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GIMP for Unix-like systems

If available, the official package from your Unix-like distribution is the recommended method of installing GIMP!

The flatpak build is new and has known limitations, though it will likely provide faster updates, following GIMP releases closely. Therefore choose your installation medium according to your needs.

Flatpak build available in: i386, x86-64, ARM and AArch64.

Flatpak additional instructions

The flatpak link above should open your software installer and prompt you to install GIMP. Yet it may not work out-of-the-box on some platforms since the flatpak technology is new. If that is the case, ensure flatpak is installed and if clicking the link still does not prompt to install GIMP, then manually install by command line:

flatpak install

Once installed, it will be made available exactly the same way as other applications (menus, desktop overview, or any specific application launch process used by your desktop). If this is not the case, we suggest to report a bug to your desktop or distribution asking for proper support of flatpak. In the meantime, you can still run it by command line (not as the recommended method, only a workaround):

flatpak run org.gimp.GIMP//stable

This installation will also provide regular update. You don't have to come back on this page and install again (it will not work!) when a new version of GIMP is released. Instead if your distribution and/or desktop has a good support for flatpak, it should propose to perform updates. Once again, if your distribution does not have proper support, you can always fall back to using the following command line:

flatpak update

Systems without flatpak support

GIMP can also run on Solaris and is available for the BSD family of systems such as FreeBSD and OpenBSD.

Please refer to the documentation for your Unix-like system on the installation of software.

GIMP for macOS

Note: the currently available package provides GIMP 2.10.14 and has not yet updated to the latest version, GIMP 2.10.22. We're working on that, please check back later.

The download links above will attempt to download GIMP from one of our trusted mirror servers. If the mirrors do not work or you would rather download directly from our server, you can get the direct download here.

Supported OS: macOS 10.9 Mavericks or over

Since the 2.8.2 version, GIMP runs on OSX natively. No X11 environment is required.

Native build

The official GIMP 2.10 DMG installer (linked above) is a stock GIMP build without any add-ons. Just open the downloaded DMG and drag and drop GIMP into your 'Applications' folder.

The SHA256 hash sum for gimp-2.10.14-x86_64-1.dmg is: 52654d85f894834f6c134c724beff3eddf212a1bda317299314322cfeff97e52

Check it on VirusTotal: gimp-2.10.14-x86_64-1.dmg

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Older Downloads

Previous installers for OSX can be found here:


An easy way to compile and install GIMP and other great Free software on your Mac is by using Macports. The installer allows you to choose from a large directory of packages. To install gimp using Macports, you simply do sudo port install gimp once you have Macports installed.

Last we checked, the GIMP port file pointed to the current stable release and we have reports from people who've built GIMP successfully this way.


Homebrew is similar to Macports and provides packages (aka formulas) to install, either by compiling them from source or by using pre-made binaries. There are indications that there is now a formula for GIMP, installable with: brew tap homebrew/cask && brew cask install gimp.

NOTE! Please be aware that it was announced recently that Homebrew is using analytics. To turn this off in homebrew then run: brew analytics off You can read more about this on Brew Analytics.


Fink is a package repository that offer mostly precompiled binaries. It provides the apt-get command known to e.g. Debian and Ubuntu users, and installing GIMP is as easy as sudo apt-get install gimp once you have installed the Fink installer. If there's no binary package, then fink install gimp will compile GIMP from source.

Disclaimer: we haven't been able to determine if it is possible to install or build recent GIMP from Fink. Last we checked, GIMP 2.6.12 appears to be the most recent GIMP package that is offered there.

GIMP for Windows

The download links above will attempt to download GIMP from one of our trusted mirror servers. If the mirrors do not work or you would rather download directly from our server, you can get the direct download here.

Supported OS: Windows 7 or over

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These links download the official GIMP installer for Windows (~200 MB). The installer contains both 32-bit and 64-bit versions of GIMP, and will automatically use the appropriate one.

BitTorrent is a peer-to-peer file sharing system. It works by downloading GIMP from a distributed network of BitTorrent users, and may improve download speed dramatically. Choosing this option will download the torrent file for the GIMP installer. You may need to install a torrent client to make use of this file. Learn more...

Hash Sum

The SHA256 hash sum for gimp-2.10.22-setup.exe is: f7851c348584ce432dfd8e69b74a168c7dec33ebfddc29c96ad2d6b83aded083

Check it on VirusTotal: gimp-2.10.22-setup.exe

Older Downloads

Previous v2.10 installers for Windows can be found here:

Previous v2.8 installers for Windows can be found here:

GIMP User Manual

These links download language-specific Windows installers for GIMP's local help. By default, they will place the help files with your GIMP installation.

Note: GIMP uses online help by default. If you want to use this local help offline, you will need to change GIMP's help settings.

In GIMP, select [Edit] > [Preferences] > [Help System]

For 'User manual', select 'Use a locally installed copy'

Under 'Help Browser', you can choose between your system's web browser and GIMP's help browser plugin (if available).

See the online help for more settings.

Chinese Simplified (39 MB)

Catalan (40 MB)

Danish (39 MB)

Dutch (39 MB)

English (39 MB)

English (United Kingdom) (39 MB)

Finnish (39 MB)

French (41 MB)

German (41 MB)

Greek (38 MB)

Italian (43 MB)

Japanese (39 MB)

Korean (40 MB)

Norwegian Nynorsk (35 MB)

Portuguese Brazilian (40 MB)

Romanian (39 MB)

Russian (40 MB)

Spanish (40 MB)

Source for version 2.10 (Stable)

GIMP releases available from and its mirrors contain the source code and have to be compiled in order to be installed on your system.

For instructions, how to build GIMP from source code, please see this page.

GIMP 2.10.22 is now available at You may want to read the Release Notes for GIMP 2.10.

