Note to others: the solution was to use a textureview (android 14+)
On Friday, 25 April 2014 17:57:11 UTC+1, Sam Duke wrote:
>
> Im trying to show a camera preview to the user of arbitrary size. What I'd
> like to do is pick an appropriate camera size based on the size of the
> preview, then eff
haven't come across this issue myself but using Sleep is not the way to
solve anything...
I'd suggest you go the other route - When taking a picture put up a timer
of the length it takes the slowest device to process the picture (let say,
3 seconds). If home is pressed in that time frame, do not
Actually, I found a post
http://code.google.com/p/zxing/issues/detail?id=343 that mentions that at
least some Sciphone devices support the RGB565 format. Unfortunately, I can
derive from this discussion that these devices cannot be trusted.
BR,
Alex
On Monday, May 28, 2012 9:19:30 AM UTC+3, Al
I have not seen single Android device to support rgb preview format. On the
other hand, what is the scenario that you cannot convert the yuv preview
frames to rgb?
Sincerely,
Alex
On Monday, May 21, 2012 2:41:48 AM UTC+3, Marco wrote:
>
> hello,
> i would need to process camera preview frames
Hi,
My application is working just small mistake leads to error ,
In manifest file I gave permission inside another permission like
below
I closed permission for SMS after WRITE_EXTERNAL_STORAGE
Thanks for your reply
On Feb 16, 12:09 am, Mike C wrote:
> Jayanthi,
>
> I'm not exactly sur
Jayanthi,
I'm not exactly sure why you would get that error, but check these two
things:
(1) Declare in AndroidManifest.xml that your app uses the
WRITE_EXTERNAL_STORAGE permission
(2) Check that your SD card is mounted on the device when you try to
write the file; for example, if your device is
I recommend using getExternalStorageDirectory()
http://developer.android.com/reference/android/os/Environment.html#getExternalStorageDirectory()
On Feb 15, 3:10 am, Jayanthi wrote:
> Hi,
> I am trying to save images in sd card which is taken from camera in
> emulator, the following is the cod
Make sure you aren't hard-coding /sdcard and using the api to get the right
path. I forget the call (someone will post it), or search in this forum for
camera and you'll find it. I've seen a few posts about using /sdcard
directly and not the right way to do it.
What I want to learn is how to store
Hi,
I gave all the above permission
On Feb 14, 12:38 pm, guru sagar wrote:
> hi,
>
> check permissons in android manifest file
>
> On Mon, Feb 14, 2011 at 12:59 PM, Jayanthi wrote:
> > Hi Dude,
> > I worked on camera preview for taking live image , Here I
> > get followi
No I haven't found any solution. Please add your observation to
http://code.google.com/p/android/issues/detail?id=13133 such that it
becomes apparent to Google that it is something in need of fixing and
not a unique developer problem.
Thanks!
On Jan 24, 10:38 am, abukustfan wrote:
> Hi,
>
> I al
Hi,
I also met the same problem.
Did you find the solutions??
Thanks
On Dec 8 2010, 6:14 pm, blindfold wrote:
> Am I really the only one with this problem? Even the "built-in" camera
> app gives me only a blank screen in the SDK 2.3 emulator, but after
> taking a snapshot I do get a picture of
On Fri, Dec 24, 2010 at 3:18 AM, Stephen Lebed wrote:
> I've looked at your code, thanks for the link. In my app I'm using
> the new addcallbackwithbuffer and setpreviewcallbackwithbuffer
> methods.
>
> I'm using them to capture preview frames and process them. I think
> there may be a bug becau
Hi Mark,
I've looked at your code, thanks for the link. In my app I'm using
the new addcallbackwithbuffer and setpreviewcallbackwithbuffer
methods.
I'm using them to capture preview frames and process them. I think
there may be a bug because the camera take picture routine is
stalling. I suspe
Am I really the only one with this problem? Even the "built-in" camera
app gives me only a blank screen in the SDK 2.3 emulator, but after
taking a snapshot I do get a picture of the familiar green Android in
the Gallery.
Thanks
On Dec 7, 12:27 pm, blindfold wrote:
> Just found that the CameraPr
Just found that the CameraPreview sample that comes bundled with SDK
2.3 compiles fine but also gives me a plain white "preview" screen in
the SDK 2.3 emulator on Windows 7 64-bit, so apparently it is not
(just) my app not playing by the new rules. Any ideas? Gingerbread
hardware acceleration actin
On Wed, Oct 20, 2010 at 11:27 PM, Stephen Lebed wrote:
> 1) The logcat says Runtime exception: Cannot instantiate activity
> ComponentInfo. I'm not sure what that is supposed to mean. Maybe you could
> shed some insight on this.
