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#3 The Safest Place
16 octobre 2011, par
Mis à jour : Février 2013
Langue : English
Type : Audio
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#4 Emo Creates
15 octobre 2011, par
Mis à jour : Février 2013
Langue : English
Type : Audio
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#2 Typewriter Dance
15 octobre 2011, par
Mis à jour : Février 2013
Langue : English
Type : Audio
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#1 The Wires
11 octobre 2011, par
Mis à jour : Février 2013
Langue : English
Type : Audio
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ED-ME-5 1-DVD
11 octobre 2011, par
Mis à jour : Octobre 2011
Langue : English
Type : Audio
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Revolution of Open-source and film making towards open film making
6 octobre 2011, par
Mis à jour : Juillet 2013
Langue : English
Type : Texte
Autres articles (103)
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MediaSPIP version 0.1 Beta
16 avril 2011, parMediaSPIP 0.1 beta est la première version de MediaSPIP décrétée comme "utilisable".
Le fichier zip ici présent contient uniquement les sources de MediaSPIP en version standalone.
Pour avoir une installation fonctionnelle, il est nécessaire d’installer manuellement l’ensemble des dépendances logicielles sur le serveur.
Si vous souhaitez utiliser cette archive pour une installation en mode ferme, il vous faudra également procéder à d’autres modifications (...) -
MediaSPIP 0.1 Beta version
25 avril 2011, parMediaSPIP 0.1 beta is the first version of MediaSPIP proclaimed as "usable".
The zip file provided here only contains the sources of MediaSPIP in its standalone version.
To get a working installation, you must manually install all-software dependencies on the server.
If you want to use this archive for an installation in "farm mode", you will also need to proceed to other manual (...) -
Amélioration de la version de base
13 septembre 2013Jolie sélection multiple
Le plugin Chosen permet d’améliorer l’ergonomie des champs de sélection multiple. Voir les deux images suivantes pour comparer.
Il suffit pour cela d’activer le plugin Chosen (Configuration générale du site > Gestion des plugins), puis de configurer le plugin (Les squelettes > Chosen) en activant l’utilisation de Chosen dans le site public et en spécifiant les éléments de formulaires à améliorer, par exemple select[multiple] pour les listes à sélection multiple (...)
Sur d’autres sites (12173)
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vp9/x86 : save one register on 32bit idct32x32.
16 décembre 2014, par Ronald S. Bultje -
How to save an SDL bitmap to memory and load it back ?
19 novembre 2012, par NavI have a bunch of RWops functions :
static int myseekfunc(SDL_RWops *context, int offset, int whence) { SDL_SetError("Can't seek in this kind of RWops"); return(-1); }
static int myreadfunc(SDL_RWops *context, void *ptr, int size, int maxnum) { memset(ptr,0,size*maxnum); return(maxnum); }
static int mywritefunc(SDL_RWops *context, const void *ptr, int size, int num) { return(num); }
static int myclosefunc(SDL_RWops *context)
{
if(context->type != 0xdeadbeef) { SDL_SetError("Wrong kind of RWops for myclosefunc()"); return(-1); }
free(context->hidden.unknown.data1);
SDL_FreeRW(context);
return(0);
}
// Note that this function is NOT static -- we want it directly callable from other source files
SDL_RWops *MyCustomRWop()
{
SDL_RWops *c=SDL_AllocRW();
if(c==NULL) return(NULL);
c->seek =myseekfunc;
c->read =myreadfunc;
c->write=mywritefunc;
c->close=myclosefunc;
c->type =0xdeadbeef;
printf("deadbeef=%d\n",c->type);
c->hidden.unknown.data1=malloc(256);//IS THIS CORRECT?
return(c);
}with which I'm trying to write a BMP into memory and then extract it back. The below code is from tutorial02.
Two problems I'm facing are :
1. Unless I callSDL_DisplayYUVOverlay
, theSDL_SaveBMP
function outputs a blank BMP file to the hard disk. How can I output a BMP file without having to callSDL_DisplayYUVOverlay
?
2. Although I'm able to save the BMP to memory withSDL_SaveBMP_RW
and free the memory with filestream->close, I'm unable to load the BMP back from memory withSDL_SaveBMP
. The application crashes while trying to load it. Is it because of thec->hidden.unknown.data1=malloc(256);
code above ? What would be the right way of allocating this memory ?AVFormatContext *pFormatCtx = NULL;
int i, videoStream;
AVCodecContext *pCodecCtx = NULL;
AVCodec *pCodec = NULL;
AVFrame *pFrame = NULL;
AVPacket packet;
SDL_Overlay *bmp = NULL;
SDL_Surface *screen = NULL;
SDL_Surface *screen2 = NULL;
SDL_Rect rect;
....
....
if(frameFinished)
{
SDL_LockYUVOverlay(bmp);//-----------lock
AVPicture pict;
pict.data[0] = bmp->pixels[0];
pict.data[1] = bmp->pixels[2];
pict.data[2] = bmp->pixels[1];
pict.linesize[0] = bmp->pitches[0];
pict.linesize[1] = bmp->pitches[2];
pict.linesize[2] = bmp->pitches[1];
// Convert the image into YUV format that SDL uses
sws_scale( sws_ctx, (uint8_t const * const *)pFrame->data, pFrame->linesize, 0, pCodecCtx->height, pict.data, pict.linesize );
SDL_UnlockYUVOverlay(bmp);//-----------unlock
rect.x = 0;
rect.y = 0;
rect.w = pCodecCtx->width;
rect.h = pCodecCtx->height;
SDL_DisplayYUVOverlay(bmp, &rect);
++i;
SDL_RWops *filestream = MyCustomRWop();//SDL_AllocRW();
SDL_SaveBMP_RW (screen, filestream, i);
screen2 = SDL_LoadBMP_RW(filestream,1);//LOADING IS THE PROBLEM HERE. DON'T KNOW WHY
filestream->close;
SDL_SaveBMP(screen, filepointer); -
How to make a basic youtube music bot work with searching titles instead of the URL
21 janvier 2021, par BrandonHello so i've followed this tutorial and added this code to my current bot to make it have a music bot function. Im wondering how to make the following code work with the youtube search function, for example right now I have to do
!play URL
but I would also like to be able to do!play name of song
then the bot will search and play the most matched song.