To allow you to check the integrity of the tarballs, here are the hashes of the latest releases:

gimp-2.10.22.tar.bz2 (sha256):


gimp-2.10.20.tar.bz2 (sha256):


gimp-2.10.18.tar.bz2 (sha256):


gimp-2.10.16.tar.bz2 (sha256):


gimp-2.10.14.tar.bz2 (sha256):


gimp-2.10.12.tar.bz2 (sha256):


gimp-2.10.10.tar.bz2 (sha256):


gimp-2.10.8.tar.bz2 (sha256):


gimp-2.10.6.tar.bz2 (sha256):


gimp-2.10.4.tar.bz2 (sha256):


gimp-2.10.2.tar.bz2 (sha256):


gimp-2.10.0.tar.bz2 (sha256):


GIMP help files are available at

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Please consider using one of the mirrors listed below.

Development snapshots

We now have a separate page for development versions of GIMP.

Want to check out the GIMP 2.99.2 development release? Get it on our development downloads page.

FTP and Web Mirrors

We had a server move a while back that caused us to lose our existing mirrors (moved from physical to virtual server and to an environment that doesn't allow FTP access). On the plus side, we are now able to offer rsync access to

If you are running one of the existing GIMP mirrors, or want to create a new one, please contact us to get your rsync credentials.






















United Kingdom


United States



Download version 3.3.0 forWindows • Mac • For the curious: 3.3.1NB! Windows installer is signed with new identity and you may receive a warning dialog from Defender until it gains more reputation. Just click 'More info' and 'Run anyway'.


Easy to get started. Thonny comes with Python 3.7 built in, so just one simple installer is needed and you're ready to learn programming. (You can also use a separate Python installation, if necessary.) The initial user interface is stripped of all features that may distract beginners.

No-hassle variables. Once you're done with hello-worlds, select View → Variables and see how your programs and shell commands affect Python variables.

Simple debugger. Just press Ctrl+F5 instead of F5 and you can run your programs step-by-step, no breakpoints needed. Press F6 for a big step and F7 for a small step. Steps follow program structure, not just code lines.

Step through expression evaluation. If you use small steps, then you can even see how Python evaluates your expressions. You can think of this light-blue box as a piece of paper where Python replaces subexpressions with their values, piece-by-piece.

Faithful representation of function calls. Stepping into a function call opens a new window with separate local variables table and code pointer. Good understanding of how function calls work is especially important for understanding recursion.

Highlights syntax errors. Unclosed quotes and parentheses are the most common beginners' syntax errors. Thonny's editor makes these easy to spot.

Explains scopes. Highlighting variable occurrences reminds you that the same name doesn't always mean the same variable and helps spotting typos. Local variables are visually distinguished from globals.

Mode for explaining references. Variables are initially presented according to simplified model (name → value) but you can switch to more realistic model (name → address/id → value).

Code completion. Students can explore APIs with the help of code completion.

Beginner friendly system shell. Select Tools → Open system shell to install extra packages or learn handling Python on command line. PATH and conflicts with other Python interpreters are taken care of by Thonny.

Simple and clean pip GUI. Select Tools → Manage packages for even easier installation of 3rd party packages.



Main development of Thonny took place in Institute of Computer Science of University of Tartu, Estonia.

Development of several features in Thonny 3.0 was proposed and supported by Raspberry Pi Foundation.

Since September 2018 development of Thonny is partially supported by Cybernetica AS.

We are also grateful for the help of several contributors from the open-source community around the world.

Instructions & downloads

Installation instructions

Latest stable releases are linked in the download box at the top of this page. Older releases and prereleases can be found at

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Thonny has simple infrastructure for extensions.

These are some known Thonny plug-ins:

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thonny-ev3dev allows uploading code to EV3 (and much more)

thonny-easy allows loading exercises from and submitting solutions for automatic assessment.

thonny-edison allows uploading Python code to Edison educational robot

thonny-dracula adds a dark theme.

Contact & News


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1. 'Intro' (J. Atkins, 7 Aurelius, T. Crocker, I. Lorenzo, J. Cartagena, A. Parker, C. Rios, T. Green, R. Gill) — 1:25 2. 'Foolish' (7 Aurelius, I. Lorenzo, E. Jordan, M. DeBarge) — 3:47 3. 'Happy' (R. Calhouh, A. Parker, I. Lorenzo) — 4:22 4. 'Leaving (Always on Time Part II)' (featuring Ja Rule) (7 Aurelius, I. Lorenzo, J. Atkins) — 3:55 5. 'Narrative Call (Skit)' (Irv Gotti) — 0:36 6. 'Call' (7 Aurelius, I. Lorenzo) — 5:05 7. 'Scared' (feat. Irv Gotti) (A. Parker, I. Lorenzo) — 4:43 8. 'Rescue' (7 Aurelius, I. Lorenzo) — 7:25 9. 'Baby' (7 Aurelius, I. Lorenzo, M. Dean, B. Jordan) — 4:25 10. 'Voodoo' (7 Aurelius, I.Lorenzo) — 4:37 11. 'Movies' (7 Aurelius, I. Lorenzo, R. Wright, J. Thomas) — 4:09 12. 'Fight (Over Skit)' (I. Lorenzo) — 1:18 13. 'Over' (A. Parker, I. Lorenzo) — 5:34 14. 'Unfoolish' (featuring Notorious B.I.G) (7 Aurelius, I. Lorenzo, E. Jordan, M. DeBarge, S. Combs, D. Jones, R. Kelly, C. Wallace) — 3:14 15. 'Shi Shi (Skit)' — 0:14 16. 'Dreams' (7 Aurelius, I. Lorenzo, M. DeBarge) — 4:18 17. 'Thank You' (A. Douglas) — 1:18

