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La conservation du net art au musée. Les stratégies à l’œuvre
26 mai 2011
Mis à jour : Juillet 2013
Langue : français
Type : Texte
Autres articles (55)
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Qu’est ce qu’un éditorial
21 juin 2013, parEcrivez votre de point de vue dans un article. Celui-ci sera rangé dans une rubrique prévue à cet effet.
Un éditorial est un article de type texte uniquement. Il a pour objectif de ranger les points de vue dans une rubrique dédiée. Un seul éditorial est placé à la une en page d’accueil. Pour consulter les précédents, consultez la rubrique dédiée.
Vous pouvez personnaliser le formulaire de création d’un éditorial.
Formulaire de création d’un éditorial Dans le cas d’un document de type éditorial, les (...) -
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 -
Des sites réalisés avec MediaSPIP
2 mai 2011, parCette page présente quelques-uns des sites fonctionnant sous MediaSPIP.
Vous pouvez bien entendu ajouter le votre grâce au formulaire en bas de page.
Sur d’autres sites (8235)
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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.
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Progress with rtc.io
12 août 2014, par silviaAt the end of July, I gave a presentation about WebRTC and rtc.io at the WDCNZ Web Dev Conference in beautiful Wellington, NZ.
Putting that talk together reminded me about how far we have come in the last year both with the progress of WebRTC, its standards and browser implementations, as well as with our own small team at NICTA and our rtc.io WebRTC toolbox.
One of the most exciting opportunities is still under-exploited : the data channel. When I talked about the above slide and pointed out Bananabread, PeerCDN, Copay, PubNub and also later WebTorrent, that’s where I really started to get Web Developers excited about WebRTC. They can totally see the shift in paradigm to peer-to-peer applications away from the Server-based architecture of the current Web.
Many were also excited to learn more about rtc.io, our own npm nodules based approach to a JavaScript API for WebRTC.
We believe that the World of JavaScript has reached a critical stage where we can no longer code by copy-and-paste of JavaScript snippets from all over the Web universe. We need a more structured module reuse approach to JavaScript. Node with JavaScript on the back end really only motivated this development. However, we’ve needed it for a long time on the front end, too. One big library (jquery anyone ?) that does everything that anyone could ever need on the front-end isn’t going to work any longer with the amount of functionality that we now expect Web applications to support. Just look at the insane growth of npm compared to other module collections :
Packages per day across popular platforms (Shamelessly copied from : http://blog.nodejitsu.com/npm-innovation-through-modularity/) For those that – like myself – found it difficult to understand how to tap into the sheer power of npm modules as a font end developer, simply use browserify. npm modules are prepared following the CommonJS module definition spec. Browserify works natively with that and “compiles” all the dependencies of a npm modules into a single bundle.js file that you can use on the front end through a script tag as you would in plain HTML. You can learn more about browserify and module definitions and how to use browserify.
For those of you not quite ready to dive in with browserify we have prepared prepared the rtc module, which exposes the most commonly used packages of rtc.io through an “RTC” object from a browserified JavaScript file. You can also directly download the JavaScript file from GitHub.
Using rtc.io rtc JS library So, I hope you enjoy rtc.io and I hope you enjoy my slides and large collection of interesting links inside the deck, and of course : enjoy WebRTC ! Thanks to Damon, JEeff, Cathy, Pete and Nathan – you’re an awesome team !
On a side note, I was really excited to meet the author of browserify, James Halliday (@substack) at WDCNZ, whose talk on “building your own tools” seemed to take me back to the times where everything was done on the command-line. I think James is using Node and the Web in a way that would appeal to a Linux Kernel developer. Fascinating !!
The post Progress with rtc.io first appeared on ginger’s thoughts.
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FFmpeg overlay positioning issue : Converting frontend center coordinates to FFmpeg top-left coordinates
25 janvier, par tarunI'm building a web-based video editor where users can :


Add multiple videos
Add images
Add text overlays with background color


Frontend sends coordinates where each element's (x,y) represents its center position.
on click of the export button i want all data to be exported as one final video
on click i send the data to the backend like -


const exportAllVideos = async () => {
 try {
 const formData = new FormData();
 
 
 const normalizedVideos = videos.map(video => ({
 ...video,
 startTime: parseFloat(video.startTime),
 endTime: parseFloat(video.endTime),
 duration: parseFloat(video.duration)
 })).sort((a, b) => a.startTime - b.startTime);

 
 for (const video of normalizedVideos) {
 const response = await fetch(video.src);
 const blobData = await response.blob();
 const file = new File([blobData], `${video.id}.mp4`, { type: "video/mp4" });
 formData.append("videos", file);
 }

 
 const normalizedImages = images.map(image => ({
 ...image,
 startTime: parseFloat(image.startTime),
 endTime: parseFloat(image.endTime),
 x: parseInt(image.x),
 y: parseInt(image.y),
 width: parseInt(image.width),
 height: parseInt(image.height),
 opacity: parseInt(image.opacity)
 }));

