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Valkaama DVD Cover Outside
4 octobre 2011, par
Mis à jour : Octobre 2011
Langue : English
Type : Image
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Valkaama DVD Label
4 octobre 2011, par
Mis à jour : Février 2013
Langue : English
Type : Image
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Valkaama DVD Cover Inside
4 octobre 2011, par
Mis à jour : Octobre 2011
Langue : English
Type : Image
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1,000,000
27 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
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Demon Seed
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
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The Four of Us are Dying
26 septembre 2011, par
Mis à jour : Septembre 2011
Langue : English
Type : Audio
Autres articles (79)
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Sur Internet Explorer (8 et 7 au moins), le plugin utilise le lecteur Flash flowplayer pour lire vidéos et son. Si le lecteur ne semble pas fonctionner, cela peut venir de la configuration du mod_deflate d’Apache.
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L’agrémenter visuellement
10 avril 2011MediaSPIP est basé sur un système de thèmes et de squelettes. Les squelettes définissent le placement des informations dans la page, définissant un usage spécifique de la plateforme, et les thèmes l’habillage graphique général.
Chacun peut proposer un nouveau thème graphique ou un squelette et le mettre à disposition de la communauté.
Sur d’autres sites (5028)
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java.lang.NoClassDefFoundError Android Studio Unity
28 avril 2016, par NestorajI’m having some troubles when I try to generate a library that contains another one in Android Studio. First of all I am using Android Studio 2.0 and Unity 5.3.4f1. What I want to do is integrate FFMpeg in Unity so I decided to create my own library that use FFMpeg library as an intermediary. The FFMpeg library is here.
To start I created a new empty project in Android Studio and inside of it, created a new module, which will be my library, using New->Module->Android Library and named it "ffmpegcodec". After that I opened build.gradle file inside the new module folder and paste :
compile 'com.writingminds:FFmpegAndroid:0.3.2'
inside dependencies brackets, and click Sync (It did not show any error).
After that create a new Java Class inside src/main/java/package-name/ and named it FFMpegCodec. Inside this paste this code :
public class FFMpegCodec {
private static FFmpeg ffmpeg;
private static Context context;
private static FFMpegCodec INSTANCE = null;
public FFMpegCodec(){
INSTANCE = this;
}
public static FFMpegCodec instance(){
if(INSTANCE == null){
INSTANCE = new FFMpegCodec();
}
return INSTANCE;
}
public void setContext(Context ctx){
this.context = ctx;
}
public void loadFFMpegBinary() {
try {
if (ffmpeg == null) {
ffmpeg = FFmpeg.getInstance(context);
}
ffmpeg.loadBinary(new LoadBinaryResponseHandler() {
@Override
public void onFailure() {
Log.e("FFMPEG", "ffmpeg : NOT correct Loaded");
}
@Override
public void onSuccess() {
Log.e("FFMPEG", "ffmpeg : correct Loaded");
}
});
} catch (FFmpegNotSupportedException e) {
} catch (Exception e) {
}
}
public void execFFmpegCommand(final String[] command) {
try {
ffmpeg.execute(command, new ExecuteBinaryResponseHandler() {
@Override
public void onFailure(String s) {
Log.e("FFMPEG", "FAILED with output : " + s);
}
@Override
public void onSuccess(String s) {
Log.e("FFMPEG", "SUCCESS with output : " + s);
}
@Override
public void onProgress(String s) {
Log.e("FFMPEG", "Started command : ffmpeg " + command);
Log.e("FFMPEG", "progress : " + s);
}
@Override
public void onStart() {
Log.e("FFMPEG", "Started command : ffmpeg " + command);
}
@Override
public void onFinish() {
Log.e("FFMPEG", "Finished command : ffmpeg " + command);
}
});
} catch (FFmpegCommandAlreadyRunningException e) {
// do nothing for now
}
}It basically generates an instance of FFmpeg and makes calls of ffmpeg commands.
