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Autres articles (97)

  • Les sons

    15 mai 2013, par
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    The documentation of the use of this installation script is available here.
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  • MediaSPIP en mode privé (Intranet)

    17 septembre 2013, par

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Sur d’autres sites (9946)

  • Minified ffmpeg webassembly library code in my react app [closed]

    3 mai 2023, par Michael Carduce

    can someone tell me im one the right track

    


    in index.html script tag after the body element - i add the entire Minified ffmpeg webassembly library code my problem is how could i access it from a component

    


  • Files such as libavcodec.so of the Unreal ffmpeg library cannot be packaged into the APK

    26 décembre 2023, par user1875144

    I currently use Unreal 4.23.1 to develop Android system programs. I currently use the ffmpeg library to dynamically convert the sampling rate of sound. I add the relevant SO libraries to my Build.cs code. I use UE to package the Android APK program.
There is no problem with packaging, but the SO file cannot be packaged into the APK file, which causes the Android system to crash as soon as I run it. Has anyone encountered such a problem ? The programming language I use is C++
Below is the code in my build.cs file

    


    using UnrealBuildTool;
using System.IO;
using System;

public class MIC : ModuleRules
{
    public MIC(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

        PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "AudioCapture", "AudioMixer", "WebSockets", "Json", "JsonUtilities", "MediaAssets", "Voice","OnlineSubsystem"});
        
        string ThirdPartyPath = Path.Combine(ModuleDirectory, "../../ThirdParty/ffmpeg");
        string LibrariesPath = Path.Combine(ThirdPartyPath, "lib");
        string BinariesPath = Path.Combine(ModuleDirectory, "../../Binaries/Win64");

        PublicIncludePaths.Add(Path.Combine(ThirdPartyPath, "include"));

        // 根据目标平台加载相应的库文件
        if (Target.Platform == UnrealTargetPlatform.Win64)
        {
            // Windows 使用的库和 DLL 文件
            PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "avcodec.lib"));
            PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "avformat.lib"));
            PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "avutil.lib"));
            PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "swresample.lib"));
            PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "swscale.lib"));

            PublicDelayLoadDLLs.Add("avcodec-58.dll");
            PublicDelayLoadDLLs.Add("avformat-58.dll");
            PublicDelayLoadDLLs.Add("avutil-56.dll");
            PublicDelayLoadDLLs.Add("swresample-3.dll");
            PublicDelayLoadDLLs.Add("swscale-5.dll");

            if (!Directory.Exists(BinariesPath))
            {
                Directory.CreateDirectory(BinariesPath);
            }

            string[] DllNames = { "avcodec-58.dll", "avformat-58.dll", "avutil-56.dll", "swresample-3.dll", "swscale-5.dll" };
            foreach (string DllName in DllNames)
            {
                string SourcePath = Path.Combine(LibrariesPath, DllName);
                string DestinationPath = Path.Combine(BinariesPath, DllName);

                if (File.Exists(SourcePath))
                {
                    File.Copy(SourcePath, DestinationPath, true);
                }
            }

            foreach (string DllName in DllNames)
            {
                RuntimeDependencies.Add(Path.Combine(BinariesPath, DllName));
            }
        }
        else if (Target.Platform == UnrealTargetPlatform.Android)
        {
            // Android 使用的 SO 文件
            string AndroidLibrariesPath = Path.Combine(LibrariesPath, "android", "armeabi-v7a");
            PublicAdditionalLibraries.Add(Path.Combine(AndroidLibrariesPath, "libavcodec.so"));
            PublicAdditionalLibraries.Add(Path.Combine(AndroidLibrariesPath, "libavformat.so"));
            PublicAdditionalLibraries.Add(Path.Combine(AndroidLibrariesPath, "libavutil.so"));
            PublicAdditionalLibraries.Add(Path.Combine(AndroidLibrariesPath, "libswresample.so"));
            PublicAdditionalLibraries.Add(Path.Combine(AndroidLibrariesPath, "libswscale.so"));

            // 这里修改为动态加载 OnlineSubsystemGooglePlay
            DynamicallyLoadedModuleNames.Add("OnlineSubsystemGooglePlay");
            // 可能还需要保留对其他模块的私有依赖
            PrivateDependencyModuleNames.Add("OnlineSubsystem");
            //PrivateDependencyModuleNames.Add("AndroidAdvertising");
        }

        // 其他配置保持不变
    }
}


    


  • build : Drop support for configuring library name suffixes

    25 mars 2013, par Diego Biurrun
    build : Drop support for configuring library name suffixes
    

    It is of doubtful utility, adds complexity and no known users exist.

    • [DBH] common.mak
    • [DBH] configure
    • [DBH] library.mak