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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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Les autorisations surchargées par les plugins
27 avril 2010, parMediaspip core
autoriser_auteur_modifier() afin que les visiteurs soient capables de modifier leurs informations sur la page d’auteurs -
MediaSPIP v0.2
21 juin 2013, parMediaSPIP 0.2 is the first MediaSPIP stable release.
Its official release date is June 21, 2013 and is announced here.
The zip file provided here only contains the sources of MediaSPIP in its standalone version.
To get a working installation, you must manually install all-software dependencies on the server.
If you want to use this archive for an installation in "farm mode", you will also need to proceed to other manual (...) -
Automated installation script of MediaSPIP
25 avril 2011, parTo overcome the difficulties mainly due to the installation of server side software dependencies, an "all-in-one" installation script written in bash was created to facilitate this step on a server with a compatible Linux distribution.
You must have access to your server via SSH and a root account to use it, which will install the dependencies. Contact your provider if you do not have that.
The documentation of the use of this installation script is available here.
The code of this (...)
Sur d’autres sites (7637)
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Windows Pipes STDIN and STDOUT Parent Child proc communication IPC FFMPEG
15 octobre 2018, par Evren BingølI am writing a simple WINDOWS app which demonstrates piping,
I pass byte size data down to child proc, increment the value and send the char size data back to parent and loop until it reaches MAX_CHAR
Pretty much demonstration of "i++" with IPC.Parent Process
while(i<256){
bSuccess = WriteFile(g_hChildStd_IN_Wr, chBuf, sizeof(char), &dwWritten, NULL);
bSuccess = ReadFile(g_hChildStd_OUT_Rd, chBuf, sizeof(char), &dwRead, NULL); // IF THERE IS NO FFLUSH IT BLOCKS
}And in Child
while (i<256){
byte data=0;
fread(&data, sizeof(char), 1, stdout);
data++;
fwrite(&data, sizeof(char), 1, stdout);
//fflush(stdout); IF I DO NOT HAVE THIS PARENT BLOCKS ON READ
}First of all if I do not FFLUSH child proc stdout, the parent blocks on reading child’s stdout.
How can one run this code without having to fflush child’s stdout.
Closing the pipe after child’s first write is not an option as it is in a loop and needs to execute 256 times.
more generically I want the child to write N bytes to parent, parent read that N bytes do something and write back to child another N bytes and child does something with that N bytes and write to parent N bytes. This happens M times.
thing is I can not use fflush because my final goal is to use a child process that is not implemented by me.
My final goal is to pipe data to FFMPEG encode the data and read back from the stdin and do this over and over again with out having to fork a new FFMPEG process for each image frame but rather fork one instance of FFMPEG and pipe data in and read data out from it. And since I did not implement ffmpeg and I can not change the source code.
thanks
Thanks
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Android ICS FFMPEG scale video not working
20 avril 2015, par Android-DeveloperI am using Guardian Project Android Java FFMPEG library to resize videos. Current code which is working on
android 5.0.1 / 5.1.0 / 4.4.4
:File fileTmp = getCacheDir();
FfmpegController fc = null;
try {
fc = new FfmpegController(this, fileTmp);
} catch (IOException e) {
e.printStackTrace();
}
String path = Environment.getExternalStorageDirectory().getPath() + "/Movies/nexus.mp4";
final String outPath = Environment.getExternalStorageDirectory().getPath() + "/Movies/test.mp4";
final Clip out = new Clip(path);
try {
if (fc != null) {
fc.convert(out, outPath, new ShellUtils.ShellCallback() {
@Override
public void shellOut(String shellLine) {
Log.e("", "SHELL OUT: " + shellLine);
}
@Override
public void processComplete(int exitValue) {
Log.e("", "PROCESS COMPLETE: " + exitValue);
}
});
}
} catch (Exception e) {
e.printStackTrace();
}Using this code on Android 4.0.4 (Ice Cream Sandwich) doesn’t do anything. While testing on other devices
exitValue
inprocessComplete
is always equal to0
, but on ICS it’s11
. Here is the output in LogCat :SHELL OUT: /data/data/org.hardartcore.ffmpeg/app_bin/ffmpeg -y -i /mnt/sdcard/Movies/NEXUS.mp4 -ab 160k -r ntsc-film -vf scale=568:320 -strict -2 /mnt/sdcard/Movies/Test.mp4
PROCESS COMPLETE: 11I don’t think it’s something from ffmpeg, more like a problem when the library is trying to execute ffmpeg executable from raw folder in internal memory, but I can’t see any logs or errors which indicate that too.
So my question is, if there is any mistake which I am doing using / running this code or something which can prevent ffmpeg executable from running on old devices with Android ICS ?
Thanks in advance !
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How to improve Desktop capture performance and quality with ffmpeg [closed]
6 novembre 2024, par Francesco BramatoI'm developing a game capture feature from my Electron app. I'm working on this since a while and tried a lot of different parameters combinations, now i'm running out of ideas :)


