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  • Personnaliser en ajoutant son logo, sa bannière ou son image de fond

    5 septembre 2013, par

    Certains thèmes prennent en compte trois éléments de personnalisation : l’ajout d’un logo ; l’ajout d’une bannière l’ajout d’une image de fond ;

  • MediaSPIP v0.2

    21 juin 2013, par

    MediaSPIP 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, par

    Par 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 (...)

Sur d’autres sites (10879)

  • WMA Lossless and ProRes Encoder

    4 mars 2012, par Multimedia Mike — General

    The projects (FFmpeg / Libav) just got a WMA lossless decoder. For those keeping score, this means that there are open source methods for decoding every single one of Microsoft’s proprietary audio codecs (Windows Media Audio, or WMA) : WMA v1, WMA v2, WMA9/Pro, WMA Voice, and now WMA lossless. Currently, it’s only advertised to decode 16-bit audio (no 24-bit). Also, when I first tried it a few days ago, it didn’t decode the very end of the single sample file I concocted many years ago (luckynight.wma). But that might be cleared up by now.

    Some other recent developments in the projects that I wanted to call out : An encoder for the Apple ProRes encoder from Kostya ; XWD (X window dump) image decoding and encoding from Paul B. Mahol ; a Sun rasterfile encoder from Aneesh Dogra.

    And then there’s the new playback system for CDXL files, also courtesy of Paul B. Mahol. I wasn’t familiar with this format until I wrote this post, which is surprising, given the format’s vintage. This was a CD-ROM FMV format favored for Amiga computers. Here it is in all its 160x120x10fps glory :



    That’s the amigaball.cdxl sample available in the repository. The sample is 3835910 bytes large and plays for about 24 seconds. This yields a data rate of about 159 kbytes/second. So, yeah, single-speed CD-ROM FMV.

  • Dreamcast Operating Systems

    16 septembre 2010, par Multimedia Mike — Sega Dreamcast

    The Sega Dreamcast was famously emblazoned with a logo proudly announcing that it was compatible with Windows CE :



    It’s quite confusing. The console certainly doesn’t boot into some version of Windows to launch games. Apparently, there was a special version of CE developed for the DC and game companies had the option to leverage it. I do recall that some game startup screens would similarly advertise Windows CE.

    Once the homebrew community got ahold of the device, the sky was the limit. I think NetBSD was the first alternative OS to support the Dreamcast. Meanwhile, I have recollections of DC Linux and LinuxDC projects along with more generic Linux-SH and SH-Linux projects.



    DC Evolution hosts a disc image available for download with an unofficial version of DC Linux, assembled by one Adrian O’Grady. I figured out how to burn the disc (burning DC discs is a blog post of its own) and got it working in the console.

    It’s possible to log in directly via the physical keyboard or through a serial terminal provided that you have a coder’s cable. That reminds me– my local Fry’s had a selection of USB-to-serial cables. I think this is another area that is sufficiently commoditized that just about any cable ought to work with Linux out of the box. Or maybe I’m just extrapolating from the experience of having the cheapest cable in the selection (made by io connect) plug and play with Linux.



    Look ! No messy converter box in the middle as in the Belkin case. The reason I went with this cable is that the packaging claimed it was capable of up to 500 Kbits/sec. Most of the cables advertised a max of 115200 bps. I distinctly recall being able to use the DC coder’s cable at 230400 bps a long time ago. Alas, 115200 seems to be the speed limit, even with this new USB cable.

    Anyway, the distribution is based on a 2.4.5 kernel circa 2001. I tried to make PPP work over the serial cable but the kernel doesn’t have support. If you’re interested, here is some basic information about the machine from Linux’s perspective, gleaned from some simple commands. This helps remind us of a simpler time when Linux was able to run comfortably on a computer with 16 MB of RAM.

    Debian GNU/Linux testing/unstable dreamcast ttsc/1
    

    dreamcast login : root
    Linux dreamcast 2.4.5 #27 Thu May 31 07:06:51 JST 2001 sh4 unknown

    Most of the programs included with the Debian GNU/Linux system are
    freely redistributable ; the exact distribution terms for each program
    are described in the individual files in /usr/share/doc/*/copyright

    Debian GNU/Linux comes with ABSOLUTELY NO WARRANTY, to the extent
    permitted by applicable law.

    dreamcast : # uname -a
    Linux dreamcast 2.4.5 #27 Thu May 31 07:06:51 JST 2001 sh4 unknown

    dreamcast : # cat /proc/cpuinfo
    cpu family : SH-4
    cache size : 8K-byte/16K-byte
    bogomips : 199.47

