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(Dés)Activation de fonctionnalités (plugins)
18 février 2011, parPour gérer l’ajout et la suppression de fonctionnalités supplémentaires (ou plugins), MediaSPIP utilise à partir de la version 0.2 SVP.
SVP permet l’activation facile de plugins depuis l’espace de configuration de MediaSPIP.
Pour y accéder, il suffit de se rendre dans l’espace de configuration puis de se rendre sur la page "Gestion des plugins".
MediaSPIP est fourni par défaut avec l’ensemble des plugins dits "compatibles", ils ont été testés et intégrés afin de fonctionner parfaitement avec chaque (...) -
Activation de l’inscription des visiteurs
12 avril 2011, parIl est également possible d’activer l’inscription des visiteurs ce qui permettra à tout un chacun d’ouvrir soit même un compte sur le canal en question dans le cadre de projets ouverts par exemple.
Pour ce faire, il suffit d’aller dans l’espace de configuration du site en choisissant le sous menus "Gestion des utilisateurs". Le premier formulaire visible correspond à cette fonctionnalité.
Par défaut, MediaSPIP a créé lors de son initialisation un élément de menu dans le menu du haut de la page menant (...) -
Publier sur MédiaSpip
13 juin 2013Puis-je poster des contenus à partir d’une tablette Ipad ?
Oui, si votre Médiaspip installé est à la version 0.2 ou supérieure. Contacter au besoin l’administrateur de votre MédiaSpip pour le savoir
Sur d’autres sites (5547)
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Dreamcast Operating Systems
16 septembre 2010, par Multimedia Mike — Sega DreamcastThe 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 unknownMost 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/*/copyrightDebian 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 unknowndreamcast : # cat /proc/cpuinfo
cpu family : SH-4
cache size : 8K-byte/16K-byte
bogomips : 199.47Machine : dreamcast
CPU clock : 200.00MHz
Bus clock : 100.00MHz
Peripheral module clock : 50.00MHzdreamcast : # 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 cachedPID 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 bashNote 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% /
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Running Windows XP In 2016
2 janvier 2016, par Multimedia MikeI have an interest in getting a 32-bit Windows XP machine up and running. I have a really good yet slightly dated and discarded computer that seemed like a good candidate for dedicating to this task. So the question is : Can Windows XP still be installed from scratch on a computer, activated, and used in 2016 ? I wasn’t quite sure since I have heard stories about how Microsoft has formally ended support for Windows XP as of the first half of 2014 and I wasn’t entirely sure what that meant.
Spoiler : It’s still possible to install and activate Windows XP as of the writing of this post. It’s also possible to download and install all the updates published up until support ended.
The Candidate Computer
This computer was assembled either in late 2008 or early 2009. It was a beast at the time.
Click for a larger image
It was built around the newly-released NVIDIA GTX 280 video card. The case is a Thermaltake DH-101, which is a home theater PC thing. The motherboard is an Asus P5N32-SLI Premium with a Core 2 Duo X6800 2.93 GHz CPU on board. 2 GB of RAM and a 1.5 TB hard drive are also present.
The original owner handed it off to me because their family didn’t have much use for it anymore (too many other machines in the house). Plus it was really, obnoxiously loud. The noisy culprit was the stock blue fan that came packaged with the Intel processor (seen in the photo) whining at around 65 dB. I replaced the fan and brought the noise level way down.
As for connectivity, the motherboard has dual gigabit NICs (of 2 different chipsets for some reason) and onboard wireless 802.11g. I couldn’t make the latter work and this project was taking place a significant distance from my wired network. Instead, I connected a USB 802.11ac dongle and antenna which is advertised to work in both Windows XP and Linux. It works great under Windows XP. Meanwhile, making the adapter work under Linux provided a retro-computing adventure in which I had to modify C code to make the driver work.
So, score 1 for Windows XP over Linux here.
The Simple Joy of Retro-computing
One thing you have to watch out for when you get into retro-computing is fighting the urge to rant about the good old days of computing. Most long-time computer users have a good understanding of the frustration that computers keep getting faster by orders of magnitude and yet using them somehow feels slower and slower over successive software generations.
This really hits home when you get old software running, especially on high-end hardware (relative to what was standard contemporary hardware). After I got this new Windows XP machine running, as usual, I was left wondering why software was so much faster a few generations ago.
Of course, as mentioned, it helps when you get to run old software on hardware that would have been unthinkably high end at the software’s release. Apparently, the minimum WinXP specs as set by MS are a 233 MHz Pentium CPU and 64 MB of RAM, with 1.5 GB of hard drive space. This machine has more than 10x the clock speed (and 2 CPUs), 32x the RAM, and 1000x the HD space. Further, I’m pretty sure 100 Mbit ethernet was the standard consumer gear in 2001 while 802.11b wireless was gaining traction. The 802.11ac adapter makes networking quite pleasant.