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9. 'U' (Aurelius, DeGrate, Douglas, Gotti) — 3:35 10. 'Every Lil' Thing' (Aurelius, Douglas, Lorenzo) — 3:56 11. 'Turn It Up' (featuring Ja Rule) (Atkins, Douglas, Gotti, Mayfield, Smith) — 4:16 12. 'Buck 3000 (Skit)' — 0:22

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1. 'Still On It' (featuring Paul Wall and Method Man) (Douglas, Gotti, Wall, Mcintosh) — 3:49 2. 'Only U' (Remix) (featuring Caddillac Tah, Merce, Ja Rule and Black Child) (Aurelius, Barnes, Ashanti Douglas, Lerner, Gotti) — 4:12 3. 'I Love You' (Douglas, Smith, Lorenzo) — 4:22 4. 'Rain on Me' (Remix) (featuring Ja Rule, Charli Baltimore and Hussein Fatal) (Douglas, Parker, Lorenzo, Bacharach, David) — 5:15 5. 'Still Down' (Remix) (Marchand, Mays, Cruz, Mckay, Atkinson, Lorenzo, Jones, Crocker, Douglas) — 4:36 6. 'Show You' (Douglas) — 3:30 7. 'I Found It in You' (Murdoch, Thomas, Barnes, G Charles, Full Force, B. George, Bedeau, P. George, L. George, Troutman, Clarke, Troutman) — 3:36 8. 'Breakup 2 Makeup' (Remix) (featuring Black Child) (Douglas, Parker, Lorenzo) — 3:44 9. 'Rock wit U (Awww Baby)' (Remix) (Douglas, Parker, Lorenzo) — 3:52 10. 'Focus' (Remix) (featuring Free) (Aurelius, Barnes, Ashanti Douglas, Lerner, Gotti) — 3:27

1. 'Intro' (Aurelius) — 1:05 2. 'The Way That I Love You' (Douglas) — 4:27 3. 'You're Gonna Miss' (Douglas) — 3:14 4. 'So Over You' (Douglas, Jerkins) — 4:00 5. 'Struggle' (Douglas, Hutton) — 4:35 6. 'Girlfriend' (Douglas, Hutton) — 3:30 7. 'Things You Make Me Do' (featuring Robin Thicke) (Douglas, Thicke, Aurelius, Burnette, Ross) — 4:28 8. 'In These Streets' (Douglas, Feemster) — 4:24 9. 'Good Good' (Dupri, Seal, Douglas, Haynes) — 3:37 10. 'Body on Me' (featuring Nelly and Akon) (Douglas, Haynes, Thiam) — 3:20 11. 'Mother' (Douglas, Edmonds) — 5:10 12. 'Shine' (Warren, Douglas) — 3:40 13. 'The Declaration' (Douglas, Aurelius, Yahel) — 3:55 14. 'Hey Baby (After the Club)' (featuring Mario Winans) (Douglas, Winans) — 3:33 15. 'Why' (Douglas, Ogaus, Beanz) — 4:32

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Play Youtube Video In Android Videoview

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VideoView widget is used to play online videos inside android app via http or https URL. VideoView widget gives us the ability to play media files through internet, means if you have a website and you have a website promotional video which you want to display on your android activity then VideoView widget helps you to play you online server located video through its http url without using YouTube or any other website as embedded platform. App developer can directly play their own videos in android app. So here is the complete step by step tutorial for Android VideoView example tutorial to play online videos via HTTP URL.

What we are doing in this project : We have uploaded a sample 3gp format video on our server and playing that video inside android activity.[ Note : First video will completely download inside your phone then it will play. ]

Android Viewview is by default available in Android framework. We can use this to fetch video and play it on Android without any additional libraries in our application. Additionally we can also stream video from youtube or using video url on video player to it on Android.

Android VideoView example tutorial to play online videos via HTTP URL.

We can see lot of android apps playing videos inside the app demonstrating app overview or an intro. Storing the video inside the project will increase the app size. So instead, we can upload the video to YouTube and stream it in the app to decreases the app size. In this tutorial we are going to learn how to play YouTube video in the app.

Complete Tutorial how to play Youtube videos in Android Studio 1.5 with VideoView. Create New Project with Application name: Play Youtube; Minimum SDK: API9 – Android 2.3 (Gingerbread). In app-res-layout-activitymain.xml add the VideoView with code.

Play Video In Android Using VideoView In this video, we will learn how to play a video in android using video view. See more videos: - Create.

Note : Please add internet permission inside AndroidManifest.xml file because without internet permission your app will not able to access device or emulator internet connection.

Code for file.

Code for activity_main.xml layout file.

Code for AndroidManifest.xml file.


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This codelab is part of the Advanced Android Development training course, developed by the Google Developers Training team. You will get the most value out of this course if you work through the codelabs in sequence.

For complete details about the course, see the Advanced Android Development overview.

Note: This course uses the terms 'codelab' and 'practical' interchangeably.


A multimedia app that plays audio or video usually has two parts:

A player that, given a media source, downloads and decodes that media, and renders it as video and/or audio.

A user interface (UI) with transport controls to run the player and optionally display the player's state.

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The architecture of a media app can get a lot more complicated, especially if your app's entire purpose is to play audio or video. Android provides an overall architecture for audio and video apps, and large number of media-related classes, which you can learn about in Media Apps Overview.

The simplest possible way to play a video clip in your app, however, is to use the VideoView class to play the video, and the MediaController class as the UI to control it. In this practical you build a simple app that plays a video clip that is either embedded in the app's resources, or available on the internet.