I've read tons of ffmpeg documentation, SO posts, other sites, but i'm not really a ffmpeg expert or video editing pro.


This is how it works now :


The app spawn an ffmpeg command based on user's settings :


- 

- Output format (mp4, mkv, avi)
- Framerate (12, 24, 30, 60)
- Codec (X264, NVidia NVENC, AMD AMF)
- Bitrate (from 1000 to 10000kpbs)
- Presets (for X264)
- Audio output (a dshow device like StereoMix or VB-Cable) and Audio input (a dshow device like the Microphone)
- Final Resolution (720p, 1080p, 2K, Original Size)
















The command executed, as far, is :


ffmpeg.exe -nostats -hide_banner -hwaccel cuda -hwaccel_output_format cuda -f gdigrab -draw_mouse 0 -framerate 60 -offset_x 0 -offset_y 0 -video_size 2560x1440 -i desktop -f dshow -i audio=@device_cm_{33D9A762-90C8-11D0-BD43-00A0C911CE86}\wave_{D61FA53D-FA37-4BE7-BE2F-4005F94790BB} -ar 44100 -colorspace bt709 -color_trc bt709 -color_primaries bt709 -c:v h264_nvenc -b:v 6000k -preset slow -rc cbr -profile:v high -g 60 -acodec aac -maxrate 6000k -bufsize 12000k -pix_fmt yuv420p -f mpegts -



one of the settings is the recording mode : full game session or replay buffer.
In case of full game session, the output is a file, for replay buffer is stdout.


The output format is mpegts because, as far i have read in a lot of places, the video stream can be cut in any moment.


Replays are cutted with different past and future duration based on game events.


In full game session, the replays are cutted directly from the mpegts.


In replay buffer mode, the ffmpeg stdout is redirect to the app that record the buffer (1 or 2 minutes), when the replay must be created, the app saves on the disk the buffer section according to past and future duration and with another ffmpeg command, copy it to a mp4 or mkv final file.


Generally speaking, this works reliably.


There are few issues :


- 

- nonetheless i ask ffmpeg to capture at 60fps, the final result is at 30fps (using
-r 60
will speed up the final result) - some user has reported FPS drops in-game, specially when using NVidia NVENC (and having a NVIDIA GPU), using X264 seems save some FPS
- colors are strange compared to original, what i see on screen, they seem washed out - i could have solved this using
-colorspace bt709 -color_trc bt709 -color_primaries bt709
but don't know if is the right choice - NVIDIA NVenc with any other preset that is not
slow
creates videos terribly laggy










here two examples, 60 FPS, NVIDIA NVENC (slow, 6000kbs, MP4


Recorded by my app : https://www.youtube.com/watch?v=Msm62IwHdlk


Recorded by OB with nearly same settings : https://youtu.be/WuHoLh26W7E


Hope someone can help me


Thanks !