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  • Script d’installation automatique de MediaSPIP

    25 avril 2011, par

    Afin de palier aux difficultés d’installation dues principalement aux dépendances logicielles coté serveur, un script d’installation "tout en un" en bash a été créé afin de faciliter cette étape sur un serveur doté d’une distribution Linux compatible.
    Vous devez bénéficier d’un accès SSH à votre serveur et d’un compte "root" afin de l’utiliser, ce qui permettra d’installer les dépendances. Contactez votre hébergeur si vous ne disposez pas de cela.
    La documentation de l’utilisation du script d’installation (...)

  • Les notifications de la ferme

    1er décembre 2010, par

    Afin d’assurer une gestion correcte de la ferme, il est nécessaire de notifier plusieurs choses lors d’actions spécifiques à la fois à l’utilisateur mais également à l’ensemble des administrateurs de la ferme.
    Les notifications de changement de statut
    Lors d’un changement de statut d’une instance, l’ensemble des administrateurs de la ferme doivent être notifiés de cette modification ainsi que l’utilisateur administrateur de l’instance.
    À la demande d’un canal
    Passage au statut "publie"
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  • Initialisation de MediaSPIP (préconfiguration)

    20 février 2010, par

    Lors de l’installation de MediaSPIP, celui-ci est préconfiguré pour les usages les plus fréquents.
    Cette préconfiguration est réalisée par un plugin activé par défaut et non désactivable appelé MediaSPIP Init.
    Ce plugin sert à préconfigurer de manière correcte chaque instance de MediaSPIP. Il doit donc être placé dans le dossier plugins-dist/ du site ou de la ferme pour être installé par défaut avant de pouvoir utiliser le site.
    Dans un premier temps il active ou désactive des options de SPIP qui ne le (...)

Sur d’autres sites (5775)

  • Unable to build solution in Visual Studio 2019 : The BaseOutputPath/OutputPath property is not set for project

    23 juillet 2022, par mhadi

    In an effort to integrate FFmpeg with Unity, I have been trying to build a solution file in Visual Studio 2019. However, I am currently unable to resolve the following error when I try to build in Visual Studio :

    


    


    The BaseOutputPath/OutputPath property is not set for project
'FFmpegUnityInterop.vcxproj'. Please check to make sure that you have
specified a valid combination of Configuration and Platform for this
project. Configuration='Release' Platform='x64'. This error may
also appear if some other project is trying to follow a
project-to-project reference to this project, this project has been
unloaded or is not included in the solution, and the referencing
project does not build using the same or an equivalent Configuration
or Platform.

    


    


    I have tried a number of solutions, including :

    


      

    1. Manually adding the OutputPath in 'FFmpegUnityInterop.vcxproj'&#xA;<outputpath>bin/Build/</outputpath>.
    2. &#xA;

    3. In the FFmpegUnityInterop.vcxproj file, moving the ProjectProperty with my preferred configuration and platform combination to the very top of the list of ProjectProperties (there are 8 of them).
    4. &#xA;

    5. Building with different configuration and platforms.
    6. &#xA;

    7. Trying to build from VS Dev Command prompt using the following command :&#xA;MSbuild.exe "FFmpegUnityInterop.sln" /p:Configuration=Release /p:Platform="x64", as well as from the Visual Studio IDE.
    8. &#xA;

    9. Tried setting the OutputPath in the command line command&#xA;(>MSbuild.exe FFmpegUnityInterop.sln /p:Configuration=Release /p:Platform="AnyCPU" /p:OutputPath = bin\Debug), only to have&#xA;MSbuild throw error MSB1008 (MSBUILD : error MSB1008 : Only one&#xA;project can be specified.)
    10. &#xA;

    11. Setting the configuration and platform manually in the Configuration Manager GUI in&#xA;Visual Studio.
    12. &#xA;

    &#xA;

    I may have missed an attempted solution or two above, but I've tried most of the suggestions I found online, only to get the error pasted above. Part of me suspects that my compilation of FFmpeg libraries didn't execute fully, but I unfortunately do not have enough experience to verify that. Any suggestions to resolve this would be much appreciated.

