Advice on making a standalone JAXB installation

Sorry for the probably trivial question, but I am new to JAXB... I am developping a scientific application which uses XML style for in and out files. I used to create XML files with crude println's and read XML files with the DocumentBuilder tools. The application is not Web oriented.
My 2 small questions are (I am not expecting more than "yes" or "no" answers):
-Would you recommend me to move to JAXB? (I have successfully run some of the samples in the jwsdp1.6)
-Would my colleagues willing to use my application have to get their hands "dirty" by incorporating all the jar files required (e.g. JAXB/lib, JAXP/lib, jwsdp-1.6-share/lib, j2sdk1.5/jre/lib/endorsed) in their java space?
Your advice will be very much appreciated,
Xavier

Hello all,
I am still curious about this. I haven't had much time of late to work on it though, so I don't really have any update news.
I am planning to go ahead and rip all the DV tapes that I have (about 30 of them) to the computer any day now.
Using Kino I do want to capture to rawDV and not .avi, to get the best quality, and to cut down on the amount of times the video gets converted correct?
What reasons would there be for capturing to .avi instead? Lack of space? Just to keep the files on the computer as .avi's?
Also what interlacing option would you recommend?
Thanks for any advice.
*** I think I am gonna go ahead and go with rawDV for the captures. Also I just noticed something. I don't think the interlacing option in Kino is relevant to how it is captured, simply how the preview is played while it's happening. Is this correct? In which case all I have to worry about the interlacing on is the final version that I export to DVD from Cinelerra?
Last edited by The Avatar of Time (2008-08-18 22:41:18)

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    2. To allow the user to click on the video player and drag left/right to ff/rew.
    The video itself is a turntable animation. One of our products is making a complete 360degree turn. By allowing the user to grab and drag, it will simulate them rotating the model.
    So far, I have already accomplished Goal 1. I made a new Actionscript 3 file, imported video (embed flv in swf and play in timeline), and then made the video loop on the timeline. This seems to export properly, and the video loops as needed. The only thing I can't figure out is how to make the video "interactive" and let the user drag left/right.
    For context, I have never used Flash before. Any help would be greatly appreciated.

    This will come down to essentially moving the playhead of Flash based on the movement of the mouse. It's certainly not going to be smooth however, you'd need a timer to be responsible for moving your playhead and reversing spatial compression is very CPU intensive (moving backwards on the timeline). I'd recommend having a forward and backward version of the video so you could flip between them but if you're new to flash you're already in way above your head.
    Add a new layer and try adding this example script (or Download Source example here, saved to CS5):
    import flash.utils.Timer;
    import flash.events.TimerEvent;
    import flash.events.MouseEvent;
    // make sure we don't trip this frame twice
    if (!stage.hasEventListener(MouseEvent.MOUSE_DOWN))
              // stop playhead
              stop();
              // set state (forwards? backwards?)
              var movingForward:Boolean = true;
              var curFrame:int = 1;
              var mouseStartX:int; // used later to determine drag
              // detect mouse click and drag left or right
              stage.addEventListener(MouseEvent.MOUSE_DOWN, onMouseF);
              stage.addEventListener(MouseEvent.MOUSE_UP, onMouseF);
              // create new timer to control playhead, start it
              var phTimer:Timer = new Timer(33,0);
              phTimer.addEventListener(TimerEvent.TIMER, movePlayheadF);
              phTimer.start();
              // function to control playhead
              function movePlayheadF(e:TimerEvent):void
                        curFrame += movingForward ? 1 : -1;
                        // validate frame (60 total frames)
                        if (curFrame > this.totalFrames) curFrame = 2;
                        else if (curFrame < 1) curFrame = this.totalFrames;
                        // goto the next frame
                        this.gotoAndStop(curFrame);
              // function that controls the direction variable
              function onMouseF(e:MouseEvent):void
                        if (e.type == MouseEvent.MOUSE_DOWN)
                                  // user started touching, record start spot
                                  mouseStartX = int(stage.mouseX);
                        else if (e.type == MouseEvent.MOUSE_UP)
                                  // user let mouse go, determine direction change (swipe stype)
                                  if (stage.mouseX > mouseStartX)
                                            // swiped right, move forwards
                                            movingForward = true;
                                            trace('Moving forward now');
                                  else if (stage.mouseX < mouseStartX)
                                            // swiped left, move backwards
                                            movingForward = false;
                                            trace('Moving backwards now');
    This is pretty simple. In the example source link above an object on the timeline (nice ugly red circle) moves right over 60 frames and then left over 60 frames (120 total). Consider that your movie.
    A timer ticks at a speed of 33ms (30fps). This is where it isn't necessarily going to be too smooth with video. If you increase it to 60FPS then decrease the timer by half (16.5ms), season to taste. Each time the timer goes off the playhead is moved, either forwards or backwards.
    To know if it should go forward or backwards a simple variable (movingForward) keeps track of the last 'swipe'. The swipe is simply captured when a user touches the screen (mouse/finger), moves in a direction and then lets up. If they moved to the left the direction will be reverse. If they moved to the right it will move forward. This doesn't take into consideration any more than that logic, but illustrates how you can watch the mouse for movement and "do something" based on it.
    A very simple validatior in the timer event function checks to see if the next frame (in either direction) is valid and if it's not, it corrects it so it stays within your videos timeline length.
    Note there is a MOUSE_MOVE event you can try to hook to which can be used to literally let the user drag the video forwards and backwards the amount they drag their finger/cursor. Also if this is some kind of circular surface like a record spinning, the direction the user moves the mouse based on where they touch the record would change which direction they expect it to move. Etc etc..
    That should get your feet wet in how much you need to consider for your project.

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