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GetID3 - Bloc informations de fichiers
9 avril 2013, par
Mis à jour : Mai 2013
Langue : français
Type : Image
Autres articles (43)
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Demande de création d’un canal
12 mars 2010, parEn fonction de la configuration de la plateforme, l’utilisateur peu avoir à sa disposition deux méthodes différentes de demande de création de canal. La première est au moment de son inscription, la seconde, après son inscription en remplissant un formulaire de demande.
Les deux manières demandent les mêmes choses fonctionnent à peu près de la même manière, le futur utilisateur doit remplir une série de champ de formulaire permettant tout d’abord aux administrateurs d’avoir des informations quant à (...) -
Gestion de la ferme
2 mars 2010, parLa ferme est gérée dans son ensemble par des "super admins".
Certains réglages peuvent être fais afin de réguler les besoins des différents canaux.
Dans un premier temps il utilise le plugin "Gestion de mutualisation" -
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 (...)
Sur d’autres sites (5164)
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Revisiting the Belco Alpha-400
26 août 2010, par Multimedia Mike — GeneralRelieved of the primary FATE maintenance duties, I decided to dust off my MIPS-based Belco Alpha-400 and try to get it doing FATE cycles. And just as I was about to get FATE running, I saw that Mans already got his MIPS-based Popcorn Hour device to run FATE. But here are my notes anyway.
Getting A Prompt
For my own benefit, I made a PDF to remind me precisely how to get a root prompt on the Alpha-400. The ‘jailbreak’ expression seems a little juvenile to me, but it seems to be in vogue right now.Toolchain
When I last tinkered with the Alpha-400, I was trying to build a toolchain that could build binaries to run on the unit’s MIPS chip, to no avail. Sometime last year, MichaelK put together x86_32-hosted toolchains that are able to build mipsel 32-bit binaries for Linux 2.4 and 2.6. The Alpha-400 uses a 2.4 kernel and the corresponding toolchain works famously for building current FFmpeg (--disable-devices
is necessary for building).FATE Samples
Next problem : Making the FATE suite available to the Alpha-400. I copied all of the FATE suite samples onto a VFAT-formatted SD card. The filename case is not preserved for all files which confounds me since it is preserved in other cases. I tried formatting the card for ext3 but the Alpha-400 would not mount it, even though /proc/filesystems lists ext3 (supporting an older version of ext3 ?).Alternative : Copy all of the FATE samples to the device’s rootfs. Space will be a little tight, though. Then again, there is over 600 MB of space free ; I misread earlier and thought there were only 300 MB free.
Remote Execution
To perform FATE cycles on a remote device, it helps to be able to SSH into that remote device. I don’t even want to know how complicated it would be to build OpenSSH for the device. However, the last time I brought up this topic, I learned about a lighter weight SSH replacement called Dropbear. It turns out that Dropbear runs great on this MIPS computer.Running FATE Remotely
I thought all the pieces would be in place to run FATE at this point. However, there is one more issue : Running FATE on a remote system requires that the host and the target are sharing a filesystem somehow. My personal favorite remote filesystem method is sshfs which is supposed to work wherever there is an SSH server. That’s not entirely true, though– sshfs also requires sftp-server to be installed on the server side, a program that Dropbear does not currently provide.I’m not even going to think about getting Samba or NFS server software installed on the Alpha-400. According to the unit’s /proc/filesystems file, nfs is a supported filesystem. I hate setting up NFS but may see if I can get that working anyway.
Residual Weirdness
The unit comes with the venerable Busybox program (BusyBox v1.4.1 (2007-06-01 20:37:18 CST) multi-call binary
) for most of its standard command line utilities. I noticed a quirk where BusyBox’s md5sum gives weird hex characters. This might be a known/fixed issue.Another item is that the Alpha-400′s /dev/null file only has rwxr-xr-x per default. This caused trouble when I first tried to scp using Dropbear using a newly-created, unprivileged user.
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Learn Multimedia Programming By Writing A JPEG Decoder
6 janvier 2011, par Multimedia Mike — ProgrammingFor those of you who hack on multimedia tech, how did you get started ? Did you begin by studying the mathematical underpinnings of multimedia codec algorithms ? Or did you find a practical problem and jump right in by writing code ? (Personally, I was always more of a nuts & bolts hacker than a math guy.) I ask because I occasionally get emails from aspiring multimedia hackers who want to know where to begin. Invariably, they want to go the math-first route. I heavily discourage this approach.
I have a crazy idea for anyone who wants a crash course on multimedia hacking : write a JPEG decoder. In doing so, you will be exposed to a lot of key domain concepts such as bitstream parsing, Huffman decoding, dequantization, zigzagging, the dreaded (inverse) discrete cosine transform, YUV vs. RGB colorspaces, macroblock organization, delta coding, and run length coding.
Sure, JPEG decoding is a solved problem. But that’s hardly the point. Why would you enter an unfamiliar field and hope to come up to speed on the basics by leaping straight into the domain’s unsolved problems ? If you are successful in this exercise, no one will ever use the fruits of your labor, but that doesn’t really matter.
So, do you want to learn multimedia hacking quickly ? Then grab a JPEG file (maybe create a few contrived ones that are small, have friendly dimensions, and feature predictable patterns), grab a good JPEG reference, and implement the decoding algorithm in the language and platform of your choice.
On the matter of the reference, my personal favorite reference has always been A note about the JPEG decoding algorithm by Cristi Cuturicu. The English grammar is a bit dodgy but overall, it might be the best reference you’ll find on the matter— as simple as it needs to be, but no simpler.
Good luck !
