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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 (...) -
Multilang : améliorer l’interface pour les blocs multilingues
18 février 2011, parMultilang est un plugin supplémentaire qui n’est pas activé par défaut lors de l’initialisation de MediaSPIP.
Après son activation, une préconfiguration est mise en place automatiquement par MediaSPIP init permettant à la nouvelle fonctionnalité d’être automatiquement opérationnelle. Il n’est donc pas obligatoire de passer par une étape de configuration pour cela. -
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
Sur d’autres sites (8736)
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Decoding VP8 On A Sega Dreamcast
20 février 2011, par Multimedia Mike — Sega Dreamcast, VP8I got Google’s libvpx VP8 codec library to compile and run on the Sega Dreamcast with its Hitachi/Renesas SH-4 200 MHz CPU. So give Google/On2 their due credit for writing portable software. I’m not sure how best to illustrate this so please accept this still photo depicting my testbench Dreamcast console driving video to my monitor :
Why ? Because I wanted to try my hand at porting some existing software to this console and because I tend to be most comfortable working with assorted multimedia software components. This seemed like it would be a good exercise.
You may have observed that the video is blue. Shortest, simplest answer : Pure laziness. Short, technical answer : Path of least resistance for getting through this exercise. Longer answer follows.
Update : I did eventually realize that the Dreamcast can work with YUV textures. Read more in my followup post.
Process and Pitfalls
libvpx comes with a number of little utilities includingdecode_to_md5.c
. The first order of business was porting over enough source files to make the VP8 decoder compile along with the MD5 testbench utility.Again, I used the KallistiOS (KOS) console RTOS (aside : I’m still working to get modern Linux kernels compiled for the Dreamcast). I started by configuring and compiling libvpx on a regular desktop Linux system. From there, I was able to modify a number of configuration options to make the build more amenable to the embedded RTOS.
I had to create a few shim header files that mapped various functions related to threading and synchronization to their KOS equivalents. For example, KOS has a threading library cleverly named kthreads which is mostly compatible with the more common pthread library functions. KOS apparently also predates stdint.h, so I had to contrive a file with those basic types.So I got everything compiled and then uploaded the binary along with a small VP8 IVF test vector. Imagine my surprise when an MD5 sum came out of the serial console. Further, visualize my utter speechlessness when I noticed that the MD5 sum matched what my desktop platform produced. It worked !
Almost. When I tried to decode all frames in a test vector, the program would invariably crash. The problem was that the file that manages motion compensation (reconinter.c) needs to define MUST_BE_ALIGNED which compiles byte-wise block copy functions. This is necessary for CPUs like the SH-4 which can’t load unaligned data. Apparently, even ARM CPUs these days can handle unaligned memory accesses which is why this isn’t a configure-time option.
Showing The Work
I completed the first testbench application which ran the MD5 test on all 17 official IVF test vectors. The SH-4/Dreamcast version aces the whole suite.However, this is a video game console, so I had better be able to show the decoded video. The Dreamcast is strictly RGB— forget about displaying YUV data directly. I could take the performance hit to convert YUV -> RGB. Or, I could just display the intensity information (Y plane) rendered on a random color scale (I chose blue) on an RGB565 texture (the DC’s graphics hardware can also do paletted textures but those need to be rearranged/twiddled/swizzled).
Results
So, can the Dreamcast decode VP8 video in realtime ? Sure ! Well, I really need to qualify. In the test depicted in the picture, it seems to be realtime (though I wasn’t enforcing proper frame timings, just decoding and displaying as quickly as possible). Obviously, I wasn’t bothering to properly convert YUV -> RGB. Plus, that Big Buck Bunny test vector clip is only 176x144. Obviously, no audio decoding either.So, realtime playback, with a little fine print.
On the plus side, it’s trivial to get the Dreamcast video hardware to upscale that little blue image to fullscreen.
I was able to tally the total milliseconds’ worth of wall clock time required to decode the 17 VP8 test vectors. As you can probably work out from this list, when I try to play a 320x240 video, things start to break down.
- Processed 29 176x144 frames in 987 milliseconds.
- Processed 49 176x144 frames in 1809 milliseconds.
- Processed 49 176x144 frames in 704 milliseconds.
- Processed 29 176x144 frames in 255 milliseconds.
- Processed 49 176x144 frames in 339 milliseconds.
- Processed 48 175x143 frames in 2446 milliseconds.
- Processed 29 176x144 frames in 432 milliseconds.
- Processed 2 1432x888 frames in 2060 milliseconds.
- Processed 49 176x144 frames in 1884 milliseconds.
- Processed 57 320x240 frames in 5792 milliseconds.
- Processed 29 176x144 frames in 989 milliseconds.
- Processed 29 176x144 frames in 740 milliseconds.
- Processed 29 176x144 frames in 839 milliseconds.
- Processed 49 175x143 frames in 2849 milliseconds.
- Processed 260 320x240 frames in 29719 milliseconds.
- Processed 29 176x144 frames in 962 milliseconds.
- Processed 29 176x144 frames in 933 milliseconds.
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Named pipes and can they stream data ?
30 juillet 2013, par chembradI asked a previous question here :
Stream video from ffmpeg and capture with OpenCV
and I want to know more about named pipes in general. Can I use named pipes to stream data ? For example, can I continuously add data to the pipe (via ffmpeg) in conjunction with reading data with another application ? Or is there another method to do this ?
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How to convert flv video to mp3 using ffmpeg programatically ?
8 novembre 2013, par user958353I need to create application on C++ for convertation, and I can't using ffmpeg.exe. I need to it programatically, but I don't know how can I do it, and I didn't find any examples in Internet. May be somebody know something about my task ? Thank you.