notice that while 3.1.3 is officially a 'development' version becauseit is not fully compatible with the 'stable' 3.0.x, the list of backwardsincompatible changes is very short, so you shouldn't have any problemsupdating to this version from 3.0.x in practice, and you're encouraged to usethis release, including in production.

Changes in this release

There have been almost 2000 commits from 97 unique contributors (52 withmultiple contributions) since 3.1.2 releases, so it is impossible to summarizeall the changes in this document without making it too long, please see thefull changelogfor more details, but some of the most important changes are:

Cross platform video calls
  • Support for per-monitor DPI and dynamic DPI changes under MSW.
  • More generally, many fixes for various controls appearance in high DPI.
  • Long requested support for freezing rows and/or columns in wxGrid.
  • New XRC handlers for wxDataViewCtrl, wxInfoBar.
  • It is now possible to use gradients when creating wxGraphicsPen.
  • Extended compiler (MSVS 2019) and platforms (macOS 10.14+) support.
  • Significant improvements to the (still experimental) wxQt port.
  • Important bug fixes for focus handling in wxOSX port.

Feedback

Boss area call of duty mobile. Please let us know about your experience with this release via any of thefollowing channels:

Or by commenting under this post.

Thanks to everybody who has contributed to this release and we hope that youwill enjoy working with it!

New wxWidgets videos

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Two new wxWidgets video tutorials have been recently published byJavidx9 on YouTube: here is the firstpart, introducing programmingwith wxWidgets in C++ and the here is the secondone, showing how to develop asimple application.

If you have always wanted to learn programming wxWidgets but were intimidatedby the size of its manual, youmay appreciate this alternative way of getting acquainted with it.

Thanks to Javidx9 for producing the videos!

wxWidgets 3.1.2 Released

Posted on

wxWidgets 3.1.2 release is nowavailable on GitHub.You will find there archives with the library sources and documentation aswell as binaries for the selected Windows compilers such as Microsoft VisualC++, MinGW-TDM andMinGW-w64.

Please notice that while 3.1.2 is officially a 'development' version becauseit is not fully compatible with the 'stable' 3.0.x, the list of backwardsincompatible changes is very short, so you shouldn't have any problemsupdating to this version from 3.0.x in practice, and you're encouraged to usethis release, including in production.

Changes in this release

There have been more than 1200 commits from 75 contributors (41 with multiplecontributions) since 3.1.1, which makes it difficult to summarize them in thisshort post. The primary focus of this release is on bug fixes (closing morethan 100 bugs from wxTrac) and incremental improvements in preparation for thenext stable 3.2.0 release, however there is a usual lot of new features aswell, including:

  • Initial support for macOS 10.14 and its dark mode.
  • Support for non-integer font sizes and arbitrary font weights.
  • New wxLZMA{Input,Output}Stream classes.
  • Add wxDataViewToggleRenderer::ShowAsRadio(), wxDisplay::GetPPI(),wxGrid::SetCornerLabelValue(), wxHtmlEasyPrinting::SetPromptMode(),wxJoystickEvent::GetButtonOrdinal(), wxToolbook::EnablePage().

Call of duty next release. Some of the other improvements:

Video
  • Support for per-monitor DPI and dynamic DPI changes under MSW.
  • More generally, many fixes for various controls appearance in high DPI.
  • Long requested support for freezing rows and/or columns in wxGrid.
  • New XRC handlers for wxDataViewCtrl, wxInfoBar.
  • It is now possible to use gradients when creating wxGraphicsPen.
  • Extended compiler (MSVS 2019) and platforms (macOS 10.14+) support.
  • Significant improvements to the (still experimental) wxQt port.
  • Important bug fixes for focus handling in wxOSX port.

Feedback

Boss area call of duty mobile. Please let us know about your experience with this release via any of thefollowing channels:

Or by commenting under this post.

Thanks to everybody who has contributed to this release and we hope that youwill enjoy working with it!

New wxWidgets videos

Posted on

Two new wxWidgets video tutorials have been recently published byJavidx9 on YouTube: here is the firstpart, introducing programmingwith wxWidgets in C++ and the here is the secondone, showing how to develop asimple application.

If you have always wanted to learn programming wxWidgets but were intimidatedby the size of its manual, youmay appreciate this alternative way of getting acquainted with it.

Thanks to Javidx9 for producing the videos!

wxWidgets 3.1.2 Released

Posted on

wxWidgets 3.1.2 release is nowavailable on GitHub.You will find there archives with the library sources and documentation aswell as binaries for the selected Windows compilers such as Microsoft VisualC++, MinGW-TDM andMinGW-w64.

Please notice that while 3.1.2 is officially a 'development' version becauseit is not fully compatible with the 'stable' 3.0.x, the list of backwardsincompatible changes is very short, so you shouldn't have any problemsupdating to this version from 3.0.x in practice, and you're encouraged to usethis release, including in production.

Changes in this release

There have been more than 1200 commits from 75 contributors (41 with multiplecontributions) since 3.1.1, which makes it difficult to summarize them in thisshort post. The primary focus of this release is on bug fixes (closing morethan 100 bugs from wxTrac) and incremental improvements in preparation for thenext stable 3.2.0 release, however there is a usual lot of new features aswell, including:

  • Initial support for macOS 10.14 and its dark mode.
  • Support for non-integer font sizes and arbitrary font weights.
  • New wxLZMA{Input,Output}Stream classes.
  • Add wxDataViewToggleRenderer::ShowAsRadio(), wxDisplay::GetPPI(),wxGrid::SetCornerLabelValue(), wxHtmlEasyPrinting::SetPromptMode(),wxJoystickEvent::GetButtonOrdinal(), wxToolbook::EnablePage().

Call of duty next release. Some of the other improvements:

  • There were again many improvements to the (still experimental) wxQt port.
  • Fix several bugs related to focus handling and TAB navigation in wxGTK.
  • Make it possible to control pagination in wxHTML more precisely.
  • Fix several problems with high-DPI displays.
  • wxOSX now uses native NSImage/UIImage representation for wxBitmap.
  • Support strike-through font attribute in XRC and wxDataViewCtrl markup too.
  • Support more than 4 buttons in wxJoystick.
  • Add wxwidgets.props property sheet file for MSVS users.

Cross Platform Games Ps4 Pc

Please see the full changelogfor even more details.

Cross Platform Video Calls

Feedback

Cross Platform Video Chat

Pubg mobile emulator system requirements. Please let us know about your experience with this release via any of thefollowing channels:

Cross Platform Mcgraw-hill

Or by commenting under this post.

Cross Platform Video Games

Thanks to everybody who has contributed to this release and we hope that youwill enjoy working with it!





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