>
Is there any more to the log cat? Post the 5 - 10 lines above a
Hi TreKing,
Two things
1) The logcat says Runtime exception: Cannot instantiate activity
ComponentInfo. I'm not sure what that is supposed to mean. Maybe you
could shed some insight on this.
2) How does someone change the discussion subject? I can't believe
someone get comes in and hijacks my
can you explain..whcih device are you using to test this ?
are you working on your own platform..
On Thu, Sep 16, 2010 at 9:10 PM, uday wrote:
> In Android i think they have already implemented this.. because with
> out implementing this in android HAL how they will provide this API??
>
> Is t
In Android i think they have already implemented this.. because with
out implementing this in android HAL how they will provide this API??
Is there any chance that this type of implementation is device
specific??
On Sep 7, 10:32 am, nagaraj attimani
wrote:
> Please check is SetZoom implemented i
Nope, but I did hit that thread while searching. I have started a
similar thread in the Moto Support forums as well though.
I'm developing and need the camera preview to work on this phone. I
figured since it was impacting mainstream apps, some non-developer
solutions might exist. No responses in
Unless it is you under another alias, there is a similar report at
http://www.satelliteguys.us/dishpointer-com-official-support-forum/223914-screen-darkens-motorola-i1.html
Regards
On Sep 8, 9:47 pm, Mike Reed wrote:
> Anyone have any experience with this?
>
> The barcode app, Yelp, and the Goog
@Dan: version is
[ro.build.fingerprint]: [Samsung/GT-I9000/GT-I9000/GT-I9000:2.1-
update1/ECLAIR/I9000XXJF3:user/release-keys]
@blindfold: yes, after commenting out the parameter p.set(ROTATION,
90) it looks ok now, thanks. I just need to rotate the image
afterwards manually then, since it's in w
I have no experience with Samsung, but did you try uncommenting all of
p.set(ORIENTATION, PORTRAIT); p.set(ROTATION, 90);
p.setPreviewSize(s.width,s.height); to see what happens?
> Anybody experiencing such issue on the Samsung Galaxy S as well?
--
You received this message because you are subsc
I *think* this is caused by the Droid/Milestone not liking the default
previewFrameRate that Android sets. Try setting that to one of the values
specified by getSupportedPreviewFrameRates().
--
Tom Gibara
email: m...@tomgibara.com
web: http://www.tomgibara.com
blog: http://blog.tomgibara.com
twit
I have the exact same issue - did you ever solve it?
Peter
On May 25, 1:39 am, mscwd01 wrote:
> Surely I cant be the only one to encounter problems with this?
>
> On May 24, 6:19 pm, mscwd01 wrote:
>
>
>
>
>
> > Hey,
>
> > This is my code I use to display a preview from thecameraon a
> > Surfa
Surely I cant be the only one to encounter problems with this?
On May 24, 6:19 pm, mscwd01 wrote:
> Hey,
>
> This is my code I use to display a preview from the camera on a
> SurfaceView:
>
> public void surfaceChanged(SurfaceHolder holder, int format, int w,
> int h) {
>
> Camera.Paramet
If you don't know much about thread syncing, take a look at the
java.util.concurrent package, especially the ExecutorService and the
Future instances it can create.
The ExecutorService allows you to create one (or more) thread and
submit tasks for it. These threads will keep running until you shut
Sorry if this arrives out of order (ie. my response is responded to
before this is posted). I'm a new user, so my posts are still being
moderated before being posted. But anywho, I've updated my code to be
more Thread friendly.
http://paste.weezy.us/p/565
the Thread specific is towards the bottom
Hmm... so I need a way to keep the thread running, and update its data
load from onPreview. Is there anything specific to watch out for, or
do I just need to be more well versed in threads? (ie. Should I be
looking at Thread.setDaemon() in particular?)
As for the SurfaceView issue, how else could
You're right, rollback... i didn't even notice that.
Although the threads are a one-shot processing and end immediately
after that, the system may start to choke on the sheer multitude of
them, especially if the decoding is a bit slow.
Greg, create only one thread and pause and resume the thread
That's right, and also you are spawning new threads in every preview
frame. And last but not least, i don't think having two surfaceview
stacked is a good solution, at least is not intended for using it that
way.
On Dec 7, 2:10 pm, Streets Of Boston wrote:
> How fast is 'decodeYUV' method? You ca
How fast is 'decodeYUV' method? You call this method while your canvas
is locked.