What you should already know

You should be familiar with:

Creating, building, and running apps in Android Studio

The Activity lifecycle, and how configuration changes such as changes to the device screen orientation affect that lifecycle

Making data persistent across configuration changes with the instance state bundle

What you'll learn

How to use the VideoView class to play video in your app

How to use the MediaController class to control video playing in a VideoView

How activity state changes affect video playback state in the VideoView

About event listeners and callbacks for media events

How to play media files from different locations (embedded in the app, or streamed from the internet)

What you'll do

Build an app called SimpleVideoView that plays a video clip by using the VideoView and MediaController classes.

Preserve the playback position for the video playback across activity state changes.

React to the end of the video playback with an event listener.

Handle the time period in your app where the media is being prepared (buffering or decoding), and provide a helpful message to the user.

Play media files as embedded files in the app, or streamed from the internet.

In this practical you build the SimpleVideoView app from scratch. SimpleVideoView plays a video file in its own view in your app:

The SimpleVideoView app includes a familiar set of media controls. The controls allow you to play, pause, rewind, fast-forward, and use the progress slider to skip forward or back to specific places in the video.

You start by playing a video file embedded with the app's resources. In the second task, you modify the app to buffer and play a video file from the internet.

The simplest way to play video in your app is to use a VideoView object, which is part of the Android platform. The VideoView class combines a media player (the MediaPlayer class) with a SurfaceView to actually display the video. Although it does not provide a lot of features or customization, VideoView class implements a lot of the basic behavior you need to play a video in your app.

Your app can play media files from a variety of sources, including embedded in the app's resources, stored on external media such as an SD card, or streamed from the internet. In this example, to keep things simple, you embed the video file in the app itself.

For the video playback UI, Android provides the MediaController view. The MediaController view provides a set of common media-control buttons that can control a media player (the VideoView object).

In this task you build the first iteration of the SimpleVideoView app, which plays a video clip.

1.1 Create the project and initial layout

This first iteration of the app starts playing a video clip when it launches, and plays the clip to the end.

Create a new Android project. Call it SimpleVideoView and use the Empty activity template. You can leave all other defaults the same.

Create a new raw resource directory to hold the video file the app will play: click the res directory in the Project view and select File > New > Android resource directory.

Change both the Directory name and Resource type to 'raw'. Leave all other options as is and click OK.

Download the Tacoma Narrows MP4 video file. If the video begins to play in your browser rather than downloading, you can use File > Save Page As... to save the file.

Move the tacoma_narrows.mp4 file into the raw directory in your project.

In activity_main.xml, delete the existing TextView, and replace it with a VideoView element with these attributes:

When layout_width and layout_height are 0dp, the size and position of the VideoView are calculated dynamically based on the other constraints. The layout_constraintDimensionRatio attribute indicates that when the app calculates the size of the VideoView, the ratio of the width to the height should be 4:3. This constraint keeps the aspect ratio of the video the same and prevents the view from being stretched too far in either direction (depending on how the device is rotated).

1.2 Implement MainActivity

In, add a constant for the name of the video sample file, and a member variable to hold the VideoView instance.

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Also in MainActivity, create a private method called getMedia() that takes a String and returns a Uri. The implementation looks like this:

This method converts the name of the sample media file (a string) into a full URI object representing the path to the sample in your app's resources. Note that although the actual filename in the app's resource directory is tacoma_narrows.mp4, the string name and resulting resource name do not include the extension.

In onCreate(), get a reference to the VideoView in the layout:

Create a new private method called initializePlayer() that takes no arguments and returns void.

Inside initializePlayer(), use the getMedia() and setVideoUri() methods to set the media URI that the VideoView will play.

Call start() on the VideoView to start playing.

Create a private method called releasePlayer(), and call the stopPlayback() method on the VideoView. This stops the video from playing and releases all the resources held by the VideoView.

1.3 Implement Activity lifecycle methods

Media playback uses many more system resources than most apps. It is critical that your app completely release those resources when it's not using them, even if the app is paused in the background. Implement the Activity lifecycle method for onStop() to release the media resources when the app is stopped. Implement onStart() to initialize the resources when the app is started again.

Override the onStart() method and call initializePlayer().

Override the onStop() method and call releasePlayer().

Override onPause() and add a test for versions of Android older than N (lower than 7.0, API 24). If the app is running on an older version of Android, pause the VideoView here.

This test is required because the behavior of onPause() and onStop() changed in Android N (7.0, API 24). In older versions of Android, onPause() was the end of the visual lifecycle of your app, and you could start releasing resources when the app was paused.

In newer versions of Android, your app may be paused but still visible on the screen, as with multi-window or picture-in-picture (PIP) mode. In those cases the user likely wants the video to continue playing in the background. If the video is being played in multi-window or PIP mode, then it is onStop() that indicates the end of the visible life cycle of the app, and your video playback should indeed stop at that time.

If you only stop playing your video in onStop(), as in the previous step, then on older devices there may be a few seconds where even though the app is no longer visible on screen, the video's audio track continues to play while onStop() catches up. This test for older versions of Android pauses the actual playback in onPause() to prevent the sound from playing after the app has disappeared from the screen.

Build and run the app.

When the app starts, the video file is opened and decoded, begins playing, and plays to the end. There is no way to control the media playback, for example using pause, play, fast-forward, or rewind. You add these capabilities in the next task.

Note: If you test the SimpleVideoView app on an emulator, use an AVD that supports API 23 or higher. Older versions of the emulator support fewer types of video formats, and may also suffer from degraded performance during playback.

If you run the app on a physical device that runs a version of Android older than API 23, you should not have either of these problems.

1.4 Add a MediaController

An app that plays video but does not provide a way for the user to control that video is less than useful. The Android platform provides a way to control media using the MediaController view, which is in the android.widget package. A MediaController view combines the most common media control UI elements (buttons for play, pause, fast-forward, and rewind, as well as a seek or progress bar) with the ability to control an underlying media player, such as a VideoView.