I am new to javascript but I know I shouldn't be looking for handouts, but some help would be appreciated.



const Discord = require("discord.js");
const { prefix, token } = require("./config.json");
const ytdl = require("ytdl-core");

const client = new Discord.Client();

const queue = new Map();

client.once("ready", () => {
 console.log("Ready!");
});

client.once("reconnecting", () => {
 console.log("Reconnecting!");
});

client.once("disconnect", () => {
 console.log("Disconnect!");
});

client.on("message", async message => {
 if (message.author.bot) return;
 if (!message.content.startsWith(prefix)) return;

 const serverQueue = queue.get(message.guild.id);

 if (message.content.startsWith(`${prefix}play`)) {
 execute(message, serverQueue);
 return;
 } else if (message.content.startsWith(`${prefix}skip`)) {
 skip(message, serverQueue);
 return;
 } else if (message.content.startsWith(`${prefix}stop`)) {
 stop(message, serverQueue);
 return;
 } else {
 message.channel.send("You need to enter a valid command!");
 }
});

async function execute(message, serverQueue) {
 const args = message.content.split(" ");

 const voiceChannel = message.member.voice.channel;
 if (!voiceChannel)
 return message.channel.send(
 "You need to be in a voice channel to play music!"
 );
 const permissions = voiceChannel.permissionsFor(message.client.user);
 if (!permissions.has("CONNECT") || !permissions.has("SPEAK")) {
 return message.channel.send(
 "I need the permissions to join and speak in your voice channel!"
 );
 }

 const songInfo = await ytdl.getInfo(args[1]);
 const song = {
 title: songInfo.title,
 url: songInfo.video_url
 };

 if (!serverQueue) {
 const queueContruct = {
 textChannel: message.channel,
 voiceChannel: voiceChannel,
 connection: null,
 songs: [],
 volume: 5,
 playing: true
 };

 queue.set(message.guild.id, queueContruct);

 queueContruct.songs.push(song);

 try {
 var connection = await voiceChannel.join();
 queueContruct.connection = connection;
 play(message.guild, queueContruct.songs[0]);
 } catch (err) {
 console.log(err);
 queue.delete(message.guild.id);
 return message.channel.send(err);
 }
 } else {
 serverQueue.songs.push(song);
 return message.channel.send(`${song.title} has been added to the queue!`);
 }
}

function skip(message, serverQueue) {
 if (!message.member.voice.channel)
 return message.channel.send(
 "You have to be in a voice channel to stop the music!"
 );
 if (!serverQueue)
 return message.channel.send("There is no song that I could skip!");
 serverQueue.connection.dispatcher.end();
}

function stop(message, serverQueue) {
 if (!message.member.voice.channel)
 return message.channel.send(
 "You have to be in a voice channel to stop the music!"
 );
 serverQueue.songs = [];
 serverQueue.connection.dispatcher.end();
}

function play(guild, song) {
 const serverQueue = queue.get(guild.id);
 if (!song) {
 serverQueue.voiceChannel.leave();
 queue.delete(guild.id);
 return;
 }

 const dispatcher = serverQueue.connection
 .play(ytdl(song.url))
 .on("finish", () => {
 serverQueue.songs.shift();
 play(guild, serverQueue.songs[0]);
 })
 .on("error", error => console.error(error));
 dispatcher.setVolumeLogarithmic(serverQueue.volume / 5);
 serverQueue.textChannel.send(`Start playing: **${song.title}**`);
}

client.login(token);