 
 for (const image of normalizedImages) {
 const response = await fetch(image.src);
 const blobData = await response.blob();
 const file = new File([blobData], `${image.id}.png`, { type: "image/png" });
 formData.append("images", file);
 }

 
 const normalizedTexts = texts.map(text => ({
 ...text,
 startTime: parseFloat(text.startTime),
 endTime: parseFloat(text.endTime),
 x: parseInt(text.x),
 y: parseInt(text.y),
 fontSize: parseInt(text.fontSize),
 opacity: parseInt(text.opacity)
 }));

 
 formData.append("metadata", JSON.stringify({
 videos: normalizedVideos,
 images: normalizedImages,
 texts: normalizedTexts
 }));

 const response = await fetch("my_flask_endpoint", {
 method: "POST",
 body: formData
 });

 if (!response.ok) {
 
 console.log('wtf', response);
 
 }

 const finalVideo = await response.blob();
 const url = URL.createObjectURL(finalVideo);
 const a = document.createElement("a");
 a.href = url;
 a.download = "final_video.mp4";
 a.click();
 URL.revokeObjectURL(url);

 } catch (e) {
 console.log(e, "err");
 }
 };



the frontend data for each object that is text image and video we are storing it as an array of objects below is the Data strcutre for each object -


// the frontend data for each
 const newVideo = {
 id: uuidv4(),
 src: URL.createObjectURL(videoData.videoBlob),
 originalDuration: videoData.duration,
 duration: videoData.duration,
 startTime: 0,
 playbackOffset: 0,
 endTime: videoData.endTime || videoData.duration,
 isPlaying: false,
 isDragging: false,
 speed: 1,
 volume: 100,
 x: window.innerHeight / 2,
 y: window.innerHeight / 2,
 width: videoData.width,
 height: videoData.height,
 };
 const newTextObject = {
 id: uuidv4(),
 description: text,
 opacity: 100,
 x: containerWidth.width / 2,
 y: containerWidth.height / 2,
 fontSize: 18,
 duration: 20,
 endTime: 20,
 startTime: 0,
 color: "#ffffff",
 backgroundColor: hasBG,
 padding: 8,
 fontWeight: "normal",
 width: 200,
 height: 40,
 };

 const newImage = {
 id: uuidv4(),
 src: URL.createObjectURL(imageData),
 x: containerWidth.width / 2,
 y: containerWidth.height / 2,
 width: 200,
 height: 200,
 borderRadius: 0,
 startTime: 0,
 endTime: 20,
 duration: 20,
 opacity: 100,
 };




BACKEND CODE -


import os
import shutil
import subprocess
from flask import Flask, request, send_file
import ffmpeg
import json
from werkzeug.utils import secure_filename
import uuid
from flask_cors import CORS


app = Flask(__name__)
CORS(app, resources={r"/*": {"origins": "*"}})



UPLOAD_FOLDER = 'temp_uploads'
if not os.path.exists(UPLOAD_FOLDER):
 os.makedirs(UPLOAD_FOLDER)


@app.route('/')
def home():
 return 'Hello World'


OUTPUT_WIDTH = 1920
OUTPUT_HEIGHT = 1080



@app.route('/process', methods=['POST'])
def process_video():
 work_dir = None
 try:
 work_dir = os.path.abspath(os.path.join(UPLOAD_FOLDER, str(uuid.uuid4())))
 os.makedirs(work_dir)
 print(f"Created working directory: {work_dir}")

 metadata = json.loads(request.form['metadata'])
 print("Received metadata:", json.dumps(metadata, indent=2))
 
 video_paths = []
 videos = request.files.getlist('videos')
 for idx, video in enumerate(videos):
 filename = f"video_{idx}.mp4"
 filepath = os.path.join(work_dir, filename)
 video.save(filepath)
 if os.path.exists(filepath) and os.path.getsize(filepath) > 0:
 video_paths.append(filepath)
 print(f"Saved video to: {filepath} Size: {os.path.getsize(filepath)}")
 else:
 raise Exception(f"Failed to save video {idx}")

 image_paths = []
 images = request.files.getlist('images')
 for idx, image in enumerate(images):
 filename = f"image_{idx}.png"
 filepath = os.path.join(work_dir, filename)
 image.save(filepath)
 if os.path.exists(filepath):
 image_paths.append(filepath)
 print(f"Saved image to: {filepath}")

 output_path = os.path.join(work_dir, 'output.mp4')

 filter_parts = []

 base_duration = metadata["videos"][0]["duration"] if metadata["videos"] else 10
 filter_parts.append(f'color=c=black:s={OUTPUT_WIDTH}x{OUTPUT_HEIGHT}:d={base_duration}[canvas];')

