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The Great Big Beautiful Tomorrow
28 octobre 2011, par
Mis à jour : Octobre 2011
Langue : English
Type : Texte
Autres articles (54)
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Les statuts des instances de mutualisation
13 mars 2010, parPour des raisons de compatibilité générale du plugin de gestion de mutualisations avec les fonctions originales de SPIP, les statuts des instances sont les mêmes que pour tout autre objets (articles...), seuls leurs noms dans l’interface change quelque peu.
Les différents statuts possibles sont : prepa (demandé) qui correspond à une instance demandée par un utilisateur. Si le site a déjà été créé par le passé, il est passé en mode désactivé. publie (validé) qui correspond à une instance validée par un (...) -
List of compatible distributions
26 avril 2011, parThe table below is the list of Linux distributions compatible with the automated installation script of MediaSPIP. Distribution nameVersion nameVersion number Debian Squeeze 6.x.x Debian Weezy 7.x.x Debian Jessie 8.x.x Ubuntu The Precise Pangolin 12.04 LTS Ubuntu The Trusty Tahr 14.04
If you want to help us improve this list, you can provide us access to a machine whose distribution is not mentioned above or send the necessary fixes to add (...) -
HTML5 audio and video support
13 avril 2011, parMediaSPIP uses HTML5 video and audio tags to play multimedia files, taking advantage of the latest W3C innovations supported by modern browsers.
The MediaSPIP player used has been created specifically for MediaSPIP and can be easily adapted to fit in with a specific theme.
For older browsers the Flowplayer flash fallback is used.
MediaSPIP allows for media playback on major mobile platforms with the above (...)
Sur d’autres sites (7648)
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Rendering YUV420P ffmpeg decoded images on QT with OpenGL, only see black screen
17 février 2019, par Lucas ZanellaI’ve found this QT OpenGL Widget which should render a 420PYUV image on screen. I’m feeding a ffmpeg decoded buffer into its
paintGL()
function but I see nothing. Neither noises or correct images, only a black screen. I’m trying to understand why.I want to exclude the possibilities of other things being wrong, but I need to be sure first that my code will produce anything. I
std::cout
ed some bytes from the ffmpeg just to see if they were arriving and they were. So I should see at least some noise.Can you see anything wrong with my code that wouldn’t make it able to render images on screen ?
This is the widget that should output the image :
#include "XVideoWidget.h"
#include <qdebug>
#include <qtimer>
#include <iostream>
//自动加双引号
#define GET_STR(x) #x
#define A_VER 3
#define T_VER 4
//顶点shader
const char *vString = GET_STR(
attribute vec4 vertexIn;
attribute vec2 textureIn;
varying vec2 textureOut;
void main(void)
{
gl_Position = vertexIn;
textureOut = textureIn;
}
);
//片元shader
const char *tString = GET_STR(
varying vec2 textureOut;
uniform sampler2D tex_y;
uniform sampler2D tex_u;
uniform sampler2D tex_v;
void main(void)
{
vec3 yuv;
vec3 rgb;
yuv.x = texture2D(tex_y, textureOut).r;
yuv.y = texture2D(tex_u, textureOut).r - 0.5;
yuv.z = texture2D(tex_v, textureOut).r - 0.5;
rgb = mat3(1.0, 1.0, 1.0,
0.0, -0.39465, 2.03211,
1.13983, -0.58060, 0.0) * yuv;
gl_FragColor = vec4(rgb, 1.0);
}
);
//准备yuv数据
// ffmpeg -i v1080.mp4 -t 10 -s 240x128 -pix_fmt yuv420p out240x128.yuv
XVideoWidget::XVideoWidget(QWidget * parent)
{
// setWindowFlags (Qt::WindowFullscreenButtonHint);
// showFullScreen();
}
XVideoWidget::~XVideoWidget()
{
}
//初始化opengl
void XVideoWidget::initializeGL()
{
//qDebug() << "initializeGL";
std::cout << "initializing gl" << std::endl;
//初始化opengl (QOpenGLFunctions继承)函数