Purpose
Retro-computing really seems to be ramping up in popularity lately. For some reason, I feel compelled to declare at this juncture that I was into it before it was cool.Why am I doing this ? I have a huge collection of old DOS/Windows computer games. I also have this nerdy obsession with documenting old video games in the MobyGames database. I used to do a lot of this a few years ago, tracking the effort on my gaming blog. In the intervening years, I have still collected a lot of old, unused, unloved video games, usually either free or very cheap while documenting my collection efforts on that same blog.
So I want to work my way through some of this backlog, particularly the games that are not yet represented in the MobyGames database, and even more pressing, ones that the internet (viewed through Google at least) does not seem to know about. To that end, I thought this was a good excuse to get Windows XP on this old machine. A 32-bit Windows XP machine is capable of running any software advertised as supporting Windows XP, Windows ME, Windows 98, Windows 95, and even 16-bit Windows 3.x (I have games for all these systems). That covers a significant chunk of PC history. It can probably be made to run DOS games as well, but those are (usually) better run under DosBox. In order to get the right display feel, I even invested in a (used) monitor sporting a 4:3 aspect ratio. If I know these old games, most will be engineered and optimized for that ratio rather than the widescreen resolutions seen nowadays.
I would also like to get back to that Xbox optical disc experimentation I was working on a few years ago. Another nice feature of this motherboard is that it still provides a 40-pin IDE/PATA adapter which makes the machine useful for continuing that old investigation (and explains why I have that long IDE cable to no where pictured hanging off the board).
The Messy Details
I did the entire installation process twice. The first time was a bumbling journey of discovery and copious note-taking. I still have Windows XP installation media that includes service pack 2 (SP2), along with 2 separate licenses that haven’t been activated for a long time. My plan was to install it fresh, then install the relevant drivers. Then I would investigate the Windows update and activation issues and everything should be fine.So what’s the deal with Windows Update for XP, and with activations ? Second item first : it IS possible to still activate Windows XP. The servers are still alive and respond quickly. However, as always, you don’t activate until you’re sure everything is working at some baseline. It took awhile to get there.
As for whether Windows Update still works for XP, that’s a tougher question. Short answer is yes ; longer answer is that it can be difficult to kick off the update process. At least on SP2, the “Windows Update” program launches IE6 and navigates to a special microsoft.com URL which initiates the update process (starting with an ActiveX control). This URL no longer exists.
From what I can piece together from my notes, this seems to be the route I eventually took :
- Install Windows XP fresh
- Install drivers for the hardware ; fortunately, Asus still has all the latest drivers necessary for the motherboard and its components but it’s necessary to download these from another network-connected PC since the networking probably won’t be running “out of the box”
- Download the .NET 3.5 runtime, which is the last one supported by Windows XP, and install it
- Download the latest NVIDIA drivers ; this needs to be done after the previous step because the installer requires the .NET runtime ; run the driver installer and don’t try to understand why it insists on re-downloading .NET 3.5 runtime before installation
- While you’re downloading stuff on other computers to be transported to this new machine, be sure to download either Chrome or Firefox per your preference ; if you try to download via IE6, you may find that their download pages aren’t compatible with IE6
- Somewhere along the line (I’m guessing as a side effect of the .NET 3.5 installation), the proper, non-IE6-based Windows Update program magically springs to life ; once this happens, there will be 144 updates (in my case anyway) ; installing these will probably require multiple reboots, but SP3 and all known pre-deprecation security fixes will be installed
- Expect that, even after installing all of these, a few more updates will appear ; eventually, you’ll be at the end of the update road
- Once you’re satisfied everything is working satisfactorily, take the plunge and activate your installation
Residual Quirks
Steam runs great on Windows XP, as do numerous games I have purchased through the service. So that opens up a whole bunch more games that I could play on this machine. Steam’s installer highlights a curious legacy problem of Windows XP– it seems there are many languages that it does not support “out of the box” :
It looks like the Chinese options and a few others that are standard now weren’t standard 15 years ago.
Also, a little while after booting up, I’ll get a crashing error concerning a process called geoforms.scr. This appears to be NVIDIA-related. However, I don’t notice anything obviously operationally wrong with the system.
Regarding DirectX support, DirectX 9 is the highest version officially supported by Windows XP. There are allegedly methods to get DirectX 10 running as well, but I don’t care that much. I did care, briefly, when I realized that a bunch of the demos for the NVIDIA GTX 280 required DX10 which left me wondering why it was possible to install them on Windows XP.
Eventually, by installing enough of these old games, I fully expect to have numerous versions of .NET, DirectX, QT, and Video for Windows installed side by side.
