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Problèmes fréquents
10 mars 2010, parPHP et safe_mode activé
Une des principales sources de problèmes relève de la configuration de PHP et notamment de l’activation du safe_mode
La solution consiterait à soit désactiver le safe_mode soit placer le script dans un répertoire accessible par apache pour le site -
MediaSPIP 0.1 Beta version
25 avril 2011, parMediaSPIP 0.1 beta is the first version of MediaSPIP proclaimed as "usable".
The zip file provided here only contains the sources of MediaSPIP in its standalone version.
To get a working installation, you must manually install all-software dependencies on the server.
If you want to use this archive for an installation in "farm mode", you will also need to proceed to other manual (...) -
Personnaliser les catégories
21 juin 2013, parFormulaire de création d’une catégorie
Pour ceux qui connaissent bien SPIP, une catégorie peut être assimilée à une rubrique.
Dans le cas d’un document de type catégorie, les champs proposés par défaut sont : Texte
On peut modifier ce formulaire dans la partie :
Administration > Configuration des masques de formulaire.
Dans le cas d’un document de type média, les champs non affichés par défaut sont : Descriptif rapide
Par ailleurs, c’est dans cette partie configuration qu’on peut indiquer le (...)
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Python-FFMPEG Corruption Problems
11 juillet 2023, par Gabriel Ruben GuzmanI'm repurposing some python code to generate gifs/mp4s showcasing nba player movements dot form. (With the 'frames' used in the gifs being generated by matplotlib).


The repo comes with two different functions for generating the gifs, watch_play and animate_play. Both of which use python command line functionalities to run ffmpeg and generate the mp4s.
I've been able to use the watch_play succesfully, bot every time I try using animate_play, which according to the documention is meant to be significantly faster than watch play, I run into the error showcased here.(I printed the cmd string being passed into the pipe, in the hopes it would make debugging easier)


I've tried generating gifs/mp4s of various size and added a decent bit of code to lessen the volume of data being processed. (I'm essentially repurposing the code just to generate clips, so I've been able to remove a lot of the pbp/tracking data logs to speed up the run time) But no matter what I've done, gotten some variation of the screenshotted error.


pipe: : corrupt input packet in stream 0
[rawvideo @ 0x55ccc0e2bb80] Invalid buffer size, packet size 691200 < expected frame_size 921600
Error while decoding stream #0:0 : Invalid argument


The code for animate_play


def animate_play(self, game_time=None, length=None, highlight_player=None,
 commentary=True, show_spacing=None):
 """
 Method for animating plays in game.
 Outputs video file of play in {cwd}/temp.
 Individual frames are streamed directly to ffmpeg without writing them
 to the disk, which is a great speed improvement over watch_play

 Args:
 game_time (int): time in game to start video
 (seconds into the game).
 Currently game_time can also be an tuple of length two
 with (starting_frame, ending_frame)if you want to
 watch a play using frames instead of game time.
 length (int): length of play to watch (seconds)
 highlight_player (str): If not None, video will highlight
 the circle of the inputed player for easy tracking.
 commentary (bool): Whether to include play-by-play commentary in
 the animation
 show_spacing (str) in ['home', 'away']: show convex hull
 spacing of home or away team.
 If None, does not show spacing.

 Returns: an instance of self, and outputs video file of play
 """
 if type(game_time) == tuple:
 starting_frame = game_time[0]
 ending_frame = game_time[1]
 else:
 game_time= self.start +(self.quarter*720)
 end_time= self.end +(self.quarter*720)
 length = end_time-game_time
 # Get starting and ending frame from requested 
 # game_time and length
 print('hit')
 print(len(self.moments))
 print(game_time)
 print(end_time)
 print(length)
 print(game_time+length)
 
 print(self.moments.game_time.min())
 print(self.moments.game_time.max())

 sys.exit()
 starting_frame = self.moments[self.moments.game_time.round() ==
 game_time].index.values[0]
 ending_frame = self.moments[self.moments.game_time.round() ==
 game_time + length].index.values[0]

 # Make video of each frame
 filename = "./temp/{game_time}.mp4".format(game_time=game_time)
 if commentary:
 size = (960, 960)
 else:
 size = (480, 480)
 cmdstring = ('ffmpeg',
 '-y', '-r', '20', # fps
 '-s', '%dx%d' % size, # size of image string
 '-pix_fmt', 'argb', # Stream argb data from matplotlib
 '-f', 'rawvideo','-i', '-',
 '-vcodec', 'libx264', filename)
 #print(pipe)
 #print(cmdstring)
 
