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Carte de Schillerkiez
13 mai 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Texte
Autres articles (87)
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MediaSPIP : Modification des droits de création d’objets et de publication définitive
11 novembre 2010, parPar défaut, MediaSPIP permet de créer 5 types d’objets.
Toujours par défaut les droits de création et de publication définitive de ces objets sont réservés aux administrateurs, mais ils sont bien entendu configurables par les webmestres.
Ces droits sont ainsi bloqués pour plusieurs raisons : parce que le fait d’autoriser à publier doit être la volonté du webmestre pas de l’ensemble de la plateforme et donc ne pas être un choix par défaut ; parce qu’avoir un compte peut servir à autre choses également, (...) -
Publier sur MédiaSpip
13 juin 2013Puis-je poster des contenus à partir d’une tablette Ipad ?
Oui, si votre Médiaspip installé est à la version 0.2 ou supérieure. Contacter au besoin l’administrateur de votre MédiaSpip pour le savoir -
HTML5 audio and video support
13 avril 2011, parMediaSPIP uses HTML5 video and audio tags to play multimedia files, taking advantage of the latest W3C innovations supported by modern browsers.
The MediaSPIP player used has been created specifically for MediaSPIP and can be easily adapted to fit in with a specific theme.
For older browsers the Flowplayer flash fallback is used.
MediaSPIP allows for media playback on major mobile platforms with the above (...)
Sur d’autres sites (12141)
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What is the best way to split a transport stream file ?
27 mars 2016, par scaryguyI have a .ts file (Download files here : http://dropcanvas.com/2gmsg/1).
I want to split this video while I expect ALL other properties remain same including pts time.
Here is what I try to achieve this :
ffmpeg -ss 0.000 -i sample.ts -y -c copy -t 3 splitted.ts
Expected start time : 94678.950389
New start time : 1.402367I expect the above command should only take first 3 seconds of the .ts file and all other stuff to stay same. I’ve seen copyts and copytb options from the documentation but I wasn’t able to use them.
So how do I do this ?
Thank you
Here are the logs for copyts. It creates a 0 byte splitted.ts file :
ffmpeg -ss 0:00:00 -i sample.ts -to 00:00:03 -y -c copy -copyts splitted.ts
ffmpeg version 3.0 Copyright (c) 2000-2016 the FFmpeg developers
built with Apple LLVM version 7.0.0 (clang-700.0.72)
configuration: --prefix=/usr/local/Cellar/ffmpeg/3.0 --enable-shared --enable-pthreads --enable-gpl --enable-version3 --enable-hardcoded-tables --enable-avresample --cc=clang --host-cflags= --host-ldflags= --enable-opencl --enable-libx264 --enable-libmp3lame --enable-libxvid --enable-libfreetype --enable-libvorbis --enable-libvpx --enable-libass --enable-ffplay --enable-libfdk-aac --enable-libopus --enable-libx265 --enable-nonfree --enable-vda
libavutil 55. 17.103 / 55. 17.103
libavcodec 57. 24.102 / 57. 24.102
libavformat 57. 25.100 / 57. 25.100
libavdevice 57. 0.101 / 57. 0.101
libavfilter 6. 31.100 / 6. 31.100
libavresample 3. 0. 0 / 3. 0. 0
libswscale 4. 0.100 / 4. 0.100
libswresample 2. 0.101 / 2. 0.101
libpostproc 54. 0.100 / 54. 0.100
[NULL @ 0x7fafac02fc00] start time for stream 2 is not set in estimate_timings_from_pts
Input #0, mpegts, from 'sample.ts':
Duration: 00:00:10.07, start: 94678.950389, bitrate: 934 kb/s
Program 1
Stream #0:0[0x100]: Video: h264 (Main) ([27][0][0][0] / 0x001B), yuv420p, 854x480 [SAR 1280:1281 DAR 16:9], 29.97 fps, 29.97 tbr, 90k tbn, 59.94 tbc
Stream #0:1[0x101]: Audio: aac (LC) ([15][0][0][0] / 0x000F), 44100 Hz, stereo, fltp, 140 kb/s
Stream #0:2[0x102]: Data: timed_id3 (ID3 / 0x20334449)
Output #0, mpegts, to 'splitted.ts':
Metadata:
encoder : Lavf57.25.100
Stream #0:0: Video: h264 ([27][0][0][0] / 0x001B), yuv420p, 854x480 [SAR 1280:1281 DAR 16:9], q=2-31, 29.97 fps, 29.97 tbr, 90k tbn, 90k tbc
Stream #0:1: Audio: aac (LC) ([15][0][0][0] / 0x000F), 44100 Hz, stereo, 140 kb/s
Stream mapping:
Stream #0:0 -> #0:0 (copy)
Stream #0:1 -> #0:1 (copy)
Press [q] to stop, [?] for help
frame= 0 fps=0.0 q=-1.0 Lsize= 0kB time=00:00:00.00 bitrate=N/A speed= 0x
video:0kB audio:0kB subtitle:0kB other streams:0kB global headers:0kB muxing overhead: unknown
Output file is empty, nothing was encoded (check -ss / -t / -frames parameters if used) -
how to set Duration, framerate, bitrate etc for an empty video file without encoding frames, audio in it
27 février 2019, par Deepak PrajapatiMy aim is that I have a video which do not contain any properties Details so i want to add properties to this video and make it playable
Look images, In properties detail section there is no property and there value
please fix it because i tried to find solution
Also i don’t have enough knowledge
THANKS IN ADVANCE STACKOVERFLOW -
Parsing The Clue Chronicles
30 décembre 2018, par Multimedia Mike — Game HackingA long time ago, I procured a 1999 game called Clue Chronicles : Fatal Illusion, based on the classic board game Clue, a.k.a. Cluedo. At the time, I was big into collecting old, unloved PC games so that I could research obscure multimedia formats.
