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Autres articles (99)
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Qu’est ce qu’un masque de formulaire
13 juin 2013, parUn masque de formulaire consiste en la personnalisation du formulaire de mise en ligne des médias, rubriques, actualités, éditoriaux et liens vers des sites.
Chaque formulaire de publication d’objet peut donc être personnalisé.
Pour accéder à la personnalisation des champs de formulaires, il est nécessaire d’aller dans l’administration de votre MediaSPIP puis de sélectionner "Configuration des masques de formulaires".
Sélectionnez ensuite le formulaire à modifier en cliquant sur sont type d’objet. (...) -
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 (...) -
ANNEXE : Les plugins utilisés spécifiquement pour la ferme
5 mars 2010, parLe site central/maître de la ferme a besoin d’utiliser plusieurs plugins supplémentaires vis à vis des canaux pour son bon fonctionnement. le plugin Gestion de la mutualisation ; le plugin inscription3 pour gérer les inscriptions et les demandes de création d’instance de mutualisation dès l’inscription des utilisateurs ; le plugin verifier qui fournit une API de vérification des champs (utilisé par inscription3) ; le plugin champs extras v2 nécessité par inscription3 (...)
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SNES Hardware Compression
16 juin 2011, par Multimedia Mike — Game HackingI was browsing the source code for some Super Nintendo Entertainment System (SNES) emulators recently. I learned some interesting things about compression hardware. I had previously uncovered one compression algorithm used in an SNES title but that was implemented in software.
SNES game cartridges — being all hardware — were at liberty to expand the hardware capabilities of the base system by adding new processors. The most well-known of these processors was the Super FX which allows for basic polygon graphical rendering, powering such games as Star Fox. It was by no means the only such add-on processor, though. Here is a Wikipedia page of all the enhancement chips used in assorted SNES games. A number of them mention compression and so I delved into the emulators to find the details :
- The Super FX is listed in Wikipedia vaguely as being able to decompress graphics. I see no reference to decompression in emulator source code.
- DSP-3 emulation source code makes reference to LZ-type compression as well as tree/symbol decoding. I’m not sure if the latter is a component of the former. Wikipedia lists the chip as supporting "Shannon-Fano bitstream decompression."
- Similar to Super FX, the SA-1 chip is listed in Wikipedia as having some compression capabilities. Again, either that’s not true or none of the games that use the chip (notably Super Mario RPG) make use of the feature.
- The S-DD1 chip uses arithmetic and Golomb encoding for compressing graphics. Wikipedia refers to this as the ABS Lossless Entropy Algorithm. Googling for further details on that algorithm name yields no results, but I suspect it’s unrelated to anti-lock brakes. The algorithm is alleged to allow Star Ocean to smash 13 MB of graphics into a 4 MB cartridge ROM (largest size of an SNES cartridge).
- The SPC7110 can decompress data using a combination of arithmetic coding and Z-curve/Morton curve reordering.
No, I don’t plan to implement codecs for these schemes. But it’s always comforting to know that I could.
Not directly a compression scheme, but still a curious item is the MSU1 concept put forth by the bsnes emulator. This is a hypothetical coprocessor implemented by bsnes that gives an emulated cartridge access to a 4 GB address space. What to do with all this space ? Allow for the playback of uncompressed PCM audio as well as uncompressed video at 240x144x256 colors @ 30 fps. According to the docs and the source code, the latter feature doesn’t appear to be implemented, though ; only the raw PCM playback.
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Nomenclature #3465 : Nouvelle balise : #LOGO
18 février 2021, par cedric -oué j’ai quand même un peu de réserves vis à vis d’un code stocké dans un wiki depuis 2 ans et qui a pas servi.
A moins que ce soit quelque part dans un plugin ?
bref faudrait trouver quelqu’un qui l’a fait marché et qui peut attester que c’est utilisable.Ou le mettre dans bonux ou un autre plugin en rodage...
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unable to compile ffmpeg bohr on ubuntu 14.04 32bit
13 avril 2015, par HahnI’m developing an application to capture video from webcam and stream it to Android. I’m using ffmpeg latest release - 2.5.2 "Bohr" on Ubuntu 14.04 32bit and using Eclipse as IDE.
I’m receiving this error when compiling :
g++ -L/usr/local/lib -L/home/idanhahn/ffmpeg/ffmpeg_build/lib -o "camera" ./src/.metadata/.plugins/org.eclipse.cdt.make.core/specs.o ./src/CameraSec.o ./src/camera.o ./.metadata/.plugins/org.eclipse.cdt.make.core/specs.o -lz -lswscale -lopencv_core -lavcodec -lavutil -lpthread -lboost_thread -lboost_system -lboost_date_time -lopencv_imgproc -lopencv_highgui -lopencv_ml -lopencv_video -lopencv_features2d -lopencv_calib3d -lopencv_objdetect -lopencv_contrib -lopencv_legacy -lopencv_flann -lavformat
/usr/bin/ld: /home/idanhahn/ffmpeg/ffmpeg_build/lib/libavformat.a(http.o): undefined reference to symbol 'inflateInit2_'
/usr/lib/gcc/i686-linux-gnu/4.8/../../../i386-linux-gnu/libz.so: error adding symbols: DSO missing from command line
collect2: error: ld returned 1 exit statusI’ve linked avformat (and other ffmpeg related libs).
I’ve tried the following :
- Linked libz.
- Tried to recompile using instructions from here : http://trac.ffmpeg.org/wiki/CompilationGuide/Ubuntu
What could be the problem ?
Why linker points to i686 and then go back to i386 ?