Once I have my lib done I decided to test it in my project so I include my lib in my app graddle using :
compile project(':ffmpegcodec')
After that I just paste this code to my MainActivity :
public class MainActivity extends AppCompatActivity {
FFMpegCodec ffmpeg;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
Button execCommandButton = (Button) findViewById(R.id.execCommandButton);
ffmpeg = FFMpegCodec.instance();
execCommandButton.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
Toast.makeText(getApplicationContext(), "This is a Toast!!", Toast.LENGTH_SHORT).show();
ffmpeg.setContext(MainActivity.this);
ffmpeg.loadFFMpegBinary();
String []cmd = new String[1];
cmd[0] = "-version";
ffmpeg.execFFmpegCommand(cmd);
}
});
}After that, I run my project and when I press the button it returns that everythings its ok, showing ffmpeg version.
Once I have check that my lib works I decide to move it to Unity so copy the ffmpegcodec-realese.arr file inside ffmpegcodec/build/outputs/aar folder and paste it into my Unity project. Then I wrote an C# script to use my lib that contains this :using System;
using System.Runtime.InteropServices;
using UnityEngine;
using System.Collections;
using System.Diagnostics;
public class ScreenRecorder {
private AndroidJavaObject unityActivity = null;
private AndroidJavaObject captureObject = null;
// Use this for initialization
public ScreenRecorder () {
try{
using (AndroidJavaClass unityPlayerActivityClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer")) {
unityActivity = unityPlayerActivityClass.GetStatic<androidjavaobject>("currentActivity");
}
AndroidJavaClass captureClass = new AndroidJavaClass ("com.promineostudios.ffmpegcodec.FFMpegCodec");
if (captureClass != null) {
captureObject = captureClass.CallStatic<androidjavaobject>("instance");
captureObject.Call("setContext", unityActivity);
captureObject.Call("loadFFMpegBinary");
}
}catch(Exception ex){
UnityEngine.Debug.Log(ex);
}
}
}
</androidjavaobject></androidjavaobject>The problems comes here. When I create a class instance using :
AndroidJavaClass captureClass = new AndroidJavaClass ("com.promineostudios.ffmpegcodec.FFMpegCodec");
It creates an instance correctly, and also when I create an object using :
captureObject = captureClass.CallStatic<androidjavaobject>("instance");
</androidjavaobject>But when I try to get access to FFMpeg library methods like in "setContext" it fails and returns this :
UnityEngine.AndroidJavaException: java.lang.NoClassDefFoundError: Failed resolution of: Lcom/github/hiteshsondhi88/libffmpeg/FFmpeg;
java.lang.NoClassDefFoundError: Failed resolution of: Lcom/github/hiteshsondhi88/libffmpeg/FFmpeg;
at com.promineostudios.ffmpegcodec.FFMpegCodec.loadFFMpegBinary(FFMpegAndroidCodec.java:39)
at com.unity3d.player.UnityPlayer.nativeRender(Native Method)
at com.unity3d.player.UnityPlayer.a(Unknown Source)
at com.unity3d.player.UnityPlayer$b.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Didn't find class "com.github.hiteshsondhi88.libffmpeg.FFmpeg" on path: DexPathList[[zip file "/data/app/com.promineostudios.ffmpegmodule-1/base.apk"],nativeLibraryDirectories=[/data/app/com.promineostudios.ffmpegmodule-1/lib/arm, /vendor/lib, /system/lib]]
at dalvik.system.BaseDexClassLoader.findClass(BaseDexClassLoader.java:56)
at java.lang.ClassLoader.loadClass(ClassLoader.java:511)
at java.lang.ClassLoader.loadClass(ClassLoader.java:469)
at com.promineostudios.ffmpegcodec.FFMpegCodec.loadFFMpegBinary(FFMpegAndroidCodec.java:39)
at com.unity3d.player.UnityPlayer.nativeRender(Native Method)
at com.unity3d.player.UnityPlayer.a(Unknown Source)
at com.unity3d.player.UnityPlayer$b.run(Unknown Source)I think that the problem is in when I export my lib into Unity but I do not know what is going wrong. If anybody could help me I will be really appreciated.
Thanks and excuse me for my English.
