Gstreamer 1.16 and Beyond
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The Glib/GTK+ Development Platform
The GLib/GTK+ Development Platform A Getting Started Guide Version 0.8 Sébastien Wilmet March 29, 2019 Contents 1 Introduction 3 1.1 License . 3 1.2 Financial Support . 3 1.3 Todo List for this Book and a Quick 2019 Update . 4 1.4 What is GLib and GTK+? . 4 1.5 The GNOME Desktop . 5 1.6 Prerequisites . 6 1.7 Why and When Using the C Language? . 7 1.7.1 Separate the Backend from the Frontend . 7 1.7.2 Other Aspects to Keep in Mind . 8 1.8 Learning Path . 9 1.9 The Development Environment . 10 1.10 Acknowledgments . 10 I GLib, the Core Library 11 2 GLib, the Core Library 12 2.1 Basics . 13 2.1.1 Type Definitions . 13 2.1.2 Frequently Used Macros . 13 2.1.3 Debugging Macros . 14 2.1.4 Memory . 16 2.1.5 String Handling . 18 2.2 Data Structures . 20 2.2.1 Lists . 20 2.2.2 Trees . 24 2.2.3 Hash Tables . 29 2.3 The Main Event Loop . 31 2.4 Other Features . 33 II Object-Oriented Programming in C 35 3 Semi-Object-Oriented Programming in C 37 3.1 Header Example . 37 3.1.1 Project Namespace . 37 3.1.2 Class Namespace . 39 3.1.3 Lowercase, Uppercase or CamelCase? . 39 3.1.4 Include Guard . 39 3.1.5 C++ Support . 39 1 3.1.6 #include . 39 3.1.7 Type Definition . 40 3.1.8 Object Constructor . 40 3.1.9 Object Destructor . -
Guile-Gnome-Gstreamer.Pdf
Guile-GNOME: GStreamer version 0.9.92, updated 10 November 2007 Wim Taymans many others This manual is for (gnome gstreamer) (version 0.9.92, updated 10 November 2007) Copyright 2000-2007 Wim Taymans and others Permission is granted to copy, distribute and/or modify this document under the terms of the GNU General Public License, Version 2 or any later version published by the Free Software Foundation. i Short Contents 1 Overview :::::::::::::::::::::::::::::::::::::::::::: 1 2 GstBin :::::::::::::::::::::::::::::::::::::::::::::: 2 3 GstBuffer:::::::::::::::::::::::::::::::::::::::::::: 8 4 GstBus::::::::::::::::::::::::::::::::::::::::::::: 13 5 GstCaps:::::::::::::::::::::::::::::::::::::::::::: 18 6 GstChildProxy :::::::::::::::::::::::::::::::::::::: 24 7 GstClock ::::::::::::::::::::::::::::::::::::::::::: 26 8 gstconfig ::::::::::::::::::::::::::::::::::::::::::: 33 9 GstElementFactory ::::::::::::::::::::::::::::::::::: 34 10 GstElement ::::::::::::::::::::::::::::::::::::::::: 37 11 GstGError :::::::::::::::::::::::::::::::::::::::::: 53 12 GstEvent ::::::::::::::::::::::::::::::::::::::::::: 55 13 GstFilter ::::::::::::::::::::::::::::::::::::::::::: 63 14 GstFormat :::::::::::::::::::::::::::::::::::::::::: 64 15 GstGhostPad:::::::::::::::::::::::::::::::::::::::: 66 16 GstImplementsInterface ::::::::::::::::::::::::::::::: 68 17 GstIndexFactory ::::::::::::::::::::::::::::::::::::: 69 18 GstIndex ::::::::::::::::::::::::::::::::::::::::::: 70 19 GstInfo :::::::::::::::::::::::::::::::::::::::::::: 74 20 GstIterator ::::::::::::::::::::::::::::::::::::::::: -
Oracle® Secure Global Desktop Platform Support and Release Notes for Release 5.2
Oracle® Secure Global Desktop Platform Support and Release Notes for Release 5.2 April 2015 E51729-03 Oracle Legal Notices Copyright © 2015, Oracle and/or its affiliates. All rights reserved. This software and related documentation are provided under a license agreement containing restrictions on use and disclosure and are protected by intellectual property laws. Except as expressly permitted in your license agreement or allowed by law, you may not use, copy, reproduce, translate, broadcast, modify, license, transmit, distribute, exhibit, perform, publish, or display any part, in any form, or by any means. Reverse engineering, disassembly, or decompilation of this software, unless required by law for interoperability, is prohibited. The information contained herein is subject to change without notice and is not warranted to be error-free. If you find any errors, please report them to us in writing. If this is software or related documentation that is delivered to the U.S. Government or anyone licensing it on behalf of the U.S. Government, then the following notice is applicable: U.S. GOVERNMENT END USERS: Oracle programs, including any operating system, integrated software, any programs installed on the hardware, and/or documentation, delivered to U.S. Government end users are "commercial computer software" pursuant to the applicable Federal Acquisition Regulation and agency-specific supplemental regulations. As such, use, duplication, disclosure, modification, and adaptation of the programs, including any operating system, integrated software, any programs installed on the hardware, and/or documentation, shall be subject to license terms and license restrictions applicable to the programs. No other rights are granted to the U.S. -
Gstreamer & Rust