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Investigating Steam for Linux
1er mars 2013, par Multimedia Mike — Game HackingValve recently released the final, public version of their Steam client for Linux, and the Linux world rejoiced. At least, it probably did. The announcement was 2 weeks ago on Valentine’s Day and I had other things on my mind, so I missed any fanfare. When framed in this manner, the announcement timing becomes suspect– it’s as though Linux enthusiasts would have plenty of time that day or something.
Taming the Frontier
Speculation about a Linux Steam client had been kicking around for nearly as long as Steam has existed. However, sometime last year, the rumors became more substantive.I naturally wondered how to port something like Steam to Linux. I have some experience with trying to make a necessarily binary-only program that runs on Linux. I’m fairly well-versed in the assorted technical challenges that one might face when attempting such a feat. Because of this, whenever I hear rumors that a company might be entertaining the notion of porting a major piece of proprietary software to Linux, my instinctive reflex is, “What ?! Why, you fools ?! Save yourselves !”
At least, that’s how it used to be. The proposal of developing a proprietary binary for Linux has been rendered considerably less insane by a few developments, for example :
- The rise of Ubuntu Linux as a quasi de facto standard for desktop Linux computing
- The increasing homogeneity in personal desktop computing technology
What I would like to know is how the Steam client runs on Linux. Does it rely on any libraries being present on the system ? Or does it bring its own ? The latter is a trick that proprietary programs can use– transport all of the shared libraries that the main program binary depends upon, install them someplace out of the way on the filesystem, probably in /opt, and then make the main program a shell script which sets a preload path to rely on the known quantity libraries instead of the copies already on the system.
Downloading and Installing the Client
For this exercise, I installed x86_64 desktop Ubuntu 12.04 Linux on a l33t gaming rig that was totally top of the line about 5 years ago, and that someone didn’t want anymore and handed down to me recently. So it should be ideal for this project.At first, I was blown away– the Linux client is in a .deb package that is less than 2 MB large. I unpacked the steam.deb file and found a bunch of support libraries — mostly X11 and standard C/C++ runtimes. Just as I suspected. Still, I can’t believe how small the thing is. However, my amazement quickly abated when I actually ran Steam and saw this :
So it turns out steam.db is just the installer program which immediately proceeds to download an additional 160+ MB of data. So there’s actually a lot more information to possibly sift through.
Another component of the installation is to basically run a big ‘apt-get install’ command to make sure a bunch of required packages are installed :
After all these installation steps, the client was ready to run. However, whenever I tried to do so, I got this dialog which would cause Steam to close when the dialog was dismissed.
Not a huge deal ; later NVIDIA drivers are fairly straightforward to install on Ubuntu Linux. After a few minutes of downloading, installing and restarting X, Steam ran with minimal complaint (it still had some issue regarding the video drivers but didn’t seem to consider it a deal-breaker).
Using Steam on Linux
So here’s Steam running on Linux :
If you have experience with using Steam on Windows or Mac, you might observe that it looks exactly the same. I don’t have a very expansive library of games (I only started using Steam because purchasing a few computer components a few years ago entitled me to some free Steam downloads of some of the games on the list in the screenshot). I didn’t really expect any of the games to have Linux versions yet, but it turns out that the indie darling FTL : Faster Than Light has been ported to Linux. FTL was a much-heralded Kickstarter success story and sounded like something I wanted to support. I purchased this from Steam shortly after its release last year and was able to download the Linux version at no additional cost with a single click.
It runs natively on Linux (note the Ubuntu desktop window decorations) :
You might notice from the main Steam client that, despite purchasing FTL about a 1/2 year ago and starting it up at least a 1/2 dozen times, I haven’t really invested a whole lot of time into it. I only managed to get about 2 minutes further this time :
What can I say ? This game just bores me to tears. It’s frustrating because I know that this is one of the cool games that all real gamers are supposed to like, but I practically catch myself nodding off every time I try to run through the tutorial. It’s strange to think that I’ve invested far more time into games that offer considerably less stimulation. That’s probably because I had far more free time compared to gaming options during those times.
But that’s neither here nor there. We’ll file this under “games that aren’t for me.” I’m glad that people like FTL and a little indie underdog has met with such success. And I’m pleased that Steam on Linux works. It’s native and the games are also native, which is all quite laudable (there was speculation that everything would just be running on top of a Wine layer).
Deeper Analysis
So I set out wondering how Steam was able to create a proprietary program that would satisfy a large enough cross-section of Linux users (i.e., on different platforms and distros). Answer : well, they didn’t, per the stated requirements. The installation is only tuned to work on Ubuntu 12.04. However, it works on both 32- and 64-bit platforms, the only 2 desktop CPU platforms that matter these days (unless ARM somehow makes inroads on the desktop). The Steam client is quite clearly an x86_32 binary– look at the terminal screenshot above and observe that it’s downloading all :i386 support libraries.The file /usr/bin/steam isn’t a binary but a launcher shell script (something you’ll also see if you investigate /usr/bin/firefox on a Linux system). Here’s an interesting tidbit :
function detect_platform() # Maybe be smarter someday # Right now this is the only platform we have a bootstrap for, so hard-code it. echo ubuntu12_32
I wager that it’s possible to get Steam running on other distributions, it probably just takes a little more effort (assuming that Steam doesn’t put too much effort into thwarting such attempts).
As for the FTL game, it comes with binaries and libraries for both x86_32 and x86_64. So, good work to the dev team for creating and testing both versions. FTL also distributes versions of the libraries it expects to work with.
I suspect that the Steam client overall is largely a WWW rendering engine underneath the covers. That would help explain how Valve is able to achieve such a consistent look and feel, not only across OS platforms, but also through a web browser. When I browse the Steam store through Google Chrome, it looks and feels exactly like the native desktop client. When I first thought of how someone could port Steam to Linux, I immediately wondered about how they would do the UI.
A little Googling for “steam uses webkit” (just a hunch) confirms my hypothesis.