• NoBetterName

    I'm trying to make a peer to peer messaging program, as the title suggests. I need a program that directly sends messages to other devices. Thanks for your help guys.

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  • NoBetterName

    I don't really understand socket or HTTPlib or anything like that, but I'm looking for something that I can send and receive all inside Pythonista. I hope this makes sense. I like Workflow, but it isn't what I was looking for. SMTP and SMS are great, but you can only send them through Pythonista, not receive them. I guess my very broad question could be narrowed down to this:

    Is there any Apple-based or Pythonista-based system that I could take advantage of to send and receive messages through Pythonista?

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  • NoBetterName

    Can Pythonista make a phone call? I prefer to do this in my app, not loading the phone app.

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  • NoBetterName

    None of the online server and client programs for peer to peer chat rooms work on iOS. I'm not quite sure why. I'm not even sure that socket is the right path for me. Is there any way to use my Pythonista app as a client and directly send messages? I'm thinking of a custom SMS or even SMTP sender/receiver. Can iOS and Pythonista do something like this?

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  • NoBetterName

    So... I tried the first one. I have about 450 pictures that I put into 45 gifs because Pythonista crashed when I tried to make them longer. Simple solution for me, was to split it into 10 frames per gif, then combine them. It seemed simple to me, but I guess it's not. Oh well. I'll use an online program for this; I just wanted to see if I could hone my coding skills with this project. Thanks for the help, @abcabc

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  • NoBetterName

    I was looking at the photos module documentation... and I found this by the way.
    Am I seeing double?

    There are two add_assets under AssetCollection!

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  • NoBetterName

    Can I combine several gifs together? I have about 43 of them... and I would like to do it programmatically.

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  • NoBetterName

    Thanks everybody for your quick answers. I have another question, but I'll ask it in another thread.

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  • NoBetterName

    I have about 300 images that I want to combine together into a gif or video. I know there is a way to extract still images from a video in the camera roll, but is there a way to construct a video purely using still images? my ultimate goal is a .gif, but I can turn a video into a gif with an online tool. Any suggestions?

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  • NoBetterName

    Thanks everybody for your quick replies. I need a way to add anything selected from the pick_asset function to a folder in my app. I can't have it ever fail, because I intend to release this app. @omz said that that function won't work for time lapse videos. Is there a completed function out there that somebody made that I can modify to what I need? I don't even know where to start with modifying that to allow storing time lapse videos. Could anybody at least get me started in the right direction?

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  • NoBetterName

    I have the user select an image through ui.pick_image(). I have the code to save a photo to a special folder in my app. If they pick a video, though, I can't save it to the folder. They already typed in the name and everything. What do I have to do to save an .mov file from the camera roll to this folder?

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  • NoBetterName

    Where is the motion module!!! I use it one of my finished apps, but I get an importError every time I try to import it. I tried the scene.gravity(), but for some reason that doesn't work. It doesn't detect anything.

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  • NoBetterName

    Problem with that, scene runs 60 times per second. Way too fast. I used the example above to process a gif and add it to a scene. Thanks @ccc!
    I devised a switch system to slow down a gif if it goes too fast, as it seems that the gif @ccc referred to did something similar to your idea, @cvp. Thanks for all the help guys, and hopefully you will see this app on the App Store sometime soon!

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  • NoBetterName

    Oh, sorry about that. Right now, I'm just trying to fix a simplified, very basic, gif-SpriteNode thing-a-ma-bobby. This is my code:

    from scene import *
    
    class MyScene(Scene):
        def setup(self):
            img = 'horsegif.GIF'
            texture = Texture(img)
            background = SpriteNode(texture)
            background.size = self.size
            background.anchor_point = 0,0
            background.position = 0,0
            self.add_child(background)
            
    run(MyScene())
    

    It isnt much.

    By that way, the adjustment that I made earlier was just making the Texture from a file path instead of a ui.Image of the gif file. I don't know why it changed the results... I'm a bit clueless when it comes to gifs.

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  • NoBetterName

    Hold on, made some adjustments...
    It now produces a still image with no animation as a SpriteNode.

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  • NoBetterName

    1: Thanks for that, @cvp. I didn't even know that was there. How stupid of me; I have used Pythonista for several years now, and have never used anything in that menu except for add script, pyui file, and txt file.

    2: It returns an IOError when I try to make a SpriteNode out of it. What now?

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  • NoBetterName

    I also tried this one: http://bestanimations.com/Animals/Mammals/Horses/horse-walking-animated-gif1.gif

    Very simple, trotting horses. Not much memory space.

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  • NoBetterName

    I tried your method, and a still picture of the first frame of the gif displays. Your final question is similar to what I originally meant, though I probably didn't say it correctly. I was just trying to figure out what I did wrong with the saving. I know it is a valid file, and that when I save it in Pythonista it does not animate.

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  • NoBetterName

    No, I tried downloading it in two ways...

    1. Copy the image. Use the clipboard module to save the copied file. It displays the gif animation on Safari, but not in Pythonista.
    2. Save the image to Camera Roll, the use photos module to import it into Pythonista. Same results.

    The file exists in Pythonista, but the animation is not there.

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