 

 # Stream plots to pipe
 pipe = Popen(cmdstring, stdin=PIPE)
 print(cmdstring)
 for frame in range(starting_frame, ending_frame):
 print(frame)
 self.plot_frame(frame, highlight_player=highlight_player,
 commentary=commentary, show_spacing=show_spacing,
 pipe=pipe)
 print(cmdstring)
 pipe.stdin.close()
 pipe.wait()
 return self



The code for watch play


def watch_play(self, game_time=None, length=None, highlight_player=None,
 commentary=True, show_spacing=None):

 """
 DEPRECIATED. See animate_play() for similar (fastere) method

 Method for viewing plays in game.
 Outputs video file of play in {cwd}/temp

 Args:
 game_time (int): time in game to start video
 (seconds into the game).
 Currently game_time can also be an tuple of length
 two with (starting_frame, ending_frame) if you want
 to watch a play using frames instead of game time.
 length (int): length of play to watch (seconds)
 highlight_player (str): If not None, video will highlight
 the circle of the inputed player for easy tracking.
 commentary (bool): Whether to include play-by-play
 commentary underneath video
 show_spacing (str in ['home', 'away']): show convex hull
 of home or away team.
 if None, does not display any convex hull

 Returns: an instance of self, and outputs video file of play
 """
 print('hit this point ')
 warnings.warn(("watch_play is extremely slow. "
 "Use animate_play for similar functionality, "
 "but greater efficiency"))

 if type(game_time) == tuple:
 starting_frame = game_time[0]
 ending_frame = game_time[1]
 else:
 # Get starting and ending frame from requested game_time and length
 game_time= self.start +(self.quarter*720)
 end_time= self.end +(self.quarter*720)
 length = end_time-game_time


 starting_frame = self.moments[self.moments.game_time.round() ==
 game_time].index.values[0]
 ending_frame = self.moments[self.moments.game_time.round() ==
 game_time + length].index.values[0]
 #print(self.moments.head(2))
 #print(starting_frame)
 #print(ending_frame)
 print(len(self.moments))
 # Make video of each frame
 title = str(starting_frame)+'-'+str(ending_frame)
 for frame in range(starting_frame, ending_frame):
 print(frame)
 self.plot_frame(frame, highlight_player=highlight_player,
 commentary=commentary, show_spacing=show_spacing)
 command = ('ffmpeg -framerate 20 -start_number {starting_frame} '
 '-i %d.png -c:v libx264 -r 30 -pix_fmt yuv420p -vf '
 '"scale=trunc(iw/2)*2:trunc(ih/2)*2" {title}'
 '.mp4').format(starting_frame=starting_frame,title=title)
 os.chdir('temp')
 os.system(command)
 os.chdir('..')

 # Delete images
 for file in os.listdir('./temp'):
 if os.path.splitext(file)[1] == '.png':
 os.remove('./temp/{file}'.format(file=file))

 return self'



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For converting video to frames, should I do client or server side processing ?
23 mars 2024, par Tomas MarsonHere is the thing, I have a Nodejs API that serves one video at a time when client request it.


The client (made in react) receives the video, which has no more than 15 seconds, watch it and decide if he wants to approve or deny it.
If he approves the video, it must be displayed in a sort of frames carousel, with one frame per second, so there is no more than 15 images/frames.


So the question is, should I do the conversion video-to-frames on client once he approves the video or should I do it on server-side and then request each frame (or streaming all frames with one request if possible) ?


Now, I'm doing the conversion on server with ffmpeg, but it seems tricky to send all the frames when the client already have them inside the video.


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How do I add a cool down to a command for a discord music bot [closed]
22 mars 2021, par sherbit fishI'm making a music bot in discord and I need to add a cool down into this command so that people don't spam it and crash the bot. What should I do to fix this problem ?


const ytdl = require("ytdl-core");

client.on('message', async message => {
 if (message.member.voice.channel) {
 const connection = await message.member.voice.channel.join();
 console.log(`sound was just played`);
connection.play(ytdl('https://www.youtube.com/watch?v=jRxSRyrTANY',{ highWaterMark: 50 },{ quality: 'highestaudio' },{ type: 'opus' }));
setTimeout(() => {
 connection.disconnect();
}, 12000); 
 }
});