initializeOpenGLFunctions();
this->m_F = QOpenGLContext::currentContext()->functions();
//program加载shader(顶点和片元)脚本
//片元(像素)
std::cout << program.addShaderFromSourceCode(QOpenGLShader::Fragment, tString) << std::endl;
//顶点shader
std::cout << program.addShaderFromSourceCode(QOpenGLShader::Vertex, vString) << std::endl;
//设置顶点坐标的变量
program.bindAttributeLocation("vertexIn",A_VER);
//设置材质坐标
program.bindAttributeLocation("textureIn",T_VER);
//编译shader
std::cout << "program.link() = " << program.link() << std::endl;
std::cout << "program.bind() = " << program.bind() << std::endl;
//传递顶点和材质坐标
//顶点
static const GLfloat ver[] = {
-1.0f,-1.0f,
1.0f,-1.0f,
-1.0f, 1.0f,
1.0f,1.0f
};
//材质
static const GLfloat tex[] = {
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f
};
//顶点
glVertexAttribPointer(A_VER, 2, GL_FLOAT, 0, 0, ver);
glEnableVertexAttribArray(A_VER);
//材质
glVertexAttribPointer(T_VER, 2, GL_FLOAT, 0, 0, tex);
glEnableVertexAttribArray(T_VER);
//glUseProgram(&program);
//从shader获取材质
unis[0] = program.uniformLocation("tex_y");
unis[1] = program.uniformLocation("tex_u");
unis[2] = program.uniformLocation("tex_v");
//创建材质
glGenTextures(3, texs);
//Y
glBindTexture(GL_TEXTURE_2D, texs[0]);
//放大过滤,线性插值 GL_NEAREST(效率高,但马赛克严重)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//创建材质显卡空间
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
//U
glBindTexture(GL_TEXTURE_2D, texs[1]);
//放大过滤,线性插值
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//创建材质显卡空间
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width/2, height / 2, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
//V
glBindTexture(GL_TEXTURE_2D, texs[2]);
//放大过滤,线性插值
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//创建材质显卡空间
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width / 2, height / 2, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
///分配材质内存空间
datas[0] = new unsigned char[width*height]; //Y
datas[1] = new unsigned char[width*height/4]; //U
datas[2] = new unsigned char[width*height/4]; //V
}
//刷新显示
void XVideoWidget::paintGL(unsigned char**data)
//void QFFmpegGLWidget::updateData(unsigned char**data)
{
std::cout << "painting!" << std::endl;
memcpy(datas[0], data[0], width*height);
memcpy(datas[1], data[1], width*height/4);
memcpy(datas[2], data[2], width*height/4);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texs[0]); //0层绑定到Y材质
//修改材质内容(复制内存内容)
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, datas[0]);
//与shader uni遍历关联
glUniform1i(unis[0], 0);
glActiveTexture(GL_TEXTURE0+1);
glBindTexture(GL_TEXTURE_2D, texs[1]); //1层绑定到U材质
//修改材质内容(复制内存内容)
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width/2, height / 2, GL_RED, GL_UNSIGNED_BYTE, datas[1]);
//与shader uni遍历关联
glUniform1i(unis[1],1);
glActiveTexture(GL_TEXTURE0+2);
glBindTexture(GL_TEXTURE_2D, texs[2]); //2层绑定到V材质
//修改材质内容(复制内存内容)
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width / 2, height / 2, GL_RED, GL_UNSIGNED_BYTE, datas[2]);
//与shader uni遍历关联
glUniform1i(unis[2], 2);
glDrawArrays(GL_TRIANGLE_STRIP,0,4);
qDebug() << "paintGL";
}
// 窗口尺寸变化
void XVideoWidget::resizeGL(int width, int height)
{
m_F->glViewport(0, 0, width, height);
qDebug() << "resizeGL "<code></iostream></qtimer></qdebug>Here’s a bit of code from my MainWindow :
MainWindow::MainWindow(QWidget *parent):
QMainWindow(parent)
{
FfmpegDecoder* ffmpegDecoder = new FfmpegDecoder();
if(!ffmpegDecoder->Init()) {
std::cout << "problem with ffmpeg decoder init" << std::endl;
} else {
std::cout << "fmmpeg decoder initiated" << std::endl;
}
XVideoWidget * xVideoWidget = new XVideoWidget(parent);
ffmpegDecoder->setOpenGLWidget(xVideoWidget);
mediaStream = new MediaStream(uri, ffmpegDecoder, videoConsumer);//= new MediaStream(uri, ffmpegDecoder, videoConsumer);
//...