Surveying the 3 CD-ROMs contained in the box packaging revealed only Smacker (SMK) videos for full motion video which was nothing new to me or the multimedia hacking community at the time. Studying the mix of data formats present on the discs, I found a selection of straightforward formats such as WAV for audio and BMP for still images. I generally find myself more fascinated by how computer games are constructed rather than by playing them, and this mix of files has always triggered a strong “I could implement a new engine for this !” feeling in me, perhaps as part of the ScummVM project which already provides the core infrastructure for reimplementing engines for 2D adventure games.
Tying all of the assets together is a custom high-level programming language. I have touched on this before in a blog post over a decade ago. The scripts are in a series of files bearing the extension .ini (usually reserved for configuration scripts, but we’ll let that slide). A representative sample of such a script can be found here :
What Is This Language ?
At the time I first analyzed this language, I was still primarily a C/C++-minded programmer, with a decent amount of Perl experience as a high level language, and had just started to explore Python. I assessed this language to be “mildly object oriented with C++-type comments (‘//’) and reliant upon a number of implicit library functions”. Other people saw other properties. When I look at it nowadays, it reminds me a bit more of JavaScript than C++. I think it’s sort of a Rorschach test for programming languages.Strangely, I sort of had this fear that I would put a lot of effort into figuring out how to parse out the language only for someone to come along and point out that it’s a well-known yet academic language that already has a great deal of supporting code and libraries available as open source. Google for “spanish dolphins far side comic” for an illustration of the feeling this would leave me with.
It doesn’t matter in the end. Even if such libraries exist, how easy would they be to integrate into something like ScummVM ? Time to focus on a workable approach to understanding and processing the format.
Problem Scope
So I set about to see if I can write a program to parse the language seen in these INI files. Some questions :- How large is the corpus of data that I need to be sure to support ?
- What parsing approach should I take ?
- What is the exact language format ?
- Other hidden challenges ?
To figure out how large the data corpus is, I counted all of the INI files on all of the discs. There are 138 unique INI files between the 3 discs. However, there are 146 unique INI files after installation. This leads to a hidden challenge described a bit later.
What parsing approach should I take ? I worried a bit too much that I might not be doing this the “right” way. I’m trying to ignore doubts like this, like how “SQL Shame” blocked me on a task for a little while a few years ago as I concerned myself that I might not be using the purest, most elegant approach to the problem. I know I covered language parsing a lot time ago in university computer science education and there is a lot of academic literature to the matter. But sometimes, you just have to charge in and experiment and prototype and see what falls out. In doing so, I expect to have a better understanding of the problems that need to solved and the right questions to ask, not unlike that time that I wrote a continuous integration system from scratch because I didn’t actually know that “continuous integration” was the keyword I needed.
Next, what is the exact language format ? I realized that parsing the language isn’t the first and foremost problem here– I need to know exactly what the language is. I need to know what the grammar are keywords are. In essence, I need to reverse engineer the language before I write a proper parser for it. I guess that fits in nicely with the historical aim of this blog (reverse engineering).
Now, about the hidden challenges– I mentioned that there are 8 more INI files after the game installs itself. Okay, so what’s the big deal ? For some reason, all of the INI files are in plaintext on the CD-ROM but get compressed (apparently, according to file size ratios) when installed to the hard drive. This includes those 8 extra INI files. I thought to look inside the CAB installation archive file on the CD-ROM and the files were there… but all in compressed form. I suspect that one of the files forms the “root” of the program and is the launching point for the game.
Parsing Approach
I took a stab at parsing an INI file. My approach was to first perform lexical analysis on the file and create a list of 4 types : symbols, numbers, strings, and language elements ([]{}()=., :). Apparently, this is the kind of thing that Lex/Flex are good at. This prototyping tool is written in Python, but when I port this to ScummVM, it might be useful to call upon the services of Lex/Flex, or another lexical analyzer, for there are many. I have a feeling it will be easier to use better tools when I understand the full structure of the language based on the data available.
The purpose of this tool is to explore all the possibilities of the existing corpus of INI files. To that end, I ran all 138 of the plaintext files through it, collected all of the symbols, and massaged the results, assuming that the symbols that occurred most frequently are probably core language features. These are all the symbols which occur more than 1000 times among all the scripts :6248 false 5734 looping 4390 scripts 3877 layer 3423 sequentialscript 3408 setactive 3360 file 3257 thescreen 3239 true 3008 autoplay 2914 offset 2599 transparent 2441 text 2361 caption 2276 add 2205 ge 2197 smackanimation 2196 graphicscript 2196 graphic 1977 setstate 1642 state 1611 skippable 1576 desc 1413 delayscript 1298 script 1267 seconds 1019 rect
About That Compression
I have sorted out at least these few details of the compression :bytes 0-3 "COMP" (a pretty strong sign that this is, in fact, compressed data) bytes 4-11 unknown bytes 12-15 size of uncompressed data bytes 16-19 size of compressed data (filesize - 20) bytes 20- compressed payload
The compression ratios are on the same order of gzip. I was hoping that it was stock zlib data. However, I have been unable to prove this. I wrote a Python script that scrubbed through the first 100 bytes of payload data and tried to get Python’s zlib.decompress to initialize– no luck. It’s frustrating to know that I’ll have to reverse engineer a compression algorithm that deals with just 8 total text files if I want to see this effort through to fruition.
Update, January 15, 2019
Some folks expressed interest in trying to sort out the details of the compression format. So I have posted a followup in which I post some samples and go into deeper details about things I have tried :Reverse Engineering Clue Chronicles Compression
The post Parsing The Clue Chronicles first appeared on Breaking Eggs And Making Omelettes.