I wrote some C# code interface with a Logitech webcam using Expression.Encoder. The code was pretty easy to set it and works beautifully on my machine and my tester's machine. Unfortunately out in the field the preview screen for the camera shows a black screen. I've confirmed the camera displays a feed in both Logitech's app and also MS's Expression application. Windows Media Player and DirectX 11 are installed. The problem seems to be in the preview window creation that someone is not working.
// create the camera feed with just a video
currentJob = new LiveJob();
currentDeviceSource = currentJob.AddDeviceSource(currentVideoDevice, null);
System.Drawing.Size size = new System.Drawing.Size(250, 275);
currentDeviceSource.PickBestVideoFormat(size, (long)15);
SourceProperties sp = currentDeviceSource.SourcePropertiesSnapshot();
pnlCameraPreview.Size = new System.Drawing.Size(sp.Size.Width, sp.Size.Height);
currentJob.OutputFormat.VideoProfile.Size = new System.Drawing.Size(sp.Size.Width, sp.Size.Height);
// attach to the preview panel
currentDeviceSource.PreviewWindow = new PreviewWindow(new HandleRef(pnlCameraPreview, hwndPreviewPanel));
currentJob.ActivateSource(currentDeviceSource);
The Panel in question (pnlCameraPreview) is a windows forms panel hosting inside of wpf. Any thoughts on why this isn't working would be appreciated!
We use the approach in production. It works all the time but the problem in question can be reproduced on a fresh box when no native video card drivers are installed. Perhaps the root of the problem is with painting video over the panel. BTW while the problem with the code similar to the posted one is observed Skype and Encoder's preview displays webcam pics all right.
Preview panel starts show pics and the code starts to work properly after all the adapters's drivers are installed.
Related
I have recently started using version 3.18 for a game which was earlier developed in version 3.9. Also, I am using Phaser.SCALE.FIT in config.
But on clicking or touching(in case of mobile) on some button images on the canvas nothing happens. I am using gameObject.setInteractive() and then gameObject.on(‘pointerdown’, function(){}) but the pointer down is not detected.
But if the size of the browser window changes somehow in between the game then the click is detected and everything else works fine.
How can I fix this issue any suggestion will be great help.
I don’t know the exact problem but when I used scene.scale.setGameSize(width, height) (https://rexrainbow.github.io/phaser3-rex-notes/docs/site/scalemanager/#events) in the create() the game starts working properly.
I've created a very simple animation in Adobe Edge Animate that animates a box moving from the bottom right to the top left.
I've imported this file (html + all other files) into my Xcode (v4.5.2) project but get a blank white screen in the simulator. I know my project is fine because if I copy a static html page into the project it renders correctly.
Any ideas?
since the difference between your project and the test page is that your project links to javascript files while the test page did not, maybe you should run a test with a page that calls a simple javascript library.
There are a few threads on adobe forum about some problems with projects opened on ios 6 devices. Maby this also concerns your project.
http://forums.adobe.com/message/4767681
Try to call this method and add some js code to your webview's document:
[webView stringByEvaluatingJavaScriptFromString:#"window.requestAnimationFrame = window.setTimeout;"];
I am trying to develop a wireless phone projector, wherein I will be showing phone screen on projector using a projector connected PC.
I am bit confused on how to capture screenshot of any running application in j2me.
Can you help?
Just want to capture screenshot in j2me
I'm not really sure of what you wanted to do but if you are thinking of a way for your app to get a screenshot of its screen then what I can say is that you can and cannot do it. Why you cannot do it? Say your using a canvas in creating your screen. I think there isn't a way of converting the Canvas to an Image. The Canvas is limited to just drawing itself on the phone screen. But, like what I have said earlier, you can also create a screenshot of your app screen. What you need to have is an Image object over your Canvas. Why Image? It is because the Image object can be converted to an image file. And the image file will be your screenshot. But, of course, there should be something that dynamically creates the image source for the image object on the canvas.