GStreamer & Rust Fast, safe and productive multimedia software FOSDEM 2018 – Rust devroom 4 February, Brussels Sebastian Dröge < [email protected] > Introduction Who? What? + What is GStreamer? https://gstreamer.freedesktop.org for more details GStreamer Pipeline-based, cross-platform multimedia framework Media Pipelines Philosophy Toolbox for higher-level multimedia processing Batteries included … … and usable from many languages But not … Media player or playback library Codec and protocol library Transcoding tool Streaming server … can be used to build all that! GStreamer ❤ Rust Why Rust? Memory-safety, fearless concurrency & modern language and tooling Why Rust? No runtime, no GC & zero-cost abstractions Why Rust? Ownership model maps perfectly to GStreamer's Using GStreamer from Rust Applications Safe, idiomatic bindings to the GStreamer C API https://github.com/sdroege/gstreamer- rs Examples: gstreamer-rs/examples Tutorials: gstreamer-rs/tutorials Plugins Safe, plain Rust infrastructure for writing plugins https://github.com/sdroege/gst-plugin- rs Contains various examples Tutorials being written right now The Future Write more Rust & write less C more plugins (rust-av!), more useful applications This is where you can get involved! We're not going to rewrite GStreamer (yet) It's the perfect time for writing your next GStreamer application or plugin in Rust Rust experience so far Don't be afraid of unsafe code if needed … … but wrap in safe abstractions Don't be afraid of other people's code Adding dependencies is easy, and -
D3 Intelligent Camera Platform
Easy! D3 Intelligent Camera Platform Intelligent Cameras | Framegrabbers | Made in Germany WWW.STEMMER-IMAGING.COM Ease of Use The D3 Intelligent Camera New Intelligent Camera Platform The D3 is the latest, most advanced intelligent camera generation by VRmagic. The D3 platform was designed with usability, flexibility, and performance in mind. Excellent Usability The D3 platform runs a wide range of embedded software and libraries, such as Common Vision Blox Embedded, EyeVision, or HALCON Embedded. This way you can easily take advantage of the latest, state- of-the-art machine vision algorithms. Additionally, the new Mono compatible .NET interface makes applica- tion development with the VRmagic SDK much easier. Software development for the D3 intelligent camera platform – that’s ease of use. Built-In Flexibility The D3‘s embedded system provides users with a high level of flexibility by supporting a multitude of interfaces, such as Ethernet, USB, and GPIOs. Choose either a standard OEM interface board for compact systems integration or an interface evaluation board for convenient test and development. A version for industrial environments is also available. Depending on the business case, a custom interface board may also be a viable option. High Performance The D3 intelligent camera platform features a 1 GHz ARM® Cortex™-A8 Core with floating point unit (FPU) running Linux. A 700 MHz C674x™ DSP with FPU is at your disposal for computationally intensive algo- The D3 Industrial Camera has a rigid aluminum rithms. 2 GB DDR3-800 RAM with 6103 MB/s band- body and industry-standard interfaces such as width and a Gigabit Ethernet interface ensure rapid 24 V power supply and Power over Ethernet. -
Camcorder Multimedia Framework with Linux and Gstreamer
Camcorder multimedia framework with Linux and GStreamer W. H. Lee, E. K. Kim, J. J. Lee , S. H. Kim, S. S. Park SWL, Samsung Electronics [email protected] Abstract Application Applications Layer Along with recent rapid technical advances, user expec- Multimedia Middleware Sequencer Graphics UI Connectivity DVD FS tations for multimedia devices have been changed from Layer basic functions to many intelligent features. In order to GStreamer meet such requirements, the product requires not only a OSAL HAL OS Layer powerful hardware platform, but also a software frame- Device Software Linux Kernel work based on appropriate OS, such as Linux, support- Drivers codecs Hardware Camcorder hardware platform ing many rich development features. Layer In this paper, a camcorder framework is introduced that is designed and implemented by making use of open Figure 1: Architecture diagram of camcorder multime- source middleware in Linux. Many potential develop- dia framework ers can be referred to this multimedia framework for camcorder and other similar product development. The The three software layers on any hardware platform are overall framework architecture as well as communica- application, middleware, and OS. The architecture and tion mechanisms are described in detail. Furthermore, functional operation of each layer is discussed. Addi- many methods implemented to improve the system per- tionally, some design and implementation issues are ad- formance are addressed as well. dressed from the perspective of system performance. The overall software architecture of a multimedia 1 Introduction framework is described in Section 2. The framework design and its operation are introduced in detail in Sec- It has recently become very popular to use the internet to tion 3. -
