Recherche avancée

Médias (1)

Mot : - Tags -/pirate bay

Autres articles (111)

  • Publier sur MédiaSpip

    13 juin 2013

    Puis-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

  • 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 (...)

  • Ajouter des informations spécifiques aux utilisateurs et autres modifications de comportement liées aux auteurs

    12 avril 2011, par

    La manière la plus simple d’ajouter des informations aux auteurs est d’installer le plugin Inscription3. Il permet également de modifier certains comportements liés aux utilisateurs (référez-vous à sa documentation pour plus d’informations).
    Il est également possible d’ajouter des champs aux auteurs en installant les plugins champs extras 2 et Interface pour champs extras.

Sur d’autres sites (11303)

  • How would I dynamically link FFmpeg in a C# Project for use with FFMpegCore ?

    15 octobre 2024, par liamliam

    So far, I have FFMpegCore working in my project with a ffmpeg.exe dropped into the project directory. This works, but for LGPL license compliance FFmpeg requires dynamic linking :
    
Use dynamic linking (on windows, this means linking to dlls) for linking with FFmpeg libraries..

    


    While I understand the basic concept of dynamic vs static linking, my problem is likely a misunderstanding of how .dlls work and how they apply to C# and .NET.
    
Would it be possible to compile ffmpeg into a single .dll that could be accessed by FFMpegCore cross-platform ? From what I can gather in the source, FFMpegCore looks for an ffmpeg or ffmpeg.exe file in its configuration path.

    


    Is it possible to have .NET dynamically link FFmpeg and expose it to libraries for use or is that a complete misunderstanding and would I then need a wrapper library with different capabilities ?

    


    I've attempted to find the answer in the relevant documentation, but I found none for this specific use of either library. I suspect my problem might be a fundamental misunderstanding of how these tools work and work together.
My ideal result would be using FFMpegCore with an FFmpeg.dll that works cross-platform instead of the .exe.

    


    Edit 1 : @taratect's answer and graphic sent me down a path that cleared up quite a bit about exes and dlls. .Net compiles source code down to platform agnostic Intermediate Language in the form of a .dll or .exe(completely different to C++ variants of these files), which is executed by the Common Language Runtime using a Just In Time compiler to convert that Intermediate Language to Machine Code that can be run on the specific platform .Net is installed on. C++(FFmpeg) compiles directly to platform specific Machine Code (as shown in the graphic), confusingly in the form of a .dll or .exe (on Windows). .Net can indeed load and run machine code unmanaged by Common Language Runtime, since everything is run as Machine Code by the end, however memory and other complexities must then be managed by me, which seems to be what FFMpegCore does in wrapping the executable. I might still be confused/incorrect on some of this, unmanaged code is beyond my understanding so far.
This does more or less confirm that FFMpegCore probably can't be expected to use FFmpeg in the way I hoped and a better workaround might be having the user just supply an FFmpeg source or implement a downloader as part of installation so that I don't have to redistribute it at all.

    


  • ios ffmpeg with support for floating-point ABI

    20 juin 2013, par user1881371

    How do I collect on ios ffmpeg with support for floating-point ABI ?

    I have an application that shows the video, but slow decoding.

    ffmpeg compiled without support for floating-point ABI

    ./configure --prefix=armv7 --disable-ffmpeg --disable-ffplay --disable-ffprobe
    --disable-ffserver --enable-avresample --enable-cross-compile
    --sysroot="/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS6.1.sdk"
    --target-os=darwin
    --cc="/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc"
    --extra-cflags="-arch armv7 -mfpu=neon -mfloat-abi=hard
    -miphoneos-version-min=6.1" --extra-ldflags="-arch armv7
    -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS6.1.sdk -miphoneos-version-min=1.0"
    --arch=arm --cpu=cortex-a9 --enable-pic

    I always get a warning

    WARNING: Compiler does not indicate floating-point ABI, guessing soft.

    I have tried

    -mfloat-abi=hard
  • Building FFMpeg Error in IOS6.1 unable to create an executable file

    10 juillet 2013, par 2vision2

    I am trying to build ffmpeg on iOS6.1 (armv7), when I try to run ./configure like this :

    ./configure --disable-doc --disable-ffmpeg --disable-ffplay
    --disable-ffserver    --enable-cross-compile --arch=arm --target-os=darwin    --cc=/applications/xcode.app/contents/Developer/usr/bin/gcc    --as='gas-preprocessor/gas-preprocessor.pl /applications/xcode.app/contents/Developer/usr/bin/gcc'  
    --sysroot=/applications/xcode.app/contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS5.1.sdk
    --cpu=cortex-a8 --extra-cflags='-arch armv7'    --extra-ldflags='-arch armv7 -isysroot /applications/xcode.app/contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS5.1.sdk'
    --enable-pic

    I get the following error :

    /applications/xcode.app/contents/Developer/usr/bin/gcc is unable to
    create an executable file. C compiler test failed.

    Could somebody please provide the correct parameters in iOS6.1 ?

    Update Command :

    ./configure —disable-doc —disable-ffmpeg —disable-ffplay
    —disable-ffserver —enable-cross-compile —arch=arm —target-os=darwin —cc=/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/usr/llvm-gcc-4.2/bin/arm-apple-darwin10-llvm-gcc-4.2
    —as='gas-preprocessor/gas-preprocessor.pl /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/usr/llvm-gcc-4.2/bin/arm-apple-darwin10-llvm-gcc-4.2'
    —sysroot=/applications/xcode.app/contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS6.1.sdk
    —cpu=cortex-a8 —extra-cflags='-arch armv7' —extra-ldflags='-arch armv7 -isysroot
    /applications/xcode.app/contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS6.1.sdk'
    —enable-pic

    Error in Update Command :

    /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/usr/llvm-gcc-4.2/bin/arm-apple-darwin10-llvm-gcc-4.2
    is unable to create an executable file. C compiler test failed.

    If you think configure made a mistake, make sure you are using the latest
    version from Git. If the latest version fails, report the problem to the
    ffmpeg-user@ffmpeg.org mailing list or IRC #ffmpeg on irc.freenode.net.
    Include the log file "config.log" produced by configure as this will help
    solving the problem.