 for idx, (path, meta) in enumerate(zip(video_paths, metadata['videos'])):
 x_pos = int(meta.get("x", 0) - (meta.get("width", 0) / 2))
 y_pos = int(meta.get("y", 0) - (meta.get("height", 0) / 2))
 
 filter_parts.extend([
 f'[{idx}:v]setpts=PTS-STARTPTS,scale={meta.get("width", -1)}:{meta.get("height", -1)}[v{idx}];',
 f'[{idx}:a]asetpts=PTS-STARTPTS[a{idx}];'
 ])

 if idx == 0:
 filter_parts.append(
 f'[canvas][v{idx}]overlay=x={x_pos}:y={y_pos}:eval=init[temp{idx}];'
 )
 else:
 filter_parts.append(
 f'[temp{idx-1}][v{idx}]overlay=x={x_pos}:y={y_pos}:'
 f'enable=\'between(t,{meta["startTime"]},{meta["endTime"]})\':eval=init'
 f'[temp{idx}];'
 )

 last_video_temp = f'temp{len(video_paths)-1}'

 if video_paths:
 audio_mix_parts = []
 for idx in range(len(video_paths)):
 audio_mix_parts.append(f'[a{idx}]')
 filter_parts.append(f'{"".join(audio_mix_parts)}amix=inputs={len(video_paths)}[aout];')

 
 if image_paths:
 for idx, (img_path, img_meta) in enumerate(zip(image_paths, metadata['images'])):
 input_idx = len(video_paths) + idx
 
 
 x_pos = int(img_meta["x"] - (img_meta["width"] / 2))
 y_pos = int(img_meta["y"] - (img_meta["height"] / 2))
 
 filter_parts.extend([
 f'[{input_idx}:v]scale={img_meta["width"]}:{img_meta["height"]}[img{idx}];',
 f'[{last_video_temp}][img{idx}]overlay=x={x_pos}:y={y_pos}:'
 f'enable=\'between(t,{img_meta["startTime"]},{img_meta["endTime"]})\':'
 f'alpha={img_meta["opacity"]/100}[imgout{idx}];'
 ])
 last_video_temp = f'imgout{idx}'

 if metadata.get('texts'):
 for idx, text in enumerate(metadata['texts']):
 next_output = f'text{idx}' if idx < len(metadata['texts']) - 1 else 'vout'
 
 escaped_text = text["description"].replace("'", "\\'")
 
 x_pos = int(text["x"] - (text["width"] / 2))
 y_pos = int(text["y"] - (text["height"] / 2))
 
 text_filter = (
 f'[{last_video_temp}]drawtext=text=\'{escaped_text}\':'
 f'x={x_pos}:y={y_pos}:'
 f'fontsize={text["fontSize"]}:'
 f'fontcolor={text["color"]}'
 )
 
 if text.get('backgroundColor'):
 text_filter += f':box=1:boxcolor={text["backgroundColor"]}:boxborderw=5'
 
 if text.get('fontWeight') == 'bold':
 text_filter += ':font=Arial-Bold'
 
 text_filter += (
 f':enable=\'between(t,{text["startTime"]},{text["endTime"]})\''
 f'[{next_output}];'
 )
 
 filter_parts.append(text_filter)
 last_video_temp = next_output
 else:
 filter_parts.append(f'[{last_video_temp}]null[vout];')

 
 filter_complex = ''.join(filter_parts)

 
 cmd = [
 'ffmpeg',
 *sum([['-i', path] for path in video_paths], []),
 *sum([['-i', path] for path in image_paths], []),
 '-filter_complex', filter_complex,
 '-map', '[vout]'
 ]
 
 
 if video_paths:
 cmd.extend(['-map', '[aout]'])
 
 cmd.extend(['-y', output_path])

 print(f"Running ffmpeg command: {' '.join(cmd)}")
 result = subprocess.run(cmd, capture_output=True, text=True)
 
 if result.returncode != 0:
 print(f"FFmpeg error output: {result.stderr}")
 raise Exception(f"FFmpeg processing failed: {result.stderr}")

 return send_file(
 output_path,
 mimetype='video/mp4',
 as_attachment=True,
 download_name='final_video.mp4'
 )

 except Exception as e:
 print(f"Error in video processing: {str(e)}")
 return {'error': str(e)}, 500
 
 finally:
 if work_dir and os.path.exists(work_dir):
 try:
 print(f"Directory contents before cleanup: {os.listdir(work_dir)}")
 if not os.environ.get('FLASK_DEBUG'):
 shutil.rmtree(work_dir)
 else:
 print(f"Keeping directory for debugging: {work_dir}")
 except Exception as e:
 print(f"Cleanup error: {str(e)}")

 
if __name__ == '__main__':
 app.run(debug=True, port=8000)




I'm also attaching what the final thing looks like on the frontend web vs in the downloaded video
and as u can see the downloaded video has all coords and positions messed up be it of the texts, images as well as videos




can somebody please help me figure this out :)