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Rennes Emotion Map 2010-11
19 octobre 2011, par
Mis à jour : Juillet 2013
Langue : français
Type : Texte
Autres articles (46)
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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 (...) -
Contribute to documentation
13 avril 2011Documentation is vital to the development of improved technical capabilities.
MediaSPIP welcomes documentation by users as well as developers - including : critique of existing features and functions articles contributed by developers, administrators, content producers and editors screenshots to illustrate the above translations of existing documentation into other languages
To contribute, register to the project users’ mailing (...) -
Taille des images et des logos définissables
9 février 2011, parDans beaucoup d’endroits du site, logos et images sont redimensionnées pour correspondre aux emplacements définis par les thèmes. L’ensemble des ces tailles pouvant changer d’un thème à un autre peuvent être définies directement dans le thème et éviter ainsi à l’utilisateur de devoir les configurer manuellement après avoir changé l’apparence de son site.
Ces tailles d’images sont également disponibles dans la configuration spécifique de MediaSPIP Core. La taille maximale du logo du site en pixels, on permet (...)
Sur d’autres sites (6720)
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Recapping WebM’s First Week
The WebM project launched last Wednesday with broad industry backing (watch video of the announcement). The list of supporters keeps growing with new additions such as the popular VLC media player, Miro Video Converter, HeyWatch cloud encoding platform, and videantis programmable processor platform. We’re also happy to see that future versions of IE will support playback of VP8 when the user has installed the codec.
Our announcement sparked discussions in the community around the design and quality of our developer release. We’ve done extensive testing of VP8 and know that the codec can match or exceed the quality of other leading codecs. Starting this week, the engineers behind WebM will post frequently to this blog with details on how to make optimal use of its VP8 video codec and Vorbis audio codec. We are confident that the open development model will bring additional improvements that will further optimize WebM. In fact, the power of open development is already visible, with developers submitting patches and the folks at Flumotion enabling live streaming support in their product just three days after the project was launched.
Keep an eye on this blog for regular updates on the adoption and development of WebM. To participate in the conversation or to ask questions of the WebM team, please join our discussion group.
John Luther
Product Manager, Google -
Dreamcast Anniversary Programming
10 septembre 2010, par Multimedia Mike — Game HackingThis day last year saw a lot of nostalgia posts on the internet regarding the Sega Dreamcast, launched 10 years prior to that day (on 9/9/99). Regrettably, none of the retrospectives that I read really seemed to mention the homebrew potential, which is the aspect that interested me. On the occasion of the DC’s 11th anniversary, I wanted to remind myself how to build something for the unit and do so using modern equipment and build tools.
Background
Like many other programmers, I initially gained interest in programming because I desired to program video games. Not content to just plunk out games on a PC, I always had a deep, abiding ambition to program actual video game hardware. That is, I wanted to program a purpose-built video game console. The Sega Dreamcast might be the most ideal candidate to ever emerge for that task. All that was required to run your own software on the unit was the console, a PC, some free software tools, and a special connectivity measure.The Equipment
Here is the hardware required (ideally) to build software for the DC :- The console itself (I happen to have 3 of them laying around, as pictured above)
- Some peripherals : Such as the basic DC controller, the DC keyboard (flagship title : Typing of the Dead), and the visual memory unit (VMU)
- VGA box : The DC supported 480p gaming via a device that allowed you to connect the console straight to a VGA monitor via 15-pin D-sub. Not required for development, but very useful. I happen to have 3 of them from different third parties :
- Finally, the connectivity measure for hooking the DC to the PC.
There are 2 options here. The first is rare, expensive and relatively fast : A DC broadband adapter. The second is slower but much less expensive and relatively easy to come by– the DC coder’s cable. This was a DB-9 adapter on one end and a DC serial adapter on the other, and a circuit in the middle to monkey with voltage levels or some such ; I’m no electrical engineer. I procured this model from the notorious Lik Sang, well before that outfit was sued out of business.
Dealing With Legacy
Take a look at that coder’s cable again. DB-9 ? When was the last time you owned a computer with one of those ? And then think farther back to the last time to had occasion to plug something into one of those ports (likely a serial mouse).
A few years ago, someone was about to toss out this Belkin USB to DB-9 serial converter when I intervened. I foresaw the day when I would dust off the coder’s cable. So now I can connect a USB serial cable to my Eee PC, which then connects via converter to a different serial cable, one which has its own conversion circuit that alters the connection to yet another type of serial cable.