If 'decodeYUV' is slow, it not only makes your background thread
sluggish, but your main GUI-thread as well, because the canvas is
locked for too long.
Also, you don't synchronize on '_data'... Your implementation of
Thank you Bill for your response! This has been confounding me for a
while and I've had no idea how to remedy it. Is it possible for you
to please include a code sample or a link to a code sample?
On Aug 28, 8:45 am, Bill wrote:
> There seems to be a bug in the EXTRA_OPTIONS if you're using th
There seems to be a bug in the EXTRA_OPTIONS if you're using the
default camera activity. That is why you are not getting full sized
pictures.
If you want to embed the preview you can use the Camera object
directly.
On Aug 28, 1:02 am, Pavel wrote:
> Hey tinyang,
>
> Could you please share the
Hi Pavel, and thanks for the reply. I'm happy to share the snippet of
code I have for picture taking, but I have not tried it out yet
because in order to see and use the picture-taking button in my
activity view, I need to get the camera preview in the correct place
first.
I still really need so
Hey tinyang,
Could you please share the code you use for picture taking? I am
working on the same thing and having weird issues with it - it does
not take full sized pictures for unknown reason...
And yeah, sorry, no answer to your question from my side at the moment.
Pavlo
On Thu, Aug 27, 2
I solved this, thanks in part to
http://groups.google.com/group/android-beginners/browse_thread/thread/489e56ea2a1d42a9/994eb23731f60650?lnk=gst&q=OpenGL+View+on+top+of+Camera#994eb23731f60650
Follow the instructions on that thread. Here's the general strategy:
1. In your main activity, set as
I noticed this too, and it's pretty much stalled the development of my
app. The flakiness of the Camera API is disquieting. I mean, how are
we to know that whatever workaround we put into our apps for the G1/G2
will work for future phones?
--~--~-~--~~~---~--~~
You
Forcing the activity to run in landscape is not what I want. I want
the camera to run on portrait mode and landscape mode depending upon
orientation sensor. Is it the only way left out?
On Jun 8, 9:19 pm, Mark Murphy wrote:
> Bishwanath Singh wrote:
> > I am really bugged up with this issue. Ple
Bishwanath Singh wrote:
> I am really bugged up with this issue. Please help.When camera is
> launched in portrait mode, the viewfinder screen is 90 degrees rotated
> and stretched out. I read couple of places that this is a known bug with
> sdk1 but i am still finding this problem with cupcake.
I dunno if there is a way to rectify that in the android framework. If
possible we can change the code in the framework to suit our requirements.
My belief is there should be one. We might have to hack somewhere.
On Mon, May 25, 2009 at 6:11 PM, Bo wrote:
>
> It seems that, according to the log,
More research showed that the last image supplied through preview when
capture is occurring is a reduced-size version of the still image.
This has a different field of view from the preview image, but it is
possible to compensate by adjusting the position of the viewfinder at
that point. I underst
I don't know of anyone who has tested a video or camera preview
surface on a ScrollView. I suspect that it won't work on a G1. There
is a known issue using either of these on a TabView.
I derived my own CameraView widget from SurfaceView and placed it in
an XML layout. Works just fine.
On Mar 10
Any suggestions?
I have made my camera surface preview an activity. While it is set
inside a tab (portrait) it does not matter if i set the surfacepreview
activity in the manifest as portrait or landscape, it is always set to
landscape.
I can't have my application turn all the tabs into landscap
Ok,
Cool, i tried that, and it appeared to work fine.. Now my issue is
that I need to move my camera preview to it's own activity b/c I am
displaying it on a tab :/
Chris.
n Dec 21, 12:17 am, blindfold wrote:
> It is a known G1 bug. See
> alsohttp://groups.google.com/group/android-developers/
Thank you very much for the info. I will read up on that. I thought I
had seen something as a G1 bug.
I guess zxing forced landscape mode? I guess that would explain their
text rotated vs the surface..
Thanks again!
Chris.
On Dec 21, 12:17 am, blindfold wrote:
> It is a known G1 bug. See
> al
Actually I am baffled to find that when I tried the built-in camera
app again this morning, it's preview had the *correct* orientation, no
matter whether the keyboard was slid out or not and indiscriminate of
in what physical orientation I started the camera app. I'm absolutely
certain that I have
It is a known G1 bug. See also
http://groups.google.com/group/android-developers/browse_thread/thread/601862b9f379e944/
A workaround is to design your app for landscape mode and force it to
always run in that mode, for instance by using
android:screenOrientation="landscape" in the manifest. It is
> The problem possibly caused by using GLSurfaceView (from the API
> Demos) as a preview surface. Is it possible to avoid that?