To use a MediaController view, you don't define it in your layout as you would other views. Instead you instantiate it programmatically in your app's onCreate() method and then attach it to a media player. The controller floats above your app's layout and enables the user to start, stop, fast-forward, rewind, and seek within the video.

In the figure above:

A VideoView, which includes a MediaPlayer to decode and play video, and a SurfaceView to display the video on the screen

A MediaController view, which includes UI elements for video transport controls (play, pause, fast-forward, rewind, progress slider) and the ability to control the video

In this task you add a MediaController to the SimpleVideoView app.

Locate the onCreate() method in MainActivity. Below the assignment of the mVideoView variable, create a new MediaController object and use setMediaPlayer() to connect the object to the VideoView.

Note: When you add the MediaController class make sure that you import android.widget.MediaController, not

Use setMediaController() to do the reverse connection, that is, to tell the VideoView that the MediaController will be used to control it:

Build and run the app. As before, the video begins to play when the app starts. Tap the VideoView to make the MediaController appear. You can then use any of the elements in that controller to control media playback. The MediaController disappears on its own after three seconds.

1.5 Preserve playback position throughout the activity lifecycle

When the onStop() method is called and your app goes into the background, or restarts because of a configuration change, the VideoView class releases all its resources and does not preserve any video playback state such as the current position. This means that each time the app starts or comes into the foreground, the video is reopened and plays from the beginning.

To get a baseline for comparison, run the app, if it's not already running. With your app in the foreground, try the following tasks:

Rotate the device.

Tap the Home button and then use the task switcher to bring the app back to the foreground.

If your device or emulator is running Android 7.0 (API level 24) or higher, press and hold the task switcher to enable multi-window mode.

Note in each of these cases how the video restarts from the beginning.

In this task you keep track of the current playback position, in milliseconds, throughout the app's lifecycle. If the video resources are released, the video can restart where it left off.

In MainActivity, add a member variable to hold the video's current position (initially 0). The playback position is recorded in milliseconds from 0.

Add a member variable to hold the key for the playback position in the instance state bundle:

In initializePlayer(), after setVideoUri() but before start(), check to see whether the current position is greater than 0, which indicates that the video was playing at some point. Use the seekTo() method to move the playback position to the current position.

If the current position is 0, the video has not yet played. Use seekTo() to set the playback position to 1 millisecond. This will show the first frame of the video rather than a black screen.

Override the onSaveInstanceState() method to save the value of mCurrentTime to the instance state bundle. Get the current playback position with the getCurrentPosition() method.

In onCreate(), check for the existence of the instance state bundle, and update the value of mCurrentTime with the value from that bundle. Add these lines before you create the MediaController.

Build and run the app. Repeat the baseline tasks and note how the playback position is saved in each case.

1.6 Add an onCompletion() callback

The VideoView class (and the MediaPlayer it contains) lets you define listeners for several events related to media playback. For example:

The media has been prepared (buffered, decoded, uncompressed, and so on) and is ready to play.

An error has occurred during media playback.

The media source has reported information such as a buffering delay during playback, for example when media is streaming over the internet.

The media has finished playing.

Listeners for the preparation and completion events are the most common listeners to implement in a media app. You haven't yet needed to handle media preparation in the SimpleVideoView app, because the video clip is embedded in the app and is fairly small, so it plays quickly. This may not be the case for larger video clips or those you play directly from the internet. You come back to preparing media in a later task.

When media playback is finished, the completion event occurs, and the onCompletion() callback is called. In this task you implement a listener for onCompletion() events to display a toast when the playback finishes.

At the end of the initializePlayer() method, create a new MediaPlayer.OnCompletionListener, override the onCompletion() method, and use setOnCompletionListenter() to add that listener to the VideoView.

Inside the onCompletion() method, add a Toast to display the message 'Playback completed.'

After the toast, add a call to seekTo() to reset the playback and the MediaController to the beginning of the clip.

By default, when the media finishes playing, both the VideoView and the MediaController show the end state of the media. The code shown above resets both the player and the controller to the start of the video so that the video can be played again.

Build and run the app. Tap the video to display the MediaController, and move the slider nearly all the way to the end. When the video finishes playing, the toast appears and the controller resets to the beginning of the clip.

In a real-world app, many media files are too large to embed directly in your app as you did with the video in the SimpleVideoView app. More commonly, if your app plays media it will get the files it needs from external storage such as an SD card, or locate and buffer the media file from a server on the internet.

If you play media from the internet, the VideoView class and the underlying MediaPlayer implement a lot of the background work for you. When you use VideoView you don't need to open a network connection, or set up a background task to buffer the media file.

You do, however, need to handle the time period between when you tell your app to play the media file and when the content in that file is actually available to play. If you do nothing, your app may appear to freeze for quite a long time while the file is buffering, especially on slow network connections. Even a message to the user that something is going on provides a better user experience.

VideoView (and MediaPlayer) provide a preparation event listener to handle this case. To use the onPrepared() callback, set the URI of the media the VideoView will play, then receive a callback when that media is ready to play.

In this task you modify the SimpleVideoView app to play a video from a URL on the internet. You use the preparation event listener to handle updating the app's UI while the file is being loaded.

2.1 Add a buffering message

In this task you modify the app layout to display a simple buffering message, and you use view visibility to show and hide the message at the appropriate time.

In the main layout file, add a TextView element. The new TextView is centered in the layout, same as the VideoView, and appears on top.

In MainActivity, change the VIDEO_SAMPLE constant to indicate the URL for the media file.

You can use any URL for any video that is available as a file on the internet.

If you use your own URL for the video file, make sure that the video format is supported by Android, as well as by the specific version of Android that your emulator or device is running. See Supported Media Formats for a list of video codecs and file types that Android supports.

Add a member variable to hold the TextView that shows the buffering message.