Out of curiosity, I tried playing a YouTube HD/1080p video. I wanted to see if the video was accelerated through my card. The video played at full speed but I noticed some tearing. Then I inspected the CPU usage and noticed that the CPU was quite loaded. So either the GTX 280 doesn’t have video acceleration, or Windows XP doesn’t provide the right APIs, or Chrome is not able to access the APIs in Windows XP, or perhaps some combination of the foregoing.
Games are working well, though. I tried one of my favorite casual games and got sucked into that for, like, an entire night because that’s what casual games do. But then, I booted up a copy of WarCraft III that I procured sometime ago. I don’t have any experience with the WarCraft universe (RTS or MMO) but I developed a keen interest in StarCraft II over the past few years and wanted to try WarCraft III. Unfortunately, I couldn’t get WarCraft III to work correctly on several different Windows 7 installations (movies didn’t play, which left me slightly confused as to what I was supposed to do).
Still works beautifully on the new old Windows XP machine.
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Unable to integrate ffmpeg as a native dependency for an Android NDK project
24 avril 2016, par mmarkI have an Android NDK project which consists entirely of C/C++ code, and it basically processes images without using any external libraries.
I’m using Android Studio + Gradle NDK Experimental plugin (0.7.0-alpha1).
Now, I need to integrate ffmpeg as a native library to use it from the C/C++ code in order to decode a H.264 video frame.
These are the questions I’ve found here regarding this issue :
Android - Integrating ffmpeg and android-ndk-r9c
Android NDK w/ ffmpeg library - error running project
Using FFmpeg native libraries with Android-NDK
Can not build with prebuilt static libraries using gradle-experimental
Here is my build.gradle file :
apply plugin: 'com.android.model.application'
def ffmpeg_path = file(project(':ffmpeg').projectDir).absolutePath + "/ffmpeg-android"
model {
repositories {
libs(PrebuiltLibraries) {
libavcodec {
headers.srcDir "${ffmpeg_path}/include"
binaries.withType(StaticLibraryBinary) {
staticLibraryFile = file("${ffmpeg_path}/${targetPlatform.getName()}/lib/libavcodec.a")
}
}
libavutil {
headers.srcDir "${ffmpeg_path}/include"
binaries.withType(StaticLibraryBinary) {
staticLibraryFile = file("${ffmpeg_path}/${targetPlatform.getName()}/lib/libavutil.a")
}
}
libswresample {
headers.srcDir "${ffmpeg_path}/include"
binaries.withType(StaticLibraryBinary) {
staticLibraryFile = file("${ffmpeg_path}/${targetPlatform.getName()}/lib/libswresample.a")
}
}
libswscale {
headers.srcDir "${ffmpeg_path}/include"
binaries.withType(StaticLibraryBinary) {
staticLibraryFile = file("${ffmpeg_path}/${targetPlatform.getName()}/lib/libswscale.a")
}
}
libavformat {
headers.srcDir "${ffmpeg_path}/include"
binaries.withType(StaticLibraryBinary) {
staticLibraryFile = file("${ffmpeg_path}/${targetPlatform.getName()}/lib/libavformat.a")
}
}
libavdevice {
headers.srcDir "${ffmpeg_path}/include"
binaries.withType(StaticLibraryBinary) {
staticLibraryFile = file("${ffmpeg_path}/${targetPlatform.getName()}/lib/libavdevice.a")
}
}
libavfilter {
headers.srcDir "${ffmpeg_path}/include"
binaries.withType(StaticLibraryBinary) {
staticLibraryFile = file("${ffmpeg_path}/${targetPlatform.getName()}/lib/libavfilter.a")
}
}
libpostproc {
headers.srcDir "${ffmpeg_path}/include"
binaries.withType(StaticLibraryBinary) {
staticLibraryFile = file("${ffmpeg_path}/${targetPlatform.getName()}/lib/libpostproc.a")
}
}
}
}
android {
compileSdkVersion = 23
buildToolsVersion = "23.0.2"
defaultConfig.with {
applicationId = "com.example.hellojni"
minSdkVersion.apiLevel = 4
targetSdkVersion.apiLevel = 23
}
}
/*
* native build settings
*/
android.ndk {
moduleName = "hello-jni"
platformVersion = 9 //same as minSdkVersion.apiLevel for better compatibility
stl = "c++_static"
abiFilters.addAll(["armeabi", "armeabi-v7a", "x86"]) //filtering ABIs on the ones Google Play Games library is compatible with.