Don't know, I use a SurfaceView but no OpenGL, so maybe the hardware
acceleration and buffers on the G1 make the difference when using
OpenGL. I have no experience with
Thank you very much! Now it works! in the emulator BUT on my G1 it
shows only black screen.
The problem possibly caused by using GLSurfaceView (from the API
Demos) as a preview surface. Is it possible to avoid that?
On Dec 19, 10:54 pm, blindfold wrote:
> > Is it possible to capture camera snaps
> Is it possible to capture camera snapshots to bitmaps WITHOUT creating
> a visible surface view? All samples I saw over internet uses camera
> preview directly to a surface view and the surface view underneath
> must be visible.
Just do not use setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS) a
I don't think this is possible. Doesn't seem like Android supports
'headless' graphics implementations.
Mark
On Dec 19, 7:35 am, Boshik wrote:
> Hi Guys,
>
> Is it possible to capture camera snapshots to bitmaps WITHOUT creating
> a visible surface view? All samples
Related to issue 894?
On Nov 19, 6:49 pm, Jon Webb <[EMAIL PROTECTED]> wrote:
> That fixed the problem. I ran the initialization in a separate
> Activity, and start the camera preview in an Activity which is started
> after the initialization was done.
> I wrote a test app to verify the problem,
That fixed the problem. I ran the initialization in a separate
Activity, and start the camera preview in an Activity which is started
after the initialization was done.
I wrote a test app to verify the problem, BTW. If I start the camera
preview after a delay of 50 ms or more it fails with a black
If you make the Camera its own Activity and set it to call after the
progress window terminates, then you shouldn't have a problem. If
you're trying to do it all in one Activity, you might have an issue.
The Camera API is very loose when it comes to timing constraints as it
appears (without havi
On Nov 7, 6:06 pm, blindfold <[EMAIL PROTECTED]> wrote:
> Did you try using parameters.set("rotation", 90) for the G1?
>
I tried that, but it had no effect for any angle I tried.
--~--~-~--~~~---~--~~
You received this message because you are subscribed to the Go
Can you give examples of specific log messages that you got that
related to parameters that you could not glean from the G1 source
code?
Thus far I could access the more "exotic" parameters via
parameters.set(String key, int value) and parameters.set(String key,
String value).
On Nov 7, 10:14 pm,
Did you try using parameters.set("rotation", 90) for the G1?
On Nov 6, 1:00 am, "Kipling Inscore" <[EMAIL PROTECTED]> wrote:
> As can be discovered by using the built in camera (no need to look at
> the source code), it always useslandscapemode, even when the
> keyboard is closed and the home scr
Update: it seems that about ten hours ago action was taken to publish/
patch the T-Mobile G1 (dream) specific camera code. See
http://review.source.android.com/1776/patch/1/za6d1c35c38b78a114315a8b9da9364a39de6adba
for libcamera/QualcommCameraHardware.cpp, libcamera/
QualcommCameraHardware.h, etc.
Thank you all for this umptieth discovery of a G1 camera showstopper!
Good to see that it has been reported as issue 1193
http://code.google.com/p/android/issues/detail?id=1193
I'm afraid you will not find much in the published Android source
since the G1-specific camera code is not included the
On Nov 5, 10:30 pm, apkdev <[EMAIL PROTECTED]> wrote:
As a
> last resort, I'm going to download the android source and peek in to
> the built-in Camera app's source (assuming it's in there).
>
Thanks for the confirmation, anyway. And good luck in the source code.
I'd be very interested to hear
As can be discovered by using the built in camera (no need to look at
the source code), it always uses landscape mode, even when the
keyboard is closed and the home screen and most other apps are in
portrait mode.
I've tried using CameraPreview in portrait, found the same issue as
jarkman and apkd
Same problem here.
I've had NO luck getting the Camera to work in Portrait mode. As a
last resort, I'm going to download the android source and peek in to
the built-in Camera app's source (assuming it's in there).
Cheers
On Nov 4, 2:29 am, jarkman <[EMAIL PROTECTED]> wrote:
> I'm using camera
I'm interested as well how that could work. I'm also looking for a way
to use the Preview app inside my application but don't know how to use
it inside my XML file.
On 6 Jul., 18:22, Bobalot <[EMAIL PROTECTED]> wrote:
> hi, im trying to make a simple camera app, by extending the
> CameraPreview c
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