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Android watermark : Fatal signal 4 (SIGILL), code 2, fault addr 0xe2166842 in tid 13693 (atermarkvideo_2
27 avril 2016, par Sakibmohammad SyedI am using ffmpeg library for watermark on video and below is my code but when I run program the it show error like
Fatal signal 4 (SIGILL), code 2, fault addr 0xe2166842
here is my code.public class MainActivity extends Activity {
private String strAudioFolderPath;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
strAudioFolderPath = "/sdcard/Download";
String s = "ffmpeg -i /sdcard/Download/testing.mp4 -i /sdcard/test.png -filter_complex 'overlay=10:main_h-overlay_h-10' /sdcard/Download/out.mp4";
GeneralUtils.deleteFileUtil(strAudioFolderPath + "vk.log");
PowerManager powerManager = (PowerManager) this.getSystemService(Activity.POWER_SERVICE);
PowerManager.WakeLock wakeLock = powerManager.newWakeLock(PowerManager.PARTIAL_WAKE_LOCK, "VK_LOCK");
wakeLock.acquire();
LoadJNI vk = new LoadJNI();
try {
try {
vk.run(GeneralUtils.utilConvertToComplex(s), strAudioFolderPath, MainActivity.this);
Log.e("Checking water marker", ">>>>>>>>>>>>>>>");
} catch (Throwable e) {
} finally {
if (wakeLock.isHeld())
wakeLock.release();
else {
}
}
} catch (Exception e)
{
e.printStackTrace();
}
}Actually I want to add watermark on video file using ffmpeg library but it show error as I mention above so I am unable to watermak on video. I have also seach a lot to solve this issue but I did not find any proper solution of this problem.
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Surface Texture object is not getting the frames from a Surface Class
22 avril 2016, par Juan Manuel González OteroOn the one hand, I have a Surface Class which when instantiated, automatically initialize a new thread and start grabbing frames from a streaming source via native code based on FFMPEG. Here is the main parts of the code for the aforementioned Surface Class :
public class StreamingSurface extends Surface implements Runnable {
...
public StreamingSurface(SurfaceTexture surfaceTexture, int width, int height) {
super(surfaceTexture);
screenWidth = width;
screenHeight = height;
init();
}
public void init() {
mDrawTop = 0;
mDrawLeft = 0;
mVideoCurrentFrame = 0;
this.setVideoFile();
this.startPlay();
}
public void setVideoFile() {
// Initialise FFMPEG
naInit("");
// Get stream video res
int[] res = naGetVideoRes();
mDisplayWidth = (int)(res[0]);
mDisplayHeight = (int)(res[1]);
// Prepare Display
mBitmap = Bitmap.createBitmap(mDisplayWidth, mDisplayHeight, Bitmap.Config.ARGB_8888);
naPrepareDisplay(mBitmap, mDisplayWidth, mDisplayHeight);
}
public void startPlay() {
thread = new Thread(this);
thread.start();
}
@Override
public void run() {
while (true) {
while (2 == mStatus) {
//pause
SystemClock.sleep(100);
}
mVideoCurrentFrame = naGetVideoFrame();
if (0 < mVideoCurrentFrame) {
//success, redraw
if(isValid()){
Canvas canvas = lockCanvas(null);
if (null != mBitmap) {
canvas.drawBitmap(mBitmap, mDrawLeft, mDrawTop, prFramePaint);
}
unlockCanvasAndPost(canvas);
}
} else {
//failure, probably end of video, break
naFinish(mBitmap);
mStatus = 0;
break;
}
}
}
}In my MainActivity class, I instantiated this class in the following way :
public void startCamera(int texture)
{
mSurface = new SurfaceTexture(texture);
mSurface.setOnFrameAvailableListener(this);
Surface surface = new StreamingSurface(mSurface, 640, 360);
surface.release();
}I read the following line in the Android developer page, regarding the Surface class constructor :
"Images drawn to the Surface will be made available to the SurfaceTexture, which can attach them to an OpenGL ES texture via updateTexImage()."
That is exactly what I want to do, and I have everything ready for the further renderization. But definitely, with the above code, I never get my frames captured in the surface class transformed to its corresponding SurfaceTexture. I know this because the debugger, for instace, never call the OnFrameAvailableLister method associated with that Surface Texture.
Any ideas ? Maybe the fact that I am using a thread to call the drawing functions is messing everything ? In such a case, what alternatives I have to grab the frames ?
Thanks in advance