}
void MainWindow::run()
{
mediaStream->receiveFrame();
}My main.cpp makes sure my window
run()
method runs in the background.MainWindow w;
w.setFixedSize(1280,720);
w.show();
boost::thread mediaThread(&MainWindow::run, &w);
std::cout << "mediaThread running" << std::endl;If someone wants to view the entire code, please feel free to visit the commit I just did : https://github.com/lucaszanella/orwell/tree/bbd74e42bd42df685bacc5d51cacbee3a178689f
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Death of A Micro Center
21 septembre 2012, par Multimedia Mike — HistoryThe Micro Center computer store located in Santa Clara, CA, USA closed recently :
I liked Micro Center. I have liked Micro Center ever since I first visited their Denver, CO location 10 years ago. I would sometimes drive an hour in each direction just to visit that shop. I was excited to see that they had a location in the Bay Area when I moved here a few years ago (despite the preponderance of Fry’s stores).
Now this location is gone. I wonder how much of the “we couldn’t come to favorable terms on a lease” was true (vs. an excuse to close a retail store at a time when more business is moving online, particularly in the heart of Silicon Valley). But that’s not what I wanted to discuss. I came here to discuss…
The Micro Center Window Logos
The craziest part about shopping the Santa Clara Micro Center location was the logos they displayed on the window outside. Every time I saw it, it made me sentimental for a time when some of these logos were current, or when some of these companies were still in business. Some of the logos on their front window were for companies I’ve never heard of. It reminds me of the nearby 7-11 convenience stores when I was growing up– their walls were decorated with people sporting embarrassingly 1970s styles long after the 1970s had transpired.
I thought I would record what those front window logos were and try to pinpoint when the store launched exactly (assuming the logos have been their since the initial opening and never changed).
Click for larger image
Here we have Lotus, Hewlett Packard/HP, Corel, Fuji, Power Macintosh, NEC, and Fujitsu. Lotus was purchased by IBM in 1995 and still seems to be maintained as a separate brand. The Power Macintosh was introduced as a brand in 1994. Corel’s logo has seen a few mutations over the years but I don’t know when this one fell out of favor.
Fuji (vs. Fujitsu) appears to refer to Fujifilm, though this logo is also obsolete.
Click for larger image
Hayes– I specifically remember reading the Slashdot post accouncing that Hayes is dead (followed by many comments reminiscing about the Hayes command set). Here is the post, from early 1999.
From Googling, it doesn’t appear IBM still has a presence in the consumer computing space (though they do have something pertaining to software for consumer products). Then there’s the good old rainbow Apple logo, something that went away in 1997. I suspect 1997 was also the last hurrah of the name ‘Macintosh’ (though I remember mistakenly referring to Apple computer products as Macintoshes well into the mid-2000s and inadvertently angering some Apple enthusiasts).
Click for larger image
As for the next segment, obviously, both Sony and Toshiba are still very much alive. Iomega was acquired by EMC in 2008 but is still maintained as a separate brand. USRobotics is still around and making — what else ? — 56K modems (and their current logo is slightly different than the one seen here).
Targus seems to be a case maker (“Leading Provider of Cases, Bags and Accessories for Laptops and Tablets”). I wonder if that’s just their current business or if they had more areas long ago ? It seems strange that they would get brand billing like this.
Finally, searching for information about Practical Peripherals only produces sites about how they’re long dead (like this history lesson). It’s unclear when they died.
The interior of this store was also decorated with more technology company logos near the ceiling (I didn’t really register that fact until I had visited many times). Regrettably, I now won’t be able to see how up to date those logos were.
Based on the data points above, it’s safe to conclude that the store opened between 1995 or 1996 (again, assuming the logos were placed at opening and never changed).
Epilogue
Here’s one more curious item still visible from the outside :
“See the world’s fastest PC !” Featuring an Intel Core 2 Extreme ? That CPU dates back to 2007 and was succeeded by Nehalem in late 2008. So even that sign, which is presumably easier and cleaner to replace than the window logos, was absurdly out of date.
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How to write UI tests for your plugin – Introducing the Piwik Platform
18 février 2015, par Thomas Steur — DevelopmentThis is the next post of our blog series where we introduce the capabilities of the Piwik platform (our previous post was How to write unit tests for your plugin). This time you’ll learn how to write UI tests in Piwik. For this tutorial you will need to have basic knowledge of JavaScript and the Piwik platform.
What is a UI test ?