Image myScreen = Image.createImage(createScreen());
A method that creates the screen:
InputStream createScreen(){
//dynamically creates the source of the screen
}
You can have a screenshot using myScreen. The drawback here is that rendering is quite slow. This is possible but I think this is kind of difficult to implement.
With this snippet code you can take a "screenshot" of the Canvases in your app:
public Image getScreenShot() {
Image screenshot = Image.createImage(getWidth(), getHeight());
Graphics g = screenshot.getGraphics();
paint(g);
return Image.createImage(screenshot);
}
Add getScreenShot() to any canvas that you want "screenshot" of it.Then you can get it's RGB and convert to byte[] and pass it on the network.
References:
developer.nokia
I have an HTML/JS app running in a webview in an iPad app. The app uses the HTML5 video tag. Videos work fine in iOS4.3 but today I've tested on iOS5 and the videos simply do not show up.
I have verified that it is not a layout related issue by setting background color and borders on the video element.
The same behaviour is evident irrespective of whether the app is run directly in mobile safari /from the home screen or within the webview.
The template for the video is simply:
<video controls src='{url}'></video> //where {url} is substituted at runtime.
The relevant video url plays correctly directly in the mobile Safari on iOS5.
I have tried to proxy the app comms and it seems that it does start loading the video but then stops, no video controls show and only the background color I have set shows thru.
Any ideas would be greatly appreciated. Thanks.
Have you tried create an empty webview, without additional parameters and scripts and make sure that you call it only once? I had the same issue when i call it twice without clearing previously created one - just audio was played.
Try to look at http://blog.millermedeiros.com/2011/03/html5-video-issues-on-the-ipad-and-how-to-solve-them/ and see if the fix works for you...
he he - should have read the fine print - did not notice you had answered yourself - remember to tick the thread off as answered
I've fixed this in code by changing the width and height by a pixel once the video element is created. Must invoke a repaint or something to that effect
I have images titled like so in my app:
image~iPhone.png
image#2x~iPhone.png
In interface builder I am loading image.png into my UIImageView. I also programatically load some images into a different view using imageWithContentsOfFile. The images all load fine when I run in the simulator but I get no images when I run on the device. If I use the full name of the image in interface builder it works but I want iOS to distinguish between high res and lower res. I have tried a lot of different things but can't figure this out. I see this error in the debugger as well:
Could not load the "image.png" image referenced from a nib in the bundle with identifier "com.mycompany.myproject"
Xcode 4
Deployment Target 4.1
Base SDK 4.3
Thanks for any help.
Ok...so after much experimenting I got it working.
I had two images named:
image#2x~iPhone.png
image~iPhone.png
and I was trying to load them using IB or imageWithContentsOfFile using
image.png
This worked fine in the simulator but not on my device. I just got a blank white screen where the image should be.
I finally renamed the high resolution image to:
image~iPhone#2x.png
Moving the '#2x' modifier after the device modifier(~iPhone) when referencing my images allowed it to work the way I understood that it should from reading Apple's docs. I was under the impression that you didn't need to include the device modifier when referencing images but I had to.
To sum up, I am now using
- image~iPhone.png
to reference my images in IB and programatically for some images. I now get iOS recognizing that I am on a retina screen and loading the #2x images accordingly. So the #2x modifier had to go at the end and the ~iPhone modifier had to be included in the name of the '.png'.
That is what worked for me. Hope it helps someone else. Note that I am only building my app for iOS4.1 and above so there might be some issues with this if you are supporting previous version.
iOS does not automatically pick the right image for the device like that. You are going to have to write code to check which device it is, and set the image by full name.
e.g. if ([[UIScreen mainScreen] scale] == 2) // set hi res image
Or, you can just use the same image in both, and set the content mode to scale to fill. It will look the same.
EDIT: Try writing either ~iphone (lowercase), or just don't write ~iPhone at all on the file name. If your app is not universal, then writing the ~iphone suffix is completely pointless.
iOS file system is case sensitive and device modifiers should be lowercase, it should be
image~iphone.png
image#2x~iphone.png
The #2x comes before the device modifier.
See the resource programming guide