In onCreate(), get a reference to the TextView in the layout:

In the getMedia() method, change the implementation to test whether the incoming string is a URL or a raw resource. Return the appropriate URI.

2.2 Add the internet permission

In the Android manifest file, add an internet permission to enable the app to access the media file on the internet.

In AndroidManifest.xml, add this line just before the <application> element, at the top level of the manifest.

Videoview Android Studio

2.3 Add an onPrepared() callback

Preparing video or other media can involve streaming it, buffering it in memory, and decoding it to make it ready to play. With VideoView and MediaPlayer, the preparation step happens asynchronously in a separate thread, so your app does not have to pause and wait. Use the onPrepared() callback to enable your app to be notified when the preparation step has completed and the media is ready to play.

In the initializePlayer() method, before the definition for setOnCompletionListener(), create a new MediaPlayer.onPreparedListener, override the onPrepared() method, and use setOnPreparedListener() to add that listener to the VideoView.

Inside the onPrepared() method, set the visibility of the TextView to invisible. This removes the 'Buffering...' message.

In initializePlayer(), locate the lines of code that test for the current position, seek to that position, and start playback. Move those lines into the onPrepared() method, placing them after the calls to setVisibility(). The final onPrepared() definition looks like this:

At the top of initializePlayer(), before setting the media URI to play, restore the visibility of the buffering TextView:

Each time initializePlayer() is called, the buffering message should be turned on. It is turned off only when onPrepared() is called and the media is ready to play.

Build and run the app. Initially the 'Buffering...' message appears on the screen. Depending on the speed of your network connection, after some moments the video will appear and start playing.

Android Studio project: SimpleVideoView

Note: All coding challenges are optional.

Android Videoview Fullscreen

Challenge: Replace the MediaController in the SimpleVideoView app with a single button.

When the user taps the button, the text should toggle between 'Play' and 'Pause.'

Change SimpleVideoView such that the video does not play automatically when the app is started. Only start playing the media when the user clicks the 'Play' button.

If the button is in the 'Play' state the button should be disabled until the media has been prepared and is ready to play.

Make sure that you update the button's Play/Pause state in response to activity state changes.

Challenge: Add a 'Skip 10s' button. When the user taps the button, the current position of the media playback should skip ahead ten seconds.

Media apps in Android have a standard set of components, including a UI and a media player.

Media (audio and video) files can be played from a variety of sources, including embedded in the app's resources, stored on external media such as an SD card, or played as a streaming media from the internet.

The easiest way to play video in your app is to use the VideoView class. The VideoView class wraps a MediaPlayer and a SurfaceView. VideoView can be added to a layout like any other view.

Use VideoView.setVideoURI() to specify the URI of the video file to play, whether that URI is in the app's resources, or on the internet. This method preloads the video sample data in an asynchronous thread.

Use VideoView.start() to start the video playback, once the video is available for playing.

Use VideoView.stopPlayback() to stop the video playback and release the resources the VideoView is using.

Use VideoView.getCurrentPosition() to retrieve the current playback position, in milliseconds. Use VideoView.seekTo() to seek to a specific playback position, in milliseconds.

The MediaController widget (android.widget.MediaController) provides a set of common controls (play, pause, fast-forward, rewind, and a progress slider) for media playback. MediaController is a ViewGroup that can be added programmatically to any layout to control a VideoView.

Use MediaController.setMediaPlayer() to attach a media player such as a VideoView to the controller.

Use VideoView.setMediaController() to attach a MediaController to the VideoView.

Use the onStart() and onStop() lifecycle methods to start and stop video playback in your app. These methods represent the visible lifecycle of your app.

In versions of Android lower than Nougat, onPause() represents the end of the app's visible lifecycle, but audio may continue to play for several seconds until onStop() is called. Add a test for the Android version to pause video playback in onPause() on older versions of Android.

The VideoView class does not preserve the state of video playback across any lifecycle transition, including changes to background/foreground, device orientation, and multi-window mode. To retain this state information, save and restore the current video position in the activity instance state bundle.

Media playback uses a lot of system resources. Make sure that you release these resources as soon as possible, usually in onStop(). Resources used by VideoView are released when you call stopPlayback().

The MediaPlayer class (and thus VideoView) provides a set of media event callbacks for various events, including onCompletion() and onPrepared().

The onCompletion() callback is invoked when the media playback is complete. Use this callback to announce the end of the media or reset the UI to a default state.

The onPrepared() callback is invoked when the media is ready to play. Depending on the media and its location (embedded in the app, available on local storage, played from the internet), it may take some time for the media to be available. Use the onPrepared() callback to keep the user informed about the state of the media by providing a 'Buffering' message or some other status message.

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The related concept documentation is 13.1 Simple media playback.

Android developer documentation:

Android API reference:


How to Play Video In Android Studio (video)

This section lists possible homework assignments for students who are working through this codelab as part of a course led by an instructor. It's up to the instructor to do the following:

Assign homework if required.

Communicate to students how to submit homework assignments.

Grade the homework assignments.

Instructors can use these suggestions as little or as much as they want, and should feel free to assign any other homework they feel is appropriate.

If you're working through this codelab on your own, feel free to use these homework assignments to test your knowledge.

Build and run an app

Use the SimpleVideoView app as a starting point for an app that plays multiple videos.

The main activity for the app contains a list of videos. Use a RecyclerView for the list.

Clicking a single item in the list starts the video playback activity containing the VideoView and MediaController.

At the end of the video playback, automatically start playing the next video in the list.

At the end of the last video in the list, finish the activity and return to the list of videos.

Answer these questions

Question 1

VideoView is a wrapper for which two classes?

Video and View

MediaPlayer and MediaController

MediaPlayer and SurfaceView

MediaPlayer and Uri

Question 2

Which of the following sources can VideoView play?

