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Re: Updated QuickTime format movie file dumper

by baboo (Initiate)
on Mar 04, 2006 at 09:28 UTC ( #534445=note: print w/replies, xml ) Need Help??

in reply to Updated QuickTime format movie file dumper

Need to say that previous version (without bells and whistles, output to STDOUT) was more flexible solution. I'm currently stragling with building of Tk module on Mac - it's not so easy as I got a batch of "Undefined symbols" while linking... Overal conclusion - more modules - more head aches for users. Could you please help me with previous version of the script? I have all modules installed. I'm able to run the program without parameters - it returns usage message. But if I feed any parameter it fails on this line: $file = DumpQuicktime->new(-file=>$file); with note "Can't locate object method "new" via package "DumpQuicktime" at line 465"
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Re^2: Updated QuickTime format movie file dumper
by GrandFather (Sage) on Mar 04, 2006 at 09:57 UTC

    Just replace the package main stuff with:

    package main; my $file = shift; if (defined $file) { $file = DumpQuicktime->new(-file=>$file); die $file->lastErr () if length $file->lastErr (); print $file->dump (); }

    For me the tree stuff is invaluable. Quicktime atoms are nested about 30 deep in stuff I'm looking at and the output is, I'd guess, a couple of thousand lines long!

    Returning a string rather than outputting directly to sdtout allows post processing of the output.

    DWIM is Perl's answer to Gödel
      Hmm, the line "$file = DumpQuicktime->new(-file=>$file);" is the same, the same is the error :( Never seen movies with nested more than 3-4 deep atoms. The same with "thousand lines" - an average movie header say with 3-4 tracks may have about hundred or so atoms. Anyway thank you ;-)

        The only "interesting" module this version of the code depends on is use Class::MethodMaker. What is the error that you are getting?

        I wrote this code to see how a move with four sprite tracks in addition to a conventional movie track was being put together. Expressions involved in mouse hit testing get very nested! Note that this code is now looking inside the sprite media data (not just the track headers) to pull apart event handlers and such.

        DWIM is Perl's answer to Gödel

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