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  • Blackbery Axis IP camera Suggestions

    - by user440541
    hello Everyone well i am making an application of IP camera for Blackberry all models. i have gathered all the information regarding coding. now i just wanted a bit of ur help. please guide me through some of the APIs for java through which i could implement live Ip camera video streaming in blackberry. and also some of the references through which i could get help . m new in here pleae guide me thru this everyone. i will be v thankful to u . regards. Thanks a bunch in advance.....

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  • Creating a new object destroys an older object with different name in C++

    - by Mikael
    First question here! So, I am having some problems with pointers in Visual C++ 2008. I'm writing a program which will control six cameras and do some processing on them so to clean things up I have created a Camera Manager class. This class handles all operations which will be carried out on all the cameras. Below this is a Camera class which interacts with each individual camera driver and does some basic image processing. Now, the idea is that when the manager is initialised it creates two cameras and adds them to a vector so that I can access them later. The catch here is that when I create the second camera (camera2) the first camera's destructor is called for some reason, which then disconnects the camera. Normally I'd assume that the problem is somewhere in the Camera class, but in this case everything works perfectly as long as I don't create the camera2 object. What's gone wrong? CameraManager.h: #include "stdafx.h" #include <vector> #include "Camera.h" class CameraManager{ std::vector<Camera> cameras; public: CameraManager(); ~CameraManager(); void CaptureAll(); void ShowAll(); }; CameraManager.cpp: #include "stdafx.h" #include "CameraManager.h" CameraManager::CameraManager() { printf("Camera Manager: Initializing\n"); [...] Camera *camera1 = new Camera(NodeInfo,1, -44,0,0); cameras.push_back(*camera1); // Adding the following two lines causes camera1's destructor to be called. Why? Camera *camera2 = new Camera(NodeInfo,0, 44,0,0); cameras.push_back(*camera2); printf("Camera Manager: Ready\n"); }

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  • Access the camera of a Smartphone using libGDX

    - by PH-zero
    I searched the web, browsed through the libGDX wiki, but without success. My Question: Is there a way, to access the camera of smartphones, let the user take a photo, and then store the image in a Texture-instance? I could imagin something like this: @Override public void onCamTrigger(){ ApplicationType appType = Gdx.app.getType(); switch (appType) { case Android: case iOS: Texture someTexture = new Texture(Gdx.input.getCamera().getImage()); //do something with the Texture instance... someTexture.dispose(); break; default: break; } } Of course this is pure fiction! I know that there's a lot more to this like opening the camera, displaying it, then take a photo etc. . But is there a convenience method like this? If so, how does it work? On Android, i think i could implement it without using any convenience methods offered by libGDX, but i have no idea on how this works on iOS =/

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  • Calculating up-vector to avoid gimbal lock using euler angles

    - by jessejuicer
    I wish to orbit a camera around a sphere, yet the problem is that when the camera rotates so that it is at the north pole (and pointing down) or the south pole (and pointing up) of the sphere the camera doesn't handle itself very well. It spins rapidly until arriving 180 degrees in the opposite direction. I believe this is known as gimbal lock. I understand you can avoid this problem using quaternions. But I also read in another forum that it's possible to avoid this easily using euler angles as well. Which I would prefer to do. It was said that all you need to do is "calculate a proper up-vector every frame, and that avoids the problem entirely." Well, I tried aligning the up-vector with the vertical axis of the camera whenever the camera changed orientation, but this didn't seem to work. Meaning that the up-vector followed exactly the orientation of the camera's y-axis (or it's up vector), instead of using a constant up-vector aligned to the up-vector of the world (0, 1, 0). How exactly do I go about calculating a proper up-vector as my camera orientation changes to avoid the gimbal lock problem mentioned above?

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  • Shadows shimmer when camera moves

    - by Chad Layton
    I've implemented shadow maps in my simple block engine as an exercise. I'm using one directional light and using the view volume to create the shadow matrices. I'm experiencing some problems with the shadows shimmering when the camera moves and I'd like to know if it's an issue with my implementation or just an issue with basic/naive shadow mapping itself. Here's a video: http://www.youtube.com/watch?v=vyprATt5BBg&feature=youtu.be Here's the code I use to create the shadow matrices. The commented out code is my original attempt to perfectly fit the view frustum. You can also see my attempt to try clamping movement to texels in the shadow map which didn't seem to make any difference. Then I tried using a bounding sphere instead, also to no apparent effect. public void CreateViewProjectionTransformsToFit(Camera camera, out Matrix viewTransform, out Matrix projectionTransform, out Vector3 position) { BoundingSphere cameraViewFrustumBoundingSphere = BoundingSphere.CreateFromFrustum(camera.ViewFrustum); float lightNearPlaneDistance = 1.0f; Vector3 lookAt = cameraViewFrustumBoundingSphere.Center; float distanceFromLookAt = cameraViewFrustumBoundingSphere.Radius + lightNearPlaneDistance; Vector3 directionFromLookAt = -Direction * distanceFromLookAt; position = lookAt + directionFromLookAt; viewTransform = Matrix.CreateLookAt(position, lookAt, Vector3.Up); float lightFarPlaneDistance = distanceFromLookAt + cameraViewFrustumBoundingSphere.Radius; float diameter = cameraViewFrustumBoundingSphere.Radius * 2.0f; Matrix.CreateOrthographic(diameter, diameter, lightNearPlaneDistance, lightFarPlaneDistance, out projectionTransform); //Vector3 cameraViewFrