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  • Submit bugs and patches

    13 avril 2011

    Unfortunately a software is never perfect.
    If you think you have found a bug, report it using our ticket system. Please to help us to fix it by providing the following information : the browser you are using, including the exact version as precise an explanation as possible of the problem if possible, the steps taken resulting in the problem a link to the site / page in question
    If you think you have solved the bug, fill in a ticket and attach to it a corrective patch.
    You may also (...)

  • Les autorisations surchargées par les plugins

    27 avril 2010, par

    Mediaspip core
    autoriser_auteur_modifier() afin que les visiteurs soient capables de modifier leurs informations sur la page d’auteurs

  • Contribute to translation

    13 avril 2011

    You can help us to improve the language used in the software interface to make MediaSPIP more accessible and user-friendly. You can also translate the interface into any language that allows it to spread to new linguistic communities.
    To do this, we use the translation interface of SPIP where the all the language modules of MediaSPIP are available. Just subscribe to the mailing list and request further informantion on translation.
    MediaSPIP is currently available in French and English (...)

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  • Q&A : An interview with Matomo founder, Matthieu Aubry

    20 novembre 2018, par Joselyn Khor — About, Community

    Hey everyone ! Joselyn here. As always the views of our community remain top of mind. So to make sure you guys know the thinking behind these new projects, we reached out to Matomo’s founder, Matthieu, to ask questions you might want answered. Please check it out below !

    Hi guys, it’s Matthieu ! Here to answer some questions about the rebrand and the future of Matomo and Innocraft.

    What’s upcoming ?

    We’ve been busy implementing our rebrand into all aspects of Matomo and there’s also our new website, which is launching today ! The new website will help people better understand what Matomo is and how they can benefit from using modern web analytics.

    Why was Matomo and Innocraft brought onto one website ?

    In the past the separation caused a bit of confusion so we’re taking this as a chance to unite both the business brand, Innocraft and community brand, Matomo, on one website. Putting our focus on one brand, Matomo, makes it easier for people to see us with fresh eyes. We have a community side as well as a business side and while the community is still incredibly important to us, we find we have a powerful analytics tool that is capable of helping businesses too.

    Is Matomo becoming commercial or turning corporate ?

    No. nothing is changing. Matomo is still an open-source project and community. Although we’ll have a pricing page and “start free trial” on the new website brought over from Innocraft.cloud, the Matomo community will still play the biggest part on the Matomo website. We have dedicated sections focused on Community and On-Premise.

    The rebrand exercise helped us gain a refreshed perspective. After reflecting on how far we’ve come, we can feel more confident about Matomo Analytics itself as a platform. We believe it’s a great chance to bring that confidence into the brand and vision. We are proud that it’s an awesome open-source platform and at the same time it’s also powerful as a tool for businesses.

    Why is there no ‘download for free’ button on the homepage ?

     

    Matomo CTA simplified
    We feel many users coming to the site will get confused about our hosting options (Cloud and On-Premise) which is something you don’t usually consider when choosing an analytics tool.

    The reason for us to not have that button is when people see a “download for free” button on the homepage next to a “try it for free” button, it creates confusion. For those who do choose to download Matomo often become confused when they are left with a .zip file unaware how to install it and the technical requirements of self-hosting. We feel presenting our users with the simplest installation option first will give them the best chance possible to try Matomo to its full potential, without cost.

    And you can still find the link to Download Matomo in the footer of each page.

     

    Is Matomo still free to download and have forever ?

    Absolutely. The free open-source download can be found on the On-Premise section of the website, or download Matomo here.

    Why is it important to have a business behind the project ?

    There’s the reality that we have to make money in order for the Matomo project to survive … and thrive. The reason we still need a business side (Innocraft) is to fund and sustain the Matomo project. Whenever people purchase premium features, this helps finance the development of Matomo for our community.

    Because of the business we’re able to continually maintain and develop Matomo for you guys as well as future users. For example, the next release Matomo 3.8.0 is already mostly developed and will bring lots of interesting features too, like the two-factor authentication, Brute Force Protection, failed tracking requests reporting, lots of JavaScript tracker improvements, a new total summary row below reports, and many more security fixes, bug fixes, and other new features.