Some might know a UI test under the term ‘CSS test’ or ‘screenshot test’. When we speak of UI tests we mean automated tests that capture a screenshot of a URL and then compare the result with an expected image. If the images are not exactly the same the test will fail. For more information read our blog post about UI Testing.
What is a UI test good for ?
We use them to test our PHP Controllers, Twig templates, CSS, and indirectly test our JavaScript. We do usually not write Unit or Integration tests for our controllers. For example we use UI tests to ensure that the installation, the login and the update process works as expected. We also have tests for most pages, reports, settings, etc. This increases the quality of our product and saves us a lot of time as it is easy to write and maintain such tests. All UI tests are executed on Travis after each commit and compared with our expected screenshots.
Getting started
In this post, we assume that you have already installed Piwik 2.11.0 or later via git, set up your development environment and created a plugin. If not, visit the Piwik Developer Zone where you’ll find the tutorial Setting up Piwik and other Guides that help you to develop a plugin.
Next you need to install the needed packages to execute UI tests.
Let’s create a UI test
We start by using the Piwik Console to create a new UI test :
./console generate:test --testtype ui
The command will ask you to enter the name of the plugin the created test should belong to. I will use the plugin name “Widgetize”. Next it will ask you for the name of the test. Here you usually enter the name of the page or report you want to test. I will use the name “WidgetizePage” in this example. There should now be a file
plugins/Widgetize/tests/UI/WidgetizePage_spec.js
which contains already an example to get you started easily :describe("WidgetizePage", function () {
var generalParams = 'idSite=1&period=day&date=2010-01-03';
it('should load a simple page by its module and action', function (done) {
var screenshotName = 'simplePage';
// will save image in "processed-ui-screenshots/WidgetizePageTest_simplePage.png"
expect.screenshot(screenshotName).to.be.capture(function (page) {
var urlToTest = "?" + generalParams + "&module=Widgetize&action=index";
page.load(urlToTest);
}, done);
});
});What is happening here ?
This example declares a new set of specs by calling the method
describe(name, callback)
and within that a new spec by calling the methodit(description, func)
. Within the spec we load a URL and once loaded capture a screenshot of the whole page. The captured screenshot will be saved under the definedscreenshotName
. You might have noticed we write our UI tests in BDD style.Capturing only a part of the page
It is good practice to not always capture the full page. For example many pages contain a menu and if you change that menu, all your screenshot tests would fail. To avoid this you would instead have a separate test for your menu. To capture only a part of the page simply specify a jQuery selector and call the method
captureSelector
instead ofcapture
:var contentSelector = '#selector1, .selector2 .selector3';
// Only the content of both selectors will be in visible in the captured screenshot
expect.screenshot('page_partial').to.be.captureSelector(contentSelector, function (page) {
page.load(urlToTest);
}, done);Hiding content
There is a known issue with sparklines that can fail tests randomly. Also version numbers or a date that changes from time to time can fail tests without actually having an error. To avoid this you can prevent elements from being visible in the captured screenshot via CSS as we add a CSS class called
uiTest
to theHTML
element while tests are running..uiTest .version { visibility:hidden }
Running a test
To run the previously generated tests we will use the command
tests:run-ui
:./console tests:run-ui WidgetizePage
After running the tests for the first time you will notice a new folder
plugins/PLUGINNAME/tests/UI/processed-ui-screenshots
in your plugin. If everything worked, there will be an image for every captured screenshot. If you’re happy with the result it is time to copy the file over to theexpected-ui-screenshots
folder, otherwise you have to adjust your test until you get the result you want. From now on, the newly captured screenshots will be compared with the expected images whenever you execute the tests.Fixing a test
At some point your UI test will fail, for example due to expected CSS changes. To fix a test all you have to do is to copy the captured screenshot from the folder
processed-ui-screenshots
to the folderexpected-ui-screenshots
.Executing the UI tests on Travis
In case you have not generated a
.travis.yml
file for your plugin yet you can do this by executing the following command :./console generate:travis-yml --plugin PLUGINNAME
Next you have to activate Travis for your repository.
Advanced features
Isn’t it easy to create a UI test ? We never even created a file ! Of course you can accomplish even more if you want. For example you can specify a fixture to be inserted before running the tests which is useful when your plugin requires custom data. You can also control the browser as it was a human by clicking, moving the mouse, typing text, etc. If you want to discover more features have a look at our existing test cases.
If you have any feedback regarding our APIs or our guides in the Developer Zone feel free to send it to us.