}
android.buildTypes {
release {
minifyEnabled = false
proguardFiles.add(file('proguard-rules.txt'))
}
}
android.sources {
main {
jni {
dependencies {
library "libavcodec" linkage "static"
library "libavutil" linkage "static"
library "libswresample" linkage "static"
library "libswscale" linkage "static"
library "libavformat" linkage "static"
library "libavdevice" linkage "static"
library "libavfilter" linkage "static"
library "libpostproc" linkage "static"
}
}
}
}
}I based on this sample from Google which integrates an external native library.
This is the ffmpeg project I compiled before importing it into mine :
https://github.com/WritingMinds/ffmpeg-androidI’ve added all the .a and .h files and I’m able to import the headers in my C/C++ code, but when I try to compile it I get the following error :
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(utils.o):utils.c:function try_decode_frame: error: undefined reference to 'avpriv_h264_has_num_reorder_frames'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(utils.o):utils.c:function compute_pkt_fields: error: undefined reference to 'avpriv_h264_has_num_reorder_frames'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(utils.o):utils.c:function parse_packet: error: undefined reference to 'av_parser_parse2'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(utils.o):utils.c:function parse_packet: error: undefined reference to 'av_parser_close'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(utils.o):utils.c:function read_frame_internal: error: undefined reference to 'av_parser_init'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(utils.o):utils.c:function avformat_find_stream_info: error: undefined reference to 'av_parser_init'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(utils.o):utils.c:function avformat_find_stream_info: error: undefined reference to 'avcodec_pix_fmt_to_codec_tag'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(utils.o):utils.c:function avformat_find_stream_info: error: undefined reference to 'avpriv_get_raw_pix_fmt_tags'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(utils.o):utils.c:function ff_stream_add_bitstream_filter: error: undefined reference to 'av_bitstream_filter_init'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(utils.o):utils.c:function ff_stream_add_bitstream_filter: error: undefined reference to 'av_bitstream_filter_close'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(utils.o):utils.c:function av_apply_bitstream_filters: error: undefined reference to 'av_bitstream_filter_filter'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(aadec.o):aadec.c:function aa_read_packet: error: undefined reference to 'av_tea_init'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(aadec.o):aadec.c:function aa_read_packet: error: undefined reference to 'av_tea_crypt'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(aadec.o):aadec.c:function aa_read_header: error: undefined reference to 'av_tea_alloc'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(aadec.o):aadec.c:function aa_read_header: error: undefined reference to 'av_tea_init'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(aadec.o):aadec.c:function aa_read_header: error: undefined reference to 'av_tea_crypt'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(ac3dec.o):ac3dec.c:function ac3_eac3_probe.isra.0: error: undefined reference to 'avpriv_ac3_parse_header'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(adtsenc.o):adtsenc.c:function adts_write_header: error: undefined reference to 'avpriv_mpeg4audio_get_config'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(adtsenc.o):adtsenc.c:function adts_write_header: error: undefined reference to 'avpriv_copy_pce_data'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(asfcrypt.o):asfcrypt.c:function ff_asfcrypt_dec: error: undefined reference to 'av_rc4_alloc'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(asfcrypt.o):asfcrypt.c:function ff_asfcrypt_dec: error: undefined reference to 'av_rc4_init'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(asfcrypt.o):asfcrypt.c:function ff_asfcrypt_dec: error: undefined reference to 'av_rc4_crypt'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(asfcrypt.o):asfcrypt.c:function ff_asfcrypt_dec: error: undefined reference to 'av_rc4_init'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(asfcrypt.o):asfcrypt.c:function ff_asfcrypt_dec: error: undefined reference to 'av_rc4_crypt'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(matroska.o):matroska.c:function ff_mkv_stereo3d_conv: error: undefined reference to 'av_stereo3d_alloc'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(nut.o):nut.c:function ff_nut_add_sp: error: undefined reference to 'av_tree_node_alloc'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(nut.o):nut.c:function ff_nut_add_sp: error: undefined reference to 'av_tree_insert'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(nut.o):nut.c:function ff_nut_free_sp: error: undefined reference to 'av_tree_enumerate'
/Users/marcos/Documents/Android/fdecoder/ffmpeg/ffmpeg-android/armeabi-v7a/lib/libavformat.a(nut.o):nut.c:function ff_nut_free_sp: error: undefined reference to 'av_tree_destroy'
Error:error: ld returned 1 exit status
Error:Execution failed for task ':app:linkHello-jniArmeabi-v7aDebugSharedLibrary'.
> A build operation failed.
Linker failed while linking libhello-jni.so.
See the complete log at: file:///Users/marcos/Documents/Android/fdecoder/app/build/tmp/linkHello-jniArmeabi-v7aDebugSharedLibrary/output.txt
Information:BUILD FAILED
Information:Total time: 14.993 secs
Information:2 errors
Information:0 warnings
Information:See complete output in consoleThere’s obviously something I’m not importing properly, but can’t figure exactly what’s missing.