    So we see a business being very helpful in supporting our open-source community. Without a business side, our free, open-source project would not be able to survive.

    How will you protect the Matomo project ?

    We’ve ensured the Matomo project will be protected for the future as we wish to turn it into a not-for-profit foundation.

    We’ve also got a safeguard where the open-source code will stay under a GPL license forever. This is so we can guarantee, that no matter what happens, the Matomo project itself will stay completely free software.

    Is there a way for people to help ?

    There are heaps of ways to help ! You can help other Matomo users in the forums, contribute to fixes on GitHub, leave a great review (e.g. alternativeTo), help look for bugs with our Security Bounty Programme or participate and spread the word about Matomo in our community social media pages – Mastodon, Facebook, Twitter. Telling your friends about us would be very helpful too !

    What’s planned for the future ?
    We’ve worked hard to become the #1 open-source analytics platform (1.4 million websites use Matomo today), but now we need to empower even more individuals and businesses to take back control of their own data.

    Showing our community that we have a powerful platform is crucial, but alongside that our values are what define us. User privacy is still of utmost importance and we’re here to make it known that power needs to rest in the hands of people and not large corporations.

    You can rest easy knowing you’re doing your part in using trustworthy and dependable tools. By joining many other companies who are growing this movement to decentralise the Internet, we can build a safer, online world together.

    Join this analytics revolution and let us know what you think about Matomo !

  • How to get frame numbers from video in android ?

    13 décembre 2018, par Murodjon Abdukholikov

    Is there any way for getting the total number of frames from a video in android ? I’m using com.github.wseemann:FFmpegMediaMetadataRetriever:1.0.14 library for getting a frame on specific time. In order to get frames and save them as an image with specific time intervals, I need to get frame numbers.

  • Parsing The Clue Chronicles

    30 décembre 2018, par Multimedia Mike — Game Hacking

    A long time ago, I procured a 1999 game called Clue Chronicles : Fatal Illusion, based on the classic board game Clue, a.k.a. Cluedo. At the time, I was big into collecting old, unloved PC games so that I could research obscure multimedia formats.



    Surveying the 3 CD-ROMs contained in the box packaging revealed only Smacker (SMK) videos for full motion video which was nothing new to me or the multimedia hacking community at the time. Studying the mix of data formats present on the discs, I found a selection of straightforward formats such as WAV for audio and BMP for still images. I generally find myself more fascinated by how computer games are constructed rather than by playing them, and this mix of files has always triggered a strong “I could implement a new engine for this !” feeling in me, perhaps as part of the ScummVM project which already provides the core infrastructure for reimplementing engines for 2D adventure games.

    Tying all of the assets together is a custom high-level programming language. I have touched on this before in a blog post over a decade ago. The scripts are in a series of files bearing the extension .ini (usually reserved for configuration scripts, but we’ll let that slide). A representative sample of such a script can be found here :

    clue-chronicles-scarlet-1.txt

    What Is This Language ?
    At the time I first analyzed this language, I was still primarily a C/C++-minded programmer, with a decent amount of Perl experience as a high level language, and had just started to explore Python. I assessed this language to be “mildly object oriented with C++-type comments (‘//’) and reliant upon a number of implicit library functions”. Other people saw other properties. When I look at it nowadays, it reminds me a bit more of JavaScript than C++. I think it’s sort of a Rorschach test for programming languages.

    Strangely, I sort of had this fear that I would put a lot of effort into figuring out how to parse out the language only for someone to come along and point out that it’s a well-known yet academic language that already has a great deal of supporting code and libraries available as open source. Google for “spanish dolphins far side comic” for an illustration of the feeling this would leave me with.

    It doesn’t matter in the end. Even if such libraries exist, how easy would they be to integrate into something like ScummVM ? Time to focus on a workable approach to understanding and processing the format.

    Problem Scope
    So I set about to see if I can write a program to parse the language seen in these INI files. Some questions :

    1. How large is the corpus of data that I need to be sure to support ?
    2. What parsing approach should I take ?
    3. What is the exact language format ?
    4. Other hidden challenges ?