Bits is bits is bits as far as I’m concerned.
Putting It All Together
Now to assemble all the pieces (plus a monitor) into one development desktop :
The monitor says “dcload 1.0.3, idle…”. That’s a custom boot CD-ROM that is patiently waiting to receive commands, code and data via the serial port.
Getting The Software
Back in the day, homebrew software development on the DC revolved around these components :- GNU binutils : for building base toolchains for the Hitachi SH-4 main CPU as well as the ARM7-based audio coprocessor
- GNU gcc/g++ : for building compilers on top of binutils for the 2 CPUs
- Newlib : a C library intended for embedded systems
- KallistiOS : an open source, real-time OS developed for the DC
The DC was my first exposure to building cross compilers. I developed some software for the DC in the earlier part of the decade. Now, I am trying to figure out how I did it, especially since I think I came up with a few interesting ideas at the time.
Struggling With the Software Legacy
The source for KallistiOS has gone untouched since about 2004 but is still around thanks to Sourceforge. The instructions for properly building the toolchain have been lost to time, or would be were it not for the Internet Archive’s copy of a site called Hangar Eleven. Also, KallistiOS makes reference to a program called ‘dc-tool’ which is needed on the client side for communicating with dcload. I was able to find this binary at the Boob ! site (well-known in DC circles).I was able to build the toolchain using binutils 2.20.1, gcc 4.5.1 and newlib 1.18.0. Building the toolchain is an odd process as it requires building the binutils, then building the C compiler, then newlib, and then building the C compiler again along with the C++ compiler because the C++ compiler depends on newlib.
With some effort, I got the toolchain to build KallistiOS and most of its example programs. I documented most of the tweaks I had to make, several of them exactly the same as this one that I recently discovered while resurrecting a 10-year-old C program (common construct in C programming of old ?).
Moment of Truth
So I had some example programs built as ELF files. I told dc-tool to upload and run them on the waiting console. Unfortunately, the tool would just sort of stall, though some communication had evidently taken place. It has been many years since I have seen this in action but I recall that something more ought to be happening.Plan B (Hardware)
This is the point that I remember that I have been holding onto one rather old little machine that still has a DB-9 serial port. It’s not especially ergonomic to set up. I have to run it on my floor because, to connect it to my network, I need to run a 25′ ethernet cable that just barely reaches from the other room. The machine doesn’t seem to like USB keyboards, which is a shame since I have long since ditched any PS/2 keyboards. Fortunately, the box still has an old Gentoo distro and is running sshd, a holdover from its former life as a headless box.
Now when I run dc-tool, both the PC and DC report the upload progress while pretty overscan bars oscillate on the DC’s monitor. Now I’m back in business, until…
Plan C (Software)
None of these KallistiOS example programs are working. Some are even reporting catastrophic failures (register dumps) via the serial console. That’s when I remember that gcc can be a bit fickle on CPU architectures that are not, shall we say, first-class citizens. Back in the day, gcc 2.95 was a certified no-go for SH-4 development. 3.0.3 or 3.0.4 was called upon at the time. As I’m hosting this toolchain on x86_64 right now, gcc 3.0.4 can’t even be built (predates the architecture).One last option : As I searched through my old DC project directories, I found that I still have a lot of the resulting binaries, the ones I built 7-8 years ago. I upload a few of those and I finally see homebrew programming at work again, including this old program (described in detail here).
Next Steps
If I ever feel like revisiting this again, I suppose I can try some of the older 4.x series to see if they build valid programs. Alternatively, try building an x86_32-hosted 3.0.4 toolchain which ought to be a known good. And if that fails, search a little bit more to find that there are still active Dreamcast communities out there on the internet which probably have development toolchain binaries ready for download. -
Quicktime Eats Cookies
20 septembre 2009It appears that when embedding Quicktime in a webpage, being viewed by Safari 4 in Snow Leopard, Quicktime no longer passes cookies to the server. So, if you’re having the Quicktime plugin load a file that uses cookie data to verify permissions, you’ll need to move to a query string model.
This only happens when Safari is running in 64bit mode, so I imagine it has to do with the "plugins running as separate entities" crash protection that Snow Leopard adds.
This does not appear to impact the Flash plugin.