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Autres articles (38)
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MediaSPIP v0.2
21 juin 2013, parMediaSPIP 0.2 est la première version de MediaSPIP stable.
Sa date de sortie officielle est le 21 juin 2013 et est annoncée ici.
Le fichier zip ici présent contient uniquement les sources de MediaSPIP en version standalone.
Comme pour la version précédente, 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 (...) -
Mise à disposition des fichiers
14 avril 2011, parPar défaut, lors de son initialisation, MediaSPIP ne permet pas aux visiteurs de télécharger les fichiers qu’ils soient originaux ou le résultat de leur transformation ou encodage. Il permet uniquement de les visualiser.
Cependant, il est possible et facile d’autoriser les visiteurs à avoir accès à ces documents et ce sous différentes formes.
Tout cela se passe dans la page de configuration du squelette. Il vous faut aller dans l’espace d’administration du canal, et choisir dans la navigation (...) -
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 (...)
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Grow your business and understand your conversion funnel with Funnels for Piwik
14 décembre 2016, par InnoCraft — PluginsHi, this is Tom from InnoCraft. The company of the makers of Piwik.
No matter what type of website or app you have, whether you are trying to get your users to sign up for something or sell products, there is a certain number of steps your visitors have to go through. I bet the same applies to you.
Have you ever wondered if your visitors or users actually follow that path in your website or app ? And wondered where you lose your visitors ? Where they maybe get confused ? Want to see when something is not working anymore ? Maybe you have a multi step signup form or onboarding process ? On every step you lose visitors and therefore potential revenue and conversions. It’s critical to know how well your visitors go through these steps, where they originally came from and where they go to when they drop off.
If you are wondering about such things like we do, or want to drive your conversions and sales, we have something for you.
-> Read the rest of the story on the Funnels Marketplace page.
What does the new Funnel report look like ?
Here is below just a little preview of the Funnel report.
You get this funnel report for each of your goals so you can optimise each of your conversion funnels.
Where do I get Funnel for Piwik ?
Funnels is available on the Piwik Marketplace :
Funnels is premium plugin for Piwik and comes with our 14 day money back guarantee and 1-click installation & updates (all product updates come for free).
You can also signup for a free Piwik Cloud-hosted trial to discover the power of Funnels !
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Form Analytics for Piwik now available : Find the pain points on your online forms to improve conversions
14 mars 2017, par InnoCraft — CommunityHi, this is Tom from InnoCraft, the company of the makers of Piwik Analytics. Do you hate losing your visitors on your online or intranet forms and leaving revenue on the table ? If you feel like us, we have got you covered. Form Analytics gives you all the insights you possibly need to increase your form conversion rates with 100% data ownership and no limits.
Whether it is a landing page, sign-up form, checkout, cart, squeeze page, feedback form, survey, or a job application form. Online forms have become super critical to all businesses. The problem is, you can only improve what you measure. Otherwise, you never really know what to change on your forms, and whether you make things better or worse.
-> Read the rest of the story on the Form Analytics Marketplace page.
What does the new Form Analytics reports look like ?
Form Analytics adds over 50 new metrics, 15 new reports & widgets, new real time reports, new segments and more to your Piwik.
To see more screenshots check out the Form Analytics preview or have a look at the Form Analytics website
Where do I get Form Analytics ?
Form Analytics is available on the Piwik Marketplace :
Form Analytics is a premium plugin for Piwik and comes with our 14 day money back guarantee and 1-click installation & updates (all product updates come for free).
You can also signup for a free Piwik Cloud-hosted trial to discover the power of Form Analytics !
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Writing A Dreamcast Media Player
6 janvier 2017, par Multimedia Mike — Sega DreamcastI know I’m not the only person to have the idea to port a media player to the Sega Dreamcast video game console. But I did make significant progress on an implementation. I’m a little surprised to realize that I haven’t written anything about it on this blog yet, given my propensity for publishing my programming misadventures.
This old effort had been on my mind lately due to its architectural similarities to something else I was recently brainstorming.
