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  • MediaSPIP v0.2

    21 juin 2013, par

    MediaSPIP 0.2 est la première version de MediaSPIP stable.
    Sa date de sortie officielle est le 21 juin 2013 et est annoncée ici.
    Le fichier zip ici présent contient uniquement les sources de MediaSPIP en version standalone.
    Comme pour la version précédente, 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 (...)

  • Mise à disposition des fichiers

    14 avril 2011, par

    Par défaut, lors de son initialisation, MediaSPIP ne permet pas aux visiteurs de télécharger les fichiers qu’ils soient originaux ou le résultat de leur transformation ou encodage. Il permet uniquement de les visualiser.
    Cependant, il est possible et facile d’autoriser les visiteurs à avoir accès à ces documents et ce sous différentes formes.
    Tout cela se passe dans la page de configuration du squelette. Il vous faut aller dans l’espace d’administration du canal, et choisir dans la navigation (...)

  • MediaSPIP version 0.1 Beta

    16 avril 2011, par

    MediaSPIP 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 (...)

Sur d’autres sites (6509)

  • ffmpeg process not terminating - stuck in code

    17 juillet 2023, par hello world
    using (Process process = new Process())
{
    process.StartInfo.FileName = "ffmpeg.exe";
    process.StartInfo.Arguments = "-i video.mp4 -loop 1 -i a.jpg -c:v copy -c:a copy -shortest output_temp.mp4";
    process.StartInfo.UseShellExecute = false;
    process.StartInfo.RedirectStandardOutput = true;
    process.StartInfo.RedirectStandardError = true;
    process.StartInfo.CreateNoWindow = true;
    process.Start();
    process.WaitForExit();
}


    


    I have verified that the input files, video.mp4 and a.jpg, exist in the specified paths and are accessible. Additionally, I've tried removing the -shortest option to rule out an infinite loop, but the issue persists.

    


    I've also redirected the standard output and error streams to log files, but there are no error messages reported.

    


    I'm using the last version of ffmpeg on Windows.

    


    What could be causing the ffmpeg process to get stuck and not terminate as expected ? Are there any other potential reasons I should investigate ? Any help or suggestions would be greatly appreciated. Thank you !

    


    Edit : Also in the mean time ffmpeg command is not working.

    


  • avcodec/refstruct : Add simple API for refcounted objects

    4 août 2022, par Andreas Rheinhardt
    avcodec/refstruct : Add simple API for refcounted objects
    

    For now, this API is supposed to replace all the internal uses
    of reference counted objects in libavcodec ; "internal" here
    means that the object is created in libavcodec and is never
    put directly in the hands of anyone outside of it.

    It is intended to be made public eventually, but for now
    I enjoy the ability to modify it freely.

    Several shortcomings of the AVBuffer API motivated this API :
    a) The unnecessary allocations (and ensuing error checks)
    when using the API. Besides the need for runtime checks it
    imposes upon the developer the burden of thinking through
    what happens in case an error happens. Furthermore, these
    error paths are typically not covered by FATE.
    b) The AVBuffer API is designed with buffers and not with
    objects in mind : The type for the actual buffers used
    is uint8_t* ; it pretends to be able to make buffers
    writable, but this is wrong in case the buffer is not a POD.
    Another instance of this thinking is the lack of a reset
    callback in the AVBufferPool API.
    c) The AVBuffer API incurs unnecessary indirections by
    going through the AVBufferRef.data pointer. In case the user
    tries to avoid this indirection and stores a pointer to
    AVBuffer.data separately (which also allows to use the correct
    type), the user has to keep these two pointers in sync
    in case they can change (and in any case has two pointers
    occupying space in the containing context). See the following
    commit using this API for H.264 parameter sets for an example
    of the removal of such syncing code as well as the casts
    involved in the parts where only the AVBufferRef* pointer
    was stored.
    d) Given that the AVBuffer API allows custom allocators,
    creating refcounted objects with dedicated free functions
    often involves a lot of boilerplate like this :
    obj = av_mallocz(sizeof(*obj)) ;
    ref = av_buffer_create((uint8_t*)obj, sizeof(*obj), free_func, opaque, 0) ;
    if (!ref)
    av_free(obj) ;
    return AVERROR(ENOMEM) ;

    (There is also a corresponding av_free() at the end of free_func().)
    This is now just
    obj = ff_refstruct_alloc_ext(sizeof(*obj), 0, opaque, free_func) ;
    if (!obj)
    return AVERROR(ENOMEM) ;
    See the subsequent patch for the framepool (i.e. get_buffer.c)
    for an example.

    This API does things differently ; it is designed to be lightweight*
    as well as geared to the common case where the allocator of the
    underlying object does not matter as long as it is big enough and
    suitably aligned. This allows to allocate the user data together
    with the API's bookkeeping data which avoids an allocation as well
    as the need for separate pointers to the user data and the API's
    bookkeeping data. This entails that the actual allocation of the
    object is performed by RefStruct, not the user. This is responsible
    for avoiding the boilerplate code mentioned in d).

    As a downside, custom allocators are not supported, but it will
    become apparent in subsequent commits that there are enough
    usecases to make it worthwhile.

    Another advantage of this API is that one only needs to include
    the relevant header if one uses the API and not when one includes
    the header or some other component that uses it. This is because there
    is no RefStruct type analog of AVBufferRef. This brings with it
    one further downside : It is not apparent from the pointer itself
    whether the underlying object is managed by the RefStruct API
    or whether this pointer is a reference to it (or merely a pointer
    to it).

    Finally, this API supports const-qualified opaque pointees ;
    this will allow to avoid casting const away by the CBS code.

    * : Basically the only exception to the you-only-pay-for-what-you-use
    rule is that it always uses atomics for the refcount.

    Signed-off-by : Andreas Rheinhardt <andreas.rheinhardt@outlook.com>

    • [DH] libavcodec/Makefile
    • [DH] libavcodec/refstruct.c
    • [DH] libavcodec/refstruct.h
  • lavu/fixed_dsp : optimise R-V V fmul_reverse

    19 novembre 2023, par Rémi Denis-Courmont
    lavu/fixed_dsp : optimise R-V V fmul_reverse
    

    Gathers are (unsurprisingly) a notable exception to the rule that R-V V
    gets faster with larger group multipliers. So roll the function to speed
    it up.

    Before :
    vector_fmul_reverse_fixed_c : 2840.7
    vector_fmul_reverse_fixed_rvv_i32 : 2430.2

    After :
    vector_fmul_reverse_fixed_c : 2841.0
    vector_fmul_reverse_fixed_rvv_i32 : 962.2

    It might be possible to further optimise the function by moving the
    reverse-subtract out of the loop and adding ad-hoc tail handling.

    • [DH] libavutil/riscv/fixed_dsp_rvv.S