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Rennes Emotion Map 2010-11
19 octobre 2011, par
Mis à jour : Juillet 2013
Langue : français
Type : Texte
Autres articles (38)
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MediaSPIP version 0.1 Beta
16 avril 2011, parMediaSPIP 0.1 beta est la première version de MediaSPIP décrétée comme "utilisable".
Le fichier zip ici présent contient uniquement les sources de MediaSPIP en version standalone.
Pour avoir une installation fonctionnelle, il est nécessaire d’installer manuellement l’ensemble des dépendances logicielles sur le serveur.
Si vous souhaitez utiliser cette archive pour une installation en mode ferme, il vous faudra également procéder à d’autres modifications (...) -
MediaSPIP 0.1 Beta version
25 avril 2011, parMediaSPIP 0.1 beta is the first version of MediaSPIP proclaimed as "usable".
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 (...) -
Mise à jour de la version 0.1 vers 0.2
24 juin 2013, parExplications des différents changements notables lors du passage de la version 0.1 de MediaSPIP à la version 0.3. Quelles sont les nouveautés
Au niveau des dépendances logicielles Utilisation des dernières versions de FFMpeg (>= v1.2.1) ; Installation des dépendances pour Smush ; Installation de MediaInfo et FFprobe pour la récupération des métadonnées ; On n’utilise plus ffmpeg2theora ; On n’installe plus flvtool2 au profit de flvtool++ ; On n’installe plus ffmpeg-php qui n’est plus maintenu au (...)
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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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live streaming video file from iphone to internet using FFMpeg
18 avril 2014, par Luis Moki am trying to live streaming some video content from iphone to the internet (or server). I have read the following post (http://stackoverflow.com/questions/4084811/iphone-http-live-streaming-without-any-server-side-processing)
And i understand i can first capture the images and audio into file then send it out to the internet. But i really have no idea how to start the work on constantly send out these video files.
I understand i can use ffmpeg to do the streaming part. after long researching i can only found a sample program called iFrameExtractor using FFmpeg library. But the sample only shows how to use ffmpeg to playback a video file, but no sample on how to use the live streaming function in ffmpeg...
Can anyone provide a direction or tutorial how to live streaming a video file using ffmpeg ? or anyone can suggest other ways to solve this problem ? i am sure lots of people want to know how to do that.
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The New Samples Regime
1er décembre 2011, par Multimedia Mike — GeneralA little while ago, I got a big head over the fact that I owned and controlled the feared and revered MPlayer samples archive. This is the repository that retains more than a decade of multimedia samples.
Conflict
Where once there was one multimedia project (FFmpeg), there are now 2 (also Libav). There were various political and technical snafus regarding the previous infrastructure. I volunteered to take over hosting the vast samples archive (53 GB at the time) at samples.mplayerhq.hu (s.mphq for this post).However, a brand new server is online at samples.libav.org (s.libav for this post).
Policies
The server at s.libav will be the authoritative samples repository going forward. Why does s.libav receive the honor ? Mostly by virtue of having more advanced features. My simple (yet bandwidth-rich) web hosting plan does not provide for rsync or anonymous FTP services, both of which have traditionally been essential for the samples server. In the course of hosting s.mphq for the past few months, a few more discrepancies have come to light– apparently, the symlinks weren’t properly replicated. And perhaps most unusual is that if a directory contains aREADME
file, it won’t be displayed in the directory listing (which frustrated me greatly when I couldn’t find this README file that I carefully and lovingly crafted years ago).The s.mphq archive will continue to exist — nay, must exist — going forward since there are years’ worth of web links pointing into it. I’ll likely set up a mirroring script that periodically (daily) rsyncs from s.libav to my local machine and then uses lftp (the best facility I have available) to mirror the files up to s.mphq.
Also, since we’re starting fresh with a new upload directory, I think we need to be far more ruthless about policing its content. This means making sure that anything that is uploaded has an accompanying file which explains why it’s there and ideally links the sample to a bug report somewhere. No explanation = sample terminated.
RSS
I think it would be nifty to have an RSS feed that shows the latest samples to appear in the repository. I figure that I can use the Unix ‘find’ command on my local repository in concert with something like PyRSS2Gen to accomplish this goal.Monetization
In the few months that I have been managing the repository, I have had numerous requests for permission to leech the entire collection in one recursive web-suck. These requests often from commercial organizations who wish to test their multimedia product on a large corpus of diverse samples. Personally, I believe the archive makes a rather poor corpus for such an endeavor, but so be it. Go ahead ; hosting this archive barely makes a dent in my fairly low-end web hosting plan. However, at least one person indicated that it might be easier to mail a hard drive to me, have me copy it, and send it back.This got me thinking about monetization opportunities. Perhaps, I should provide a service to send HDs filled with samples for the cost of the HD, shipping, and a small donation to the multimedia projects. I immediately realized that that is precisely the point at which the vast multimedia samples archive — with all of its media of questionable fair use status — would officially run afoul of copyright laws.
Which brings me to…
Clean Up
I think we need to clean up some samples, starting with the ones that were marked not-readable in the old repository. Apparently, some ‘samples’ were, e.g., full anime videos and were responsible for a large bandwidth burden when linked from various sources.We multimedia nerds are a hoarding lot, never willing to throw anything away. This will probably the most challenging proposal to implement.