Early Days
Porting a multimedia player was one of the earliest endeavors that I embarked upon in the multimedia domain. It’s a bit fuzzy for me now, but I’m pretty sure that my first exposure to the MPlayer project in 2001 arose from looking for a multimedia player to port. I fed it through the Dreamcast development toolchain but encountered roadblocks pretty quickly. However, this got me looking at the MPlayer source code and made me wonder how I could contribute, which is how I finally broke into practical open source multimedia hacking after studying the concepts and technology for more than a year at that point.Eventually, I jumped over to the xine project. After hacking on that for awhile, I remembered my DC media player efforts and endeavored to compile xine to the console. The first attempt was to simply compile the codebase using the Dreamcast hobbyist community’s toolchain. This is when I came to fear the multithreaded snake pit in xine’s core. Again, my memories are hazy on the specifics, but I remember the engine having a bunch of threading hacks with comments along the lines of “this code deadlocks sometimes, so on shutdown, monitor this lock and deliberately break it if it has been more than 3 seconds”.
Something Workable
Eventually, I settled on a combination of FFmpeg’s libavcodec library for audio and video decoders, xine’s demuxer library, and xine’s input API, combined with my own engine code to tie it all together along with video and output drivers provided by the KallistiOS hobbyist OS for Dreamcast. Here is a simple diagram of the data movement through this player :
Details and Challenges
This is a rare occasion when I actually got to write the core of a media player engine. I made some mistakes.xine’s internal clock ran at 90000 Hz. At least, its internal timestamps were all in reference to a 90 kHz clock. I got this brilliant idea to trigger timer interrupts at 6000 Hz to drive the engine. Whatever the timer facilities on the Dreamcast, I found that 6 kHz was the greatest common divisor with 90 kHz. This means that if I could have found an even higher GCD frequency, I would have used that instead.
So the idea was that, for a 30 fps video, the engine would know to render a frame on every 200th timer interrupt. I eventually realized that servicing 6000 timer interrupts every second would incur a ridiculous amount of overhead. After that, my engine’s philosophy was to set a timer to fire for the next frame while beginning to process the current frame. I.e., when rendering a frame, set a timer to call back in 1/30th of a second. That worked a lot better.
As I was still keen on 8-bit paletted image codecs at the time (especially since they were simple and small for bootstrapping this project), I got to use output palette images directly thanks to the Dreamcast’s paletted textures. So that was exciting. The engine didn’t need to convert the paletted images to a different colorspace before rendering. However, I seem to recall that the Dreamcast’s PowerVR graphics hardware required that 8-bit textures be twiddled/swizzled. Thus, it was still required to manipulate the 8-bit image before rendering.
I made good progress on this player concept. However, a huge blocker for me was that I didn’t know how to make a proper user interface for the media player. Obviously, programming the Dreamcast occurred at a very low level (at least with the approach I was using), so there were no UI widgets easily available.
This was circa 2003. I assumed there must have been some embedded UI widget libraries with amenable open source licenses that I could leverage. I remember searching and checking out a library named libSTK. I think STK stood for “set-top toolkit” and was positioned specifically for doing things like media player UIs on low-spec embedded computing devices. The domain hosting the project is no longer useful but this appears to be a backup of the core code.
It sounded promising, but the libSTK developers had a different definition of “low-spec embedded” device than I did. I seem to recall that they were targeting something along with likes of a Pentium III clocked at 800 MHz with 128 MB RAM. The Dreamcast, by contrast, has a 200 MHz SH-4 CPU and 16 MB RAM. LibSTK was also authored in C++ and leveraged the Boost library (my first exposure to that code), and this all had the effect of making binaries quite large while I was trying to keep the player in lean C.
Regrettably, I never made any serious progress on a proper user interface. I think that’s when the player effort ran out of steam.
The Code
So, that’s another project that I never got around to finishing or publishing. I was able to find the source code so I decided to toss it up on github, along with 2 old architecture outlines that I was able to dig up. It looks like I was starting small, just porting over a few of the demuxers and decoders that I knew well.I’m wondering if it would still be as straightforward to separate out such components now, more than 13 years later ?
The post Writing A Dreamcast Media Player first appeared on Breaking Eggs And Making Omelettes.