1. Mengapa GIMP & Inkscape Tidak Punya Warna
Paten Software Merugikan Komunitas Free Software Bismillahirrahmanirrahim. Copyright © 2016 Ade Malsasa Akbar <[email protected]> Tulisan ini berbicara mengenai bahaya paten software yang mengakibatkan banyak Free Software mengalami kekurangan fitur dibanding software proprietari komersial. Tulisan ini awalnya berjudul Mengapa Free Software Mengalami Kekurangan Fitur? tetapi diubah pada 16 Maret 2016 menjadi berjudul yang sekarang. Tulisan ini diharapkan membangkitkan kesadaran setiap orang terhadap perlunya Free Software. Tulisan ini disusun dalam format tanya jawab atau FAQ supaya tepat sasaran dan mudah dimengerti. Saya bukan hanya menulis ini untuk mereka yang bertanya-tanya kenapa Free Software seperti LibreOffice, GIMP, Inkscape, ODF, dan OGG Vorbis mengalami kekurangan fitur. Namun juga saya meniatkan tulisan ini sebagai pengantar buat siapa saja yang hendak menggunakan Free Software, baik pengguna baru maupun yang sudah lama. 1. Mengapa GIMP & Inkscape tidak punya warna Pantone? Karena Pantone Color Matching telah dipatenkan1. Hanya pemilik paten tersebut yang berhak membuat implementasi Pantone di dalam software. Konsekuensinya, GIMP (dan free software lainnya) dilarang membuat fitur Pantone ke dalam software. 2. Mengapa Linux Mint menyediakan versi no-codec? Karena versi no-codec2 dibuat untuk negara Jepang yang di sana MP3 dipatenkan. Pada dasarnya tidak boleh mendistribusikan codec MP3 di Jepang kecuali pemegang asli paten MP3. Berlaku juga untuk negara Amerika Serikat dan Uni Eropa. 3. Mengapa Linux Mint menyertakan codec? Karena versi Linux Mint yang menyertakan codec itu ditujukan untuk semua negara yang di sana codec MP3 tidak dipatenkan. Linux Mint (yang memuat codec) tidak didistribusikan di negara Jepang, Amerika Serikat, dan Uni Eropa3 karena di sana MP3 telah dipatenkan. Kenyataan ini yang tidak banyak diketahui. -
Release 0.11 Todd Gamblin
Spack Documentation Release 0.11 Todd Gamblin Feb 07, 2018 Basics 1 Feature Overview 3 1.1 Simple package installation.......................................3 1.2 Custom versions & configurations....................................3 1.3 Customize dependencies.........................................4 1.4 Non-destructive installs.........................................4 1.5 Packages can peacefully coexist.....................................4 1.6 Creating packages is easy........................................4 2 Getting Started 7 2.1 Prerequisites...............................................7 2.2 Installation................................................7 2.3 Compiler configuration..........................................9 2.4 Vendor-Specific Compiler Configuration................................ 13 2.5 System Packages............................................. 16 2.6 Utilities Configuration.......................................... 18 2.7 GPG Signing............................................... 20 2.8 Spack on Cray.............................................. 21 3 Basic Usage 25 3.1 Listing available packages........................................ 25 3.2 Installing and uninstalling........................................ 42 3.3 Seeing installed packages........................................ 44 3.4 Specs & dependencies.......................................... 46 3.5 Virtual dependencies........................................... 50 3.6 Extensions & Python support...................................... 53 3.7 Filesystem requirements........................................ -
Example in English
Means of (re)production: GStreamer Outline GStreamer: Multimedia for all @fluendo.com: What we're up to GStreamer What is GStreamer? * A multimedia library and set of plugins * Modular building blocks for media applications Brief example v4l2src ! ffmpegcolorspace ! ximagesink GStreamer history * 0.0.9 October 1999 * 0.1.0 January 2001 * 0.3.0 December 2001 * 0.4.0 July 2002 * 0.6.0 February 2003 * API Stable * 0.8.0 March 2004 * 0.10.0 December 2005 GStreamer history No one can accuse us of version number inflation :) Next incompatible break will be the last: 1.0 An application-based introduction A tour through GStreamer Players Historically the first applications built on GStreamer Surprisingly difficult Players: solutions How do applications interact with a playing media pipeline? * Generic core API to create and interact with pipeline * Media pipeline runs in threads * Messages posted both synchronously and asynchronously from pipeline Players: solutions Synchronization between audio and video * Threads Players: solutions Autoplugging: play any format * Registry of "typefinders" * Registry of capabilities that plugins can handle * Elements that perform autoplugging for you Transcoding / capture E.g. thoggen DVD ripper, radio production apps, flumotion Transcoding / capture: solutions Robustness * long-running pipelines * high load * large number of different codecs Transcoding / capture: solutions Features * language bindings * many capture sources * v4l, firewire, ... * network data flow over tcp * network clock synchronization "Embedded" -
