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Autres articles (28)
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Keeping control of your media in your hands
13 avril 2011, parThe vocabulary used on this site and around MediaSPIP in general, aims to avoid reference to Web 2.0 and the companies that profit from media-sharing.
While using MediaSPIP, you are invited to avoid using words like "Brand", "Cloud" and "Market".
MediaSPIP is designed to facilitate the sharing of creative media online, while allowing authors to retain complete control of their work.
MediaSPIP aims to be accessible to as many people as possible and development is based on expanding the (...) -
Ajouter des informations spécifiques aux utilisateurs et autres modifications de comportement liées aux auteurs
12 avril 2011, parLa manière la plus simple d’ajouter des informations aux auteurs est d’installer le plugin Inscription3. Il permet également de modifier certains comportements liés aux utilisateurs (référez-vous à sa documentation pour plus d’informations).
Il est également possible d’ajouter des champs aux auteurs en installant les plugins champs extras 2 et Interface pour champs extras. -
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15 mai 2013
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Python ThreadedTCPServer : "Name or service not known"
11 avril 2014, par HalI was developing a ThreadedTCPServer to communicate with a PHP application also residing in this same machine. This is suppose to receive requests from this PHP app and to convert some videos locally using ffmpeg.
Here's the code :
# -*- coding: utf-8 -*-
import os
import socket
import threading
import logging.config
import SocketServer, time
from queuev2 import QueueServer
logging.basicConfig(format='[%(asctime)s.%(msecs).03d] %(message)s', datefmt='%Y-%m-%d %H:%M:%S', filename=os.path.join(os.path.dirname(os.path.realpath(__file__)), 'converter.log'), level=logging.INFO)
class ThreadedTCPRequestHandler(SocketServer.BaseRequestHandler):
def handle(self):
data = self.request.recv(1024)
cur_thread = threading.current_thread()
response = "{}: {}".format(cur_thread.name, data)
videoPool.add(data)
print "Output! %s" % data
self.request.sendall(response)
class ThreadedTCPServer(SocketServer.ThreadingMixIn, SocketServer.TCPServer):
pass
if __name__ == "__main__":
logging.info("Initializing...")
videoPool = QueueServer()
HOST, PORT = "localhost", 6666
server = ThreadedTCPServer((HOST, PORT), ThreadedTCPRequestHandler)
ip, port = server.server_address
# Start a thread with the server -- that thread will then start one
# more thread for each request
server_thread = threading.Thread(target=server.serve_forever)
# Exit the server thread when the main thread terminates
server_thread.daemon = True
server_thread.start()
print("Server loop running in thread: %s" % server_thread.name)
# "Groundhog day" time
while True:
time.sleep(999)
pass
#server.shutdown()This works well in my development laptop, but on the server i'm getting the following error :
Traceback (most recent call last):
File "server.py", line 31, in <module>
server = ThreadedTCPServer((HOST, PORT), ThreadedTCPRequestHandler)
File "/usr/lib/python2.7/SocketServer.py", line 408, in __init__
self.server_bind()
File "/usr/lib/python2.7/SocketServer.py", line 419, in server_bind
self.socket.bind(self.server_address)
File "/usr/lib/python2.7/socket.py", line 224, in meth
return getattr(self._sock,name)(*args)
socket.gaierror: [Errno -2] Name or service not known
</module>I'm guessing it has to do with the port I'm using (6666), but I've tried others and it hasn't been working. Would Unix Domain Sockets be of use here ? Can you give me an example ?
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lavu/x86 : add FFT assembly
10 avril 2021, par Lynnelavu/x86 : add FFT assembly
This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx.
The design of this pure assembly FFT is pretty unconventional.On the lowest level, instead of splitting the complex numbers into
real and imaginary parts, we keep complex numbers together but split
them in terms of parity. This saves a number of shuffles in each transform,
but more importantly, it splits each transform into two independent
paths, which we process using separate registers in parallel.
This allows us to keep all units saturated and lets us use all available
registers to avoid dependencies.
Moreover, it allows us to double the granularity of our per-load permutation,
skipping many expensive lookups and allowing us to use just 4 loads per register,
rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd
instruction, which is at least as fast as 4 separate loads on old hardware,
and quite a bit faster on modern CPUs).Higher up, we go for a bottom-up construction of large transforms, foregoing
the traditional per-transform call-return recursion chains. Instead, we always
start at the bottom-most basis transform (in this case, a 32-point transform),
and continue constructing larger and larger transforms until we return to the
top-most transform.
