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Autres articles (12)
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Des sites réalisés avec MediaSPIP
2 mai 2011, parCette page présente quelques-uns des sites fonctionnant sous MediaSPIP.
Vous pouvez bien entendu ajouter le votre grâce au formulaire en bas de page. -
Sélection de projets utilisant MediaSPIP
29 avril 2011, parLes exemples cités ci-dessous sont des éléments représentatifs d’usages spécifiques de MediaSPIP pour certains projets.
Vous pensez avoir un site "remarquable" réalisé avec MediaSPIP ? Faites le nous savoir ici.
Ferme MediaSPIP @ Infini
L’Association Infini développe des activités d’accueil, de point d’accès internet, de formation, de conduite de projets innovants dans le domaine des Technologies de l’Information et de la Communication, et l’hébergement de sites. Elle joue en la matière un rôle unique (...) -
XMP PHP
13 mai 2011, parDixit Wikipedia, XMP signifie :
Extensible Metadata Platform ou XMP est un format de métadonnées basé sur XML utilisé dans les applications PDF, de photographie et de graphisme. Il a été lancé par Adobe Systems en avril 2001 en étant intégré à la version 5.0 d’Adobe Acrobat.
Étant basé sur XML, il gère un ensemble de tags dynamiques pour l’utilisation dans le cadre du Web sémantique.
XMP permet d’enregistrer sous forme d’un document XML des informations relatives à un fichier : titre, auteur, historique (...)
Sur d’autres sites (4621)
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ffmpeg ios, decoding rtsp stream causes memory leak
5 août 2013, par Simone Mi have an ios application that stream a rtsp video via network using ffmpeg library.
In random time i have a crash without error message, the only message in console is "Memory warning".
Using instrument i detect some memory leaks, this link a screenshot about error : http://vincentvega.it/iphone/video.png, i think the problem is in the point of code where i make uiimage to show on screen :- (void)convertFrameToRGB
{
sws_scale(img_convert_ctx,
pFrame->data,
pFrame->linesize,
0,
pCodecCtx->height,
picture.data,
picture.linesize);
}
- (UIImage *)imageFromAVPicture:(AVPicture)pict width:(int)width height:(int)height
{
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CFDataRef data = CFDataCreateWithBytesNoCopy(kCFAllocatorDefault, pict.data[0], pict.linesize[0]*height,kCFAllocatorNull);
CGDataProviderRef provider = CGDataProviderCreateWithCFData(data);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGImageRef cgImage = CGImageCreate(width,
height,
8,
24,
pict.linesize[0],
colorSpace,
bitmapInfo,
provider,
NULL,
NO,
kCGRenderingIntentDefault);
CGColorSpaceRelease(colorSpace);
UIImage *image = [[UIImage alloc] initWithCGImage:cgImage];
return [image autorelease];
}how can i detect the function that causes memory problem ?
SOLVED ! I just neeed to add the following code in "imagefromavcapture" :
CGImageRelease(cgImage);
CGDataProviderRelease(provider);
CFRelease(data); -
how to fix the delay when play a ts stream via udp
4 juin 2013, par user2223169I want to play udp ts stream on iPhone using ffmepg, but the video delayed almost 1s, so my question is how to fix the delay, currently I think I can specify the fifo_size, just like udp ://@:1234 ?fifo_size=1024, but the player can't play with this configuration, anybody knows how to reduce the buffer size to reduce the delay ?
Thanks :) -
Texture rendering on iOS using OpenGL ES in Unity project
30 mars 2016, par Time1essI’m working on a project, part of which is to stream video to my iPhone. I use my laptop to create the video stream to my iPhone with ffmpeg.
The stream code in shell is below :
ffmpeg \
-f avfoundation -i "1" -s 1280*720 -r 29.97 \
-c:v mpeg2video -q:v 20 -pix_fmt yuv420p -g 1 -threads 4\
-f mpegts udp://192.168.1.102:6666with this, I successfully create my video stream.
In Unity, I want to decode the video stream to create a texture. After I have gone through some ffmpeg tutorial and Unity tutorial, I created my link library. Some of these codes are below (ask me if more is needed) :
In my library :
buffer alloc :
uint8_t *buffer;
int buffer_size;
buffer_size = avpicture_get_size(AV_PIX_FMT_RGBA, VIEW_WIDTH, VIEW_HEIGHT);
buffer = (uint8_t *) av_malloc(buffer_size*sizeof(uint8_t));
avpicture_fill((AVPicture *) pFrameRGB, buffer, AV_PIX_FMT_RGBA,
VIEW_WIDTH, VIEW_HEIGHT);getContext :
is->sws_ctx = sws_getContext
(
is->video_st->codec->width,
is->video_st->codec->height,
is->video_st->codec->pix_fmt,
VIEW_WIDTH,
VIEW_HEIGHT,
AV_PIX_FMT_RGBA,
SWS_BILINEAR,
NULL,
NULL,
NULL
);sws_scale :
sws_scale(
is->sws_ctx,
(uint8_t const * const *)pFrame->data,
pFrame->linesize,
0,
is->video_st->codec->height,
pFrameRGB->data,
pFrameRGB->linesize
);texture render :
static void UNITY_INTERFACE_API OnRenderEvent(int texID)
{
GLuint gltex = (GLuint)(size_t)(texID);
glBindTexture(GL_TEXTURE_2D, gltex);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, VIEW_WIDTH, VIEW_HEIGHT,
GL_RGBA, GL_UNSIGNED_BYTE, pFrameRGB->data[0]);
glGetError();
return;
}
extern "C" UnityRenderingEvent UNITY_INTERFACE_EXPORT UNITY_INTERFACE_API GetRenderEventFunc()
{
return OnRenderEvent;
}In Unity :
texture created :
private Texture2D texture;
private int texID;
texture = new Texture2D (width, height, TextureFormat.RGBA32, false);
texture.filterMode = FilterMode.Point;
texture.Apply ();
GetComponent<renderer> ().material.mainTexture = texture;
texID = texture.GetNativeTexturePtr ().ToInt32();
</renderer>update func :
void Update ()
{
GL.IssuePluginEvent(GetRenderEventFunc(), texID);
}Video stream info :
Input #0, mpegts, from 'udp://0.0.0.0:6666':
Duration: N/A, start: 2.534467, bitrate: N/A
Program 1
Metadata:
service_name : Service01
service_provider: FFmpeg
Stream #0:0[0x100]: Video: mpeg2video (Main) ([2][0][0][0] / 0x0002), yuv420p(tv), 1280x720 [SAR 1:1 DAR 16:9], max. 104857 kb/s, 29.97 fps, 29.97 tbr, 90k tbn, 59.94 tbcLeave other details, my library works fine on the Unity simulator, but when I compiled all my libraries for arm64 and used the xcode project that Unity created to build my app and ran it, I couldn’t get any texture rendered in my iPhone, I checked my network and I’m sure that data had been sent to my iPhone and the Debug log showed me that frame has been successfully decoded also the
OnRenderEvent
function had been called.FYI :
Unity 5.3.2f1 Personal
Xcode 7.2.1
iOS 9.2.1
ffmpeg 3.0