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Autres articles (97)
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Les sons
15 mai 2013, par -
Automated installation script of MediaSPIP
25 avril 2011, parTo overcome the difficulties mainly due to the installation of server side software dependencies, an "all-in-one" installation script written in bash was created to facilitate this step on a server with a compatible Linux distribution.
You must have access to your server via SSH and a root account to use it, which will install the dependencies. Contact your provider if you do not have that.
The documentation of the use of this installation script is available here.
The code of this (...) -
MediaSPIP en mode privé (Intranet)
17 septembre 2013, parÀ partir de la version 0.3, un canal de MediaSPIP peut devenir privé, bloqué à toute personne non identifiée grâce au plugin "Intranet/extranet".
Le plugin Intranet/extranet, lorsqu’il est activé, permet de bloquer l’accès au canal à tout visiteur non identifié, l’empêchant d’accéder au contenu en le redirigeant systématiquement vers le formulaire d’identification.
Ce système peut être particulièrement utile pour certaines utilisations comme : Atelier de travail avec des enfants dont le contenu ne doit pas (...)
Sur d’autres sites (9946)
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Minified ffmpeg webassembly library code in my react app [closed]
3 mai 2023, par Michael Carducecan 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


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Files such as libavcodec.so of the Unreal ffmpeg library cannot be packaged into the APK
26 décembre 2023, par user1875144I 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
 }
}



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