I’m also very interested in this.

I’m thinking that it might be possible to use a LC-only method:
1. A player control starts downloading a known-size media file.

2. The player reports when its <status> is no longer “loading,” then you 
calculate the data rate based on the elapsed time.
(In LC for Windows only, the player has a loadedTime property with which one 
could presumably calculate data rate.)

3. Possibly another method would be to set the callbacks of the player, such as 
one callback every 500 milliseconds. You would use a timer to figure how long 
it takes to receive each callback. If they are arriving every half second for a 
large file, then the speed needle would move the “Good” range. If the download 
is slow, the callbacks would be late, and the needle would move to the “you 
must be a rural Internet customer” area.

This kind of thing would require a “speed test” event before the results could 
be reported to the user.

Creating/testing this might be a challenge if you happen to have a good 
connection. You would have to somehow slow down your speed, or have someone 
else test it who does have a slow connection. Also, after loading a file, LC 
keeps it in a cache unless you dump it.

Peter Bogdanoff




On Jul 2, 2017, at 6:53 PM, Sannyasin Brahmanathaswami via use-livecode 
<use-livecode@lists.runrev.com> wrote:

> Can  anyone share their "test bandwidth" library?
> 
> I'm looking for both
> 
> 1) this phone is off line
>    --easy enough… ping your server, no response, = off line
> 
> 2) check for bandwidth speed below some threshold and then inform  user
>   -- be patient, your internet speed is slow, this may take time.
> 
> anyone already invent this wheel yet?
> 
> BR
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