    &#xA;

    PS. The project was developed privately by a private entity that is currently unreachable

    &#xA;

  • Setup FFMpegCore in Visual Studio 2019

    27 juillet 2022, par DsiakMondala

    I am confused on the basics of using a library. I understand that there is a library called FFMpeg and a wrapper called FFMpegCore so we can use FFMpeg with C#, correct ? I downloaded both FFMpeg and FFMpegCore and I have them in my project's folder. Although I didn't perceive any class named FFMpegOptions in either of the file's folders.&#xA;I am stuck on how to actually set it up so I can use it in my little project, I never downloaded someone's library before. Can somebody please walk me though the motions of connecting the three of them together ?

    &#xA;

    So far I experimented with :

    &#xA;

      &#xA;
    • Add a reference to my project, but there doesn't seem to be any .dll, .tlb, .olb, .ocx or .exe files to add
    • &#xA;

    • Add an existing project to my solution. There is a project called FFMpegCore.csproj but adding it raises a missing SDK error. Weirdly enough, opening the same project as a standalone doesn't raise any issues which makes me thing the operation I am trying is inadequate.
    • &#xA;

    &#xA;

    I am sure this is a silly and easy setup to perform but I just don't know enough to find a solution.

    &#xA;

  • Can't link FFMPEG dynamically to VS 2019 project

    10 février 2021, par Maya Sela

    I downloaded the source code of FFMPEG 3.4.8 and built with MSVC as such :
    &#xA;After unzipping, open x86_x64 Cross Tools Command Prompt for VS 2019 and run msys2_shell.cmd. From there, run
    &#xA;./configure --toolchain=msvc --arch=x86_64 --enable-yasm --enable-asm --enable-shared --disable-static&#xA;and&#xA;make&#xA;
    &#xA;I then created a new project in VS 2019.
    &#xA;In Properties > C/C++ > General > Additional Include Directories :
    &#xA;(Where all the headers are)

    &#xA;

    E:\ffmpeg-3.4.8\libavutil&#xA;E:\ffmpeg-3.4.8\libavcodec&#xA;E:\ffmpeg-3.4.8\libavdevice&#xA;E:\ffmpeg-3.4.8\libavfilter&#xA;E:\ffmpeg-3.4.8\libavresample&#xA;E:\ffmpeg-3.4.8\libpostproc&#xA;E:\ffmpeg-3.4.8\libswscale&#xA;E:\ffmpeg-3.4.8\libswresample&#xA;E:\ffmpeg-3.4.8\libavformat&#xA;

    &#xA;

    In Properties > Linker > General > Additional Library Directories :
    &#xA;(Where the .lib files are)

    &#xA;

    E:\ffmpeg-3.4.8\libavutil&#xA;E:\ffmpeg-3.4.8\libavcodec&#xA;E:\ffmpeg-3.4.8\libavdevice&#xA;E:\ffmpeg-3.4.8\libavfilter&#xA;E:\ffmpeg-3.4.8\libavresample&#xA;E:\ffmpeg-3.4.8\libpostproc&#xA;E:\ffmpeg-3.4.8\libswscale&#xA;E:\ffmpeg-3.4.8\libswresample&#xA;E:\ffmpeg-3.4.8\libavformat&#xA;

    &#xA;

    In Properties > Linker > Input > Additional Dependencies :

    &#xA;

    avcodec.lib&#xA;avdevice.lib&#xA;avfilter.lib&#xA;avformat.lib&#xA;swresample.lib&#xA;swscale.lib&#xA;

    &#xA;

    For good measure, I copied the .dll files of each library to the Release folder of the project. There is one source file I am trying to build and run :

    &#xA;

    &#xA;extern "C" {&#xA;#include <libavformat></libavformat>avformat.h>&#xA;}&#xA;&#xA;int main() {&#xA;    AVFormatContext* pFormatContext = avformat_alloc_context();&#xA;}&#xA;

    &#xA;

    The result is as follows :

    &#xA;

    1>------ Build started: Project: FFMPEG_example, Configuration: Release x64 ------&#xA;1>Source.cpp&#xA;1>Source.obj : error LNK2001: unresolved external symbol avformat_alloc_context&#xA;1>C:\Users\maya.s\source\repos\FFMPEG_example\x64\Release\FFMPEG_example.exe : fatal error LNK1120: 1 unresolved externals&#xA;1>Done building project "FFMPEG_example.vcxproj" -- FAILED.&#xA;========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========&#xA;

    &#xA;

    Does anyone have an idea ?
    &#xA;Thanks !

    &#xA;