The Central Control Room Man-Machine Interface at the Clinton P
© 1973 IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE. THE CENTRAL CONTROL ROOM MAN-MACHINE INTERFACE AT THE CLINTON P. ANDERSON MESON PHYSICS FACILITY (LAMPF)* B. L. Hartway, J. Bergstein, C. M. Plopper University of California Los Alamos Scientific Laboratory Los Alamos, New Mexico Summary tial that the data be organized and displayed for the operator in a format which quickly conveyed the status The control system for the Clinton P. Anderson of the whole accelerator or any subsystems under study. Meson Physics Facility (LAMPF) is organized around an Similarly, there had to be a simple but flexible scheme on-line digital computer. Accelerator operations are for the operator to manipulate the various controls. conducted from the Central Control Room (CCR) where two The experience gained from the prototype console identical but independent operator consoles provide the was incorporated in the design for the LAMPF operator's This paper traces the evolution man-machine interface. console. A mockup of the console was built and evalu- of the man-machine interface from the initial concepts ated from many points of view. Several human-factor Special emphasis is given of a computer control system. studies were performed to determine the optimum shape of to the human factors which influenced the development. the console and the location for various controls. -
Q1 Where Do You Use C++? (Select All That Apply)
2021 Annual C++ Developer Survey "Lite" Q1 Where do you use C++? (select all that apply) Answered: 1,870 Skipped: 3 At work At school In personal time, for ho... 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% ANSWER CHOICES RESPONSES At work 88.29% 1,651 At school 9.79% 183 In personal time, for hobby projects or to try new things 73.74% 1,379 Total Respondents: 1,870 1 / 35 2021 Annual C++ Developer Survey "Lite" Q2 How many years of programming experience do you have in C++ specifically? Answered: 1,869 Skipped: 4 1-2 years 3-5 years 6-10 years 10-20 years >20 years 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% ANSWER CHOICES RESPONSES 1-2 years 7.60% 142 3-5 years 20.60% 385 6-10 years 20.71% 387 10-20 years 30.02% 561 >20 years 21.08% 394 TOTAL 1,869 2 / 35 2021 Annual C++ Developer Survey "Lite" Q3 How many years of programming experience do you have overall (all languages)? Answered: 1,865 Skipped: 8 1-2 years 3-5 years 6-10 years 10-20 years >20 years 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% ANSWER CHOICES RESPONSES 1-2 years 1.02% 19 3-5 years 12.17% 227 6-10 years 22.68% 423 10-20 years 29.71% 554 >20 years 34.42% 642 TOTAL 1,865 3 / 35 2021 Annual C++ Developer Survey "Lite" Q4 What types of projects do you work on? (select all that apply) Answered: 1,861 Skipped: 12 Gaming (e.g., console and.. -
Meson Manual Sample.Pdf
Chapter 2 How compilation works Compiling source code into executables looks fairly simple on the surface but gets more and more complicated the lower down the stack you go. It is a testament to the design and hard work of toolchain developers that most developers don’t need to worry about those issues during day to day coding. There are (at least) two reasons for learning how the system works behind the scenes. The first one is that learning new things is fun and interesting an sich. The second one is that having a grasp of the underlying system and its mechanics makes it easier to debug the issues that inevitably crop up as your projects get larger and more complex. This chapter aims outline how the compilation process works starting from a single source file and ending with running the resulting executable. The information in this chapter is not necessary to be able to use Meson. Beginners may skip it if they so choose, but they are advised to come back and read it once they have more experience with the software build process. The treatise in this book is written from the perspective of a build system. Details of the process that are not relevant for this use have been simplified or omitted. Entire books could (and have been) written about subcomponents of the build process. Readers interested in going deeper are advised to look up more detailed reference works such as chapters 41 and 42 of [10]. 2.1 Basic term definitions compile time All operations that are done before the final executable or library is generated are said to happen during compile time.