    To figure out how large the data corpus is, I counted all of the INI files on all of the discs. There are 138 unique INI files between the 3 discs. However, there are 146 unique INI files after installation. This leads to a hidden challenge described a bit later.

    What parsing approach should I take ? I worried a bit too much that I might not be doing this the “right” way. I’m trying to ignore doubts like this, like how “SQL Shame” blocked me on a task for a little while a few years ago as I concerned myself that I might not be using the purest, most elegant approach to the problem. I know I covered language parsing a lot time ago in university computer science education and there is a lot of academic literature to the matter. But sometimes, you just have to charge in and experiment and prototype and see what falls out. In doing so, I expect to have a better understanding of the problems that need to solved and the right questions to ask, not unlike that time that I wrote a continuous integration system from scratch because I didn’t actually know that “continuous integration” was the keyword I needed.

    Next, what is the exact language format ? I realized that parsing the language isn’t the first and foremost problem here– I need to know exactly what the language is. I need to know what the grammar are keywords are. In essence, I need to reverse engineer the language before I write a proper parser for it. I guess that fits in nicely with the historical aim of this blog (reverse engineering).

    Now, about the hidden challenges– I mentioned that there are 8 more INI files after the game installs itself. Okay, so what’s the big deal ? For some reason, all of the INI files are in plaintext on the CD-ROM but get compressed (apparently, according to file size ratios) when installed to the hard drive. This includes those 8 extra INI files. I thought to look inside the CAB installation archive file on the CD-ROM and the files were there… but all in compressed form. I suspect that one of the files forms the “root” of the program and is the launching point for the game.

    Parsing Approach
    I took a stab at parsing an INI file. My approach was to first perform lexical analysis on the file and create a list of 4 types : symbols, numbers, strings, and language elements ([]{}()=., :). Apparently, this is the kind of thing that Lex/Flex are good at. This prototyping tool is written in Python, but when I port this to ScummVM, it might be useful to call upon the services of Lex/Flex, or another lexical analyzer, for there are many. I have a feeling it will be easier to use better tools when I understand the full structure of the language based on the data available.

    The purpose of this tool is to explore all the possibilities of the existing corpus of INI files. To that end, I ran all 138 of the plaintext files through it, collected all of the symbols, and massaged the results, assuming that the symbols that occurred most frequently are probably core language features. These are all the symbols which occur more than 1000 times among all the scripts :

       6248 false
       5734 looping
       4390 scripts
       3877 layer
       3423 sequentialscript
       3408 setactive
       3360 file
       3257 thescreen
       3239 true
       3008 autoplay
       2914 offset
       2599 transparent
       2441 text
       2361 caption
       2276 add
       2205 ge
       2197 smackanimation
       2196 graphicscript
       2196 graphic
       1977 setstate
       1642 state
       1611 skippable
       1576 desc
       1413 delayscript
       1298 script
       1267 seconds
       1019 rect
    

    About That Compression
    I have sorted out at least these few details of the compression :

    bytes 0-3    "COMP" (a pretty strong sign that this is, in fact, compressed data)
    bytes 4-11   unknown
    bytes 12-15  size of uncompressed data
    bytes 16-19  size of compressed data (filesize - 20)
    bytes 20-    compressed payload
    

    The compression ratios are on the same order of gzip. I was hoping that it was stock zlib data. However, I have been unable to prove this. I wrote a Python script that scrubbed through the first 100 bytes of payload data and tried to get Python’s zlib.decompress to initialize– no luck. It’s frustrating to know that I’ll have to reverse engineer a compression algorithm that deals with just 8 total text files if I want to see this effort through to fruition.

    Update, January 15, 2019
    Some folks expressed interest in trying to sort out the details of the compression format. So I have posted a followup in which I post some samples and go into deeper details about things I have tried :

    Reverse Engineering Clue Chronicles Compression

    The post Parsing The Clue Chronicles first appeared on Breaking Eggs And Making Omelettes.