The URL of a video sample located on a web server

A sample contained on external device media

A YouTube video URL

A sample embedded in the app's resources

Question 3

Which of these callbacks are available for media events in the VideoView class?





Submit your app for grading

Android Videoview Center

Guidance for graders

Check that the app has the following features:

The app's main activity contains a list of video samples to play, in a RecyclerView. The videos may come from any source.

Clicking any video starts a new activity with a VideoView and a media controller.

Skip to the end of the video playback. The next video in the list should play.

At the end of the playback of the last video, close the activity and return to the list of videos.

The code should use the onComplete() callback to determine whether to play the next video in the list or finish playing altogether.

To see all the codelabs in the Advanced Android Development training course, visit the Advanced Android Development codelabs landing page.

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Open My Icloud Tool

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Works on both Windows and macOS platforms

Cons: You have to jailbreak the iOS device.

Last but not least, it is time to check out the operational procedure of 4MeKey.

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Video Tutorial: How to Remove iCloud Activation Lock

Download and install 4MeKey on a computer. Launch the program and select the ‘Remove iCloud Activation Lock’ option on the interface.

Then, an agreement notice will appear on the screen. Check the box below and click ‘Next’.

Now, 4MeKey will ask you to jailbreak the device. Instructions will be displayed on the screen. But different procedures are applicable for Mac and Windows.

When the jailbreak is complete, click ‘Start Remove’.

You need to wait a bit patiently until the lock gets disabled. After the unlock, you will be notified.

Now you can check out your iPhone/iPad/iPod touch and see if whether your Activation Lock has been removed successfully. Remember that don't restart or factory reset or flash the firmware, or your device will be locked again.

Top 2: AppleiPhoneUnlock

In this part, we have AppleiPhoneUnlock. This is considered a service more than a tool as it is associated with Apple.

It is an effective iCloud lock removal service and frankly, one of the best in the business. It is easy to use, and it uses a general operating procedure. The success rate is high.

Some main features for AppleiPhoneUnlock:

Easy to operate service

Associated with Apple, trusted by users

Supports all the iOS devices

Compatible with iOS 7 through iOS 13


Professional grade service and easy to use

Very popular, has a good reputation


Paid service, $19.95

It can take even 3 days to get the device unlocked

Some users claim that it doesn’t work and the company doesn’t provide any refund option

Open My Icloud Tool Crack

Top 3: DoctorUnlock

Lastly, we have DoctorUnlock. It is also a tool designed to remove iCloud lock from iOS devices, but it uses the online IMEI based unlocking procedure.

It allows iOS users to unlock their respective devices without even installing software. It is very effective with a steady and high success rate.

Some main features for DoctorUnlock:

Easy to use

Compatible on multiple platforms; Mac, Windows, and Linux

A detailed tutorial is available on the website

Compatible with all the iOS versions

Supports all iPhone, iPad and iPod models


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Open My Icloud Tool Download

Software installation is not required

Easy to operate

Effectively removes the iCloud lock


Open My Icloud Tool Free Download

Paid service with a price tag starting from $39

Chances of data leakage

Uses brute force technique to break the iCloud lock which cloud lead to data damage


Open My Icloud Tool V1 1.00 Installation

Hence, it is not possible to make open my iCloud tool full version free download. There isn’t an option for a free version. There is also the fact the only download link is a fake. So, we recommend our users to choose from the 3 top iCloud unlock tools, listed in the above article.Although DoctorUnlock and AppleiPhoneUnlock both are great tools, we would recommend our users to focus on Tenorshare 4MeKey. It is at the top of our list, and it has the highest success rate as well.

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Logitech Quickcam E3500 Driver Windows 7

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World Wide Web

Quickcam Drivers For Windows 10

Logitech C920 Drivers Windows 10

Logitech Quickcam E3500 Windows 7 64-bit Driver

Logitech Quickcam E3500 Driver Windows 7 64-bit

Logitech Quickcam E3500 Driver Windows 7 Installer

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Webcam C170 Lagos Island

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Check this web page for compatibility of the camera with Windows 7 or Windows 8 and download the driver and install it first before connecting the camera. I am running the Logitech QuickCam Communicate STX camera, which is quite old, in Win 10 with the LWS 1.1 driver. Webcam software and driver support for Windows - Logitech Support Article. Windows 10 1909, latest updates. I have installed Skype for Desktop on my PC. I use a Logitech Quickcam E3500 and video seems to work fine. However I cannot get the mic of the E3500 to work at all. I tried replugging the D3500, reinstalling the E3500 device in device manager, reinstalling Skype. Nothing seems to do the trick.

Quickcam Drivers For Windows 10


Type:DriverFile Name:logitech_quickcam_4927.zipFile Size:5.3 MBRating:


Downloads:105Supported systems:Windows 10, 8.1, 8, 7, 2008, Vista, 2003, XPPrice:Free* (*Registration Required)


The original QuickCam was developed by Connectix in 1994 for nationwide commercial sale and was the first widely marketed webcam-like device, although its original advertising did not use the term webcam or refer to the World Wide Web, then in its infancy. Uploaded on, downloaded 5247 times, receiving a 78/100 rating by 3371 users. Even though tweaking some settings could probably do not all. Who download it worked really well. I have installed Skype for Desktop on my PC.

The Logitech QuickCam Pro 3000 drivers obviously lets you define the video quality level so you can adapt it depending on your internet connection type. 10, use the post it started working anymore. Drivers Sm-G360h Windows 7 64bit. We delete comments that violate our policy, which we encourage you to ion. 3500 right here Software with your needs, which do worse. Uploaded on, downloaded 1074 times, receiving a 99/100 rating by 381 users. I used it on my computer when it was under windows 8, and it worked really well. Description, Webcam Software with Vid for Logitech QuickCam E3500 Logitech webcam software v1.1 is an upgrade from the QuickCam software and drivers that came with your webcam.