This way, we only touch the stack 3 times per a complete target transform :
once for the 1/2 length transform and two times for the 1/4 length transform.The combination algorithm we use is a standard Split-Radix algorithm,
as used in our C code. Although a version with less operations exists
(Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer
arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007),
which is the one FFTW uses), it only has 2% less operations and requires at least 4x
the binary code (due to it needing 4 different paths to do a single transform).
That version also has other issues which prevent it from being implemented
with SIMD code as efficiently, which makes it lose the marginal gains it offered,
and cannot be performed bottom-up, requiring many recursive call-return chains,
whose overhead adds up.We go through a lot of effort to minimize load/stores by keeping as much in
registers in between construcring transforms. This saves us around 32 cycles,
on paper, but in reality a lot more due to load/store aliasing (a load from a
memory location cannot be issued while there's a store pending, and there are
only so many (2 for Zen 3) load/store units in a CPU).
Also, we interleave coefficients during the last stage to save on a store+load
per register.Each of the smallest, basis transforms (4, 8 and 16-point in our case)
has been extremely optimized. Our 8-point transform is barely 20 instructions
in total, beating our old implementation 8-point transform by 1 instruction.
Our 2x8-point transform is 23 instructions, beating our old implementation by
6 instruction and needing 50% less cycles. Our 16-point transform's combination
code takes slightly more instructions than our old implementation, but makes up
for it by requiring a lot less arithmetic operations.Overall, the transform was optimized for the timings of Zen 3, which at the
time of writing has the most IPC from all documented CPUs. Shuffles were
preferred over arithmetic operations due to their 1/0.5 latency/throughput.On average, this code is 30% faster than our old libavcodec implementation.
It's able to trade blows with the previously-untouchable FFTW on small transforms,
and due to its tiny size and better prediction, outdoes FFTW on larger transforms
by 11% on the largest currently supported size. -
How can I record audio along with Aforge player video recording ?
4 juin 2019, par H.NSMy app is playing webcam video using Aforge Plyer. Now I want to record this video. Using Aforge player audio recording is not possible.
Is there any way to record audio separately and merge it with recorded video using Aforge player ?
Found that using Direct Show architecture is the way to achieve this. But it will be very difficult to change the architecture at the last time of development. Since I’m unaware with directshow concepts and almost 90 percentage of my project is completed with Aforge player.
My current code is here. It can record video from selected webcam using aforge player. But audio is missing
using AForge.Video;
using AForge.Video.DirectShow;
using Accord.Video.FFMPEG;
private FilterInfoCollection VideoCaptureDevices;
private VideoCaptureDevice FinalVideo = null;
private VideoCaptureDeviceForm captureDevice;
private Bitmap video;
private VideoFileWriter FileWriter = new VideoFileWriter();
private SaveFileDialog saveAvi;
private void VideoRecord_Load(object sender, EventArgs e)
{
VideoCaptureDevices = new FilterInfoCollection(FilterCategory.VideoInputDevice);
captureDevice = new VideoCaptureDeviceForm();
}
private void play_Click(object sender, EventArgs e)
{
if (captureDevice.ShowDialog(this) == DialogResult.OK)
{
VideoCaptureDevice videoSource = captureDevice.VideoDevice;
FinalVideo = captureDevice.VideoDevice;
FinalVideo.NewFrame += new NewFrameEventHandler(FinalVideo_NewFrame);
FinalVideo.Start();
}
}
void FinalVideo_NewFrame(object sender, NewFrameEventArgs eventArgs)
{
if (butStop.Text == "Stop Record")
{
video = (Bitmap)eventArgs.Frame.Clone();
FileWriter.WriteVideoFrame(video);
}
else
{
video = (Bitmap)eventArgs.Frame.Clone();;
}
}
private void Record_Click(object sender, EventArgs e)
{
saveAvi = new SaveFileDialog();
saveAvi.Filter = "Avi Files (*.avi)|*.avi";
if (saveAvi.ShowDialog() == System.Windows.Forms.DialogResult.OK)
{
int h = captureDevice.VideoDevice.VideoResolution.FrameSize.Height;
int w = captureDevice.VideoDevice.VideoResolution.FrameSize.Width;
FileWriter.Open(saveAvi.FileName, w, h, 25, VideoCodec.Default, 5000000);
FileWriter.WriteVideoFrame(video);
butStop.Text = "Stop Record";
}
}
private void stopRecord_Click(object sender, EventArgs e)
{
if (butStop.Text == "Stop Record")
{
butStop.Text = "Stop";
if (FinalVideo == null)
{ return; }
if (FinalVideo.IsRunning)
{
FileWriter.Close();
}
}
else
{
this.FinalVideo.Stop();
FileWriter.Close();
}
}
}
}