    Machine : dreamcast
    CPU clock : 200.00MHz
    Bus clock : 100.00MHz
    Peripheral module clock : 50.00MHz

    dreamcast : # top -b

    09:14:54 up 14 min, 1 user, load average : 0.04, 0.03, 0.03
    15 processes : 14 sleeping, 1 running, 0 zombie, 0 stopped
    CPU states : 1.1% user, 5.8% system, 0.0% nice, 93.1% idle
    Mem : 14616K total, 11316K used, 3300K free, 2296K buffers
    Swap : 0K total, 0K used, 0K free, 5556K cached

    PID USER PRI NI SIZE RSS SHARE STAT %CPU %MEM TIME COMMAND
    219 root 18 0 1072 1068 868 R 5.6 7.3 0:00 top
    1 root 9 0 596 596 512 S 0.0 4.0 0:01 init
    2 root 9 0 0 0 0 SW 0.0 0.0 0:00 keventd
    3 root 9 0 0 0 0 SW 0.0 0.0 0:00 kswapd
    4 root 9 0 0 0 0 SW 0.0 0.0 0:00 kreclaimd
    5 root 9 0 0 0 0 SW 0.0 0.0 0:00 bdflush
    6 root 9 0 0 0 0 SW 0.0 0.0 0:00 kupdated
    7 root 9 0 0 0 0 SW 0.0 0.0 0:00 kmapled
    39 root 9 0 900 900 668 S 0.0 6.1 0:00 devfsd
    91 root 8 0 652 652 556 S 0.0 4.4 0:00 pump
    96 daemon 9 0 524 524 420 S 0.0 3.5 0:00 portmap
    149 root 9 0 944 944 796 S 0.0 6.4 0:00 syslogd
    152 root 9 0 604 604 456 S 0.0 4.1 0:00 klogd
    187 root 9 0 540 540 456 S 0.0 3.6 0:00 getty
    201 root 9 0 1380 1376 1112 S 0.0 9.4 0:01 bash

    Note that at this point I had shutdown both gpm and inetd. The rest of the processes, save for bash, are default. The above stats only report about 14 MB of RAM ; where are the other 2 MB ?

    dreamcast : # df -h
    Filesystem            Size  Used Avail Use% Mounted on
    /dev/rd/1             2.0M  560k  1.4M  28% /
    
  • Javascript sync images

    26 septembre 2021, par Ruan Matt

    I'm studying about FPS, animations, image processing in order to get into the game development world.

    


    I took a video and extract each frame into a .jpg image, and I want to run these images, side by side, in the same sync as the original video

    


    You can test at this link => https://jsfiddle.net/ruanmatt144/267erymL/2/

    


    The problem : The video FPS is 30, but even if I put 1000/30, or any other value that refers to the original FPS, it doesn't work ! It doesn't stay in sync. setTimeout has a limit on decimal places that I don't know about ?

    


    Video timestamp for each frame => https://unity-animation.ztech.gq/timestamp.txt

    


    How can I sync those images following the original video timestamp ? Thank you.

    


    var arr = Array();
var v = 0;
var v2 = 0;
var k = 0;

(function getImages(i) {
  setTimeout(function() {
    v++;
    var r = Math.random();
        loadImage("https://unity-animation.ztech.gq/frames/out-" + v + ".jpg?v=" + r);
        arr.push("https://unity-animation.ztech.gq/frames/out-" + v + ".jpg?v=" + r);

        if (--i) getImages(i);
  }, 30)
})(20000);



const loadImage = src =>
    new Promise((resolve, reject) => {
        const img = new Image();
        img.onload = () => resolve(img);
        img.src = src;
    })  
;

var imgArray = new Array();
setTimeout(function() {
    (function runVideo(i) {
        setTimeout(function() {
            v2++;
            imgArray[v2] = new Image();
            document.getElementById('load').appendChild(imgArray[v2]);

            imgArray[v2].src = arr[v2];
            imgArray[v2].classList.add("overlayImage");
            imgArray.shift();
            var parent = document.querySelector("#load");
            [...parent.children].slice(0,-10).forEach(parent.removeChild.bind(parent));
            var last = document.querySelector('#load img:last-child').getAttribute("src");
            var _final = last.substring(
                last.indexOf("-") + 1, 
                last.lastIndexOf(".jpg")
            );
            arr.shift();
        if (--i) runVideo(i);
      }, 90) // <== the problem is here, which value I must use?
    })(38194);
    document.getElementById("video").play();
}, 20000);