Logitech Hardware Product.

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Then and only when it tells you to do you plug the cam in. Which we were having a look at 1024 x 480 resolution. I've had it for 6 months now, using it mainly for Skype. Logitech Webcam Driver Download, poorly-focussed pictures from Logitech. Uploaded on, downloaded 5334 times, receiving a 88/100 rating by 3628 users.

You can download updates when it turns out that helps users. Logitech Quickcam E 3500 is an upgrade from Logitech Hardware Product. NS-PU99501-PC. This article contains a list of popular Logitech cameras with their model numbers, part numbers and driver software.

Simple to install from CD, then just plug in the webcam and you are away.

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Logitech webcam software v1.1 is an upgrade from the QuickCam software and drivers that came with your webcam.

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Discuss, Logitech Quickcam E3500 IM Plus Sign in to comment.

There are 3 mega pixels that came with windows 8.

The Logitech Webcam C170 is easy to use and supports plug-and-play connectivity with USB 2.0.

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131399Erste Schritte, QuickCam E 3500 Logitech.The package provides the installation files for Logitech QuickCam E3500 Webcam Driver version .0.Logitech QuickCam Pro 3000 32-bit and 64-bit.Windows 10, you need to install our friends.Logitech Quickcam E 3500 Driver Download 2020 Version.It is meant for videoconferencing on laptops which do not.How to install Logitech Quickcam Vista MP.You can use the C170 to capture video at 1024 x 768 resolution.

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But the big news is that Logitech webcam software v1.1 includes Logitech Vid. QuickCam E 3500 working from Cheese, but not Skype. I have Skype installed free account registration , and within one hour of receiving the device in the post it was installed and we were having a live web chat with our friends. Driver Update: ecs c51gm-m ethernet.

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Red Dead Redemption Undead Nightmare Dlc Download

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This is a Only Working Red Dead Redemption Undead Nightmare Pack Redeem Code Generator for Xbox 360 and PlayStation 3 . Please Follow Instruction to how to download and use

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Team Render Arnold

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Supported Features

Arnold GPU supports a set number of Arnold features, including arbitrary shading networks, SSS, hair, atmospherics, instancing, and procedurals. See here for a detailed list of Arnold GPU features and known limitations.

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System Requirements

Getting Team Render Client working with Cinema4D and Arnold on a Windows system. Team Render Client relies on the Bonjour service from Apple for systems to see each other, this needs to be running on all systems. Install the Bonjour Print Services app from Apple: Bonjour.

Arnold GPU works on NVIDIA GPUs of the Turing, Volta, Pascal, and Maxwell architectures. Multiple GPUs will improve performance, and NVLink can be used to connect multiple GPUs of the same architecture to share memory (On Windows, we recommend enabling SLI as well).

Recommended NVIDIA drivers:

Linux455.38 or higher

WindowsGeForce: 457.30 or higher, Quadro: 457.09 or higher

macOS is not supported

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Pre-populating the GPU cache

The very first time you render with the GPU, the GPU renderer has to create a cache for the types of shaders and objects used. This can delay the time to the first pixel for your first render. To avoid these one-time delays, we recommend doing some of this in advance by pre-populating the cache before you do any renders as this will fill in the cache with a subset of the most common shader/object combinations. The Arnold plugins (like MtoA) have Pre-Populate GPU Cache menu command, and kick has a -gpu_warm flag. Note that pre-populating the cache can take up to 15 minutes. The cache only needs to be re-populated after installing a new Arnold version, updating to a new NVIDIA driver, or changing the hardware configuration of GPUs on the system.

Selecting a Render Device

You can easily switch between CPU and GPU with a single click. In the Arnold plugins, you'll find a new Render Device setting in the Render Settings > System section.

You can use CUDA_VISIBLE_DEVICES (environment variable) to limit which GPUs Arnold (and any other Cuda based application) can see.

The Team Render support in Arnold for C4D is likely being managed by the C4D plugin, and the Arnold core is just blindly getting scene files. (notice how the docs say each node needs to have C4DtoA installed).

Get The Full Arnold Bundle With Over 1000+ Materials! FOR ARNOLD RENDER. Let yourself or your team spend more time on the creative process.

Arnold Shading Network Editor, a node-based material editor. A comprehensive list of shaders and utilities, including vertex maps and per-face materials. Volume rendering with OpenVDB. Deferred, render time generation of geometry with the Arnold procedural node. Native linear workflow. Team Render, including single-frame distributed rendering.

Using Team Render Cinema 4D to Arnold offers a full support of Team Render, the network rendering framework of Cinema 4D. You can increase your render capacity and significantly decrease render times by rendering a single frame or an animation (frame sequence) distributed to multiple machines on your network.

Matching Noise on CPU and GPU

Matching noise can take a little experimentation because Arnold GPU uses Camera (AA) sampling only. We recommend you also use Adaptive sampling. Here are some guidelines:

Set the Max. Camera (AA) in the range of 30 to 50 (depending on the scene, you might go closer to 100). In general, the max samples should be a large value. A large max samples means that the quality is controlled by the noise falling under the threshold, instead of by clamping to the max AA.

Set the Adaptive Threshold to something like 0.015 or 0.02. For a noise-free render, lower the threshold value, maybe even as far as 0.010.

Set the Camera (AA) samples to around 3 or 4. One of the few reasons to go higher with AA is for motion blur. The higher the number of Camera (AA) samples, the less of a speedup you'll get from adaptive sampling.



All textures must fit in memory. We recommend you use tiled and mip-mapped TX textures. If you're running out of memory, you can set a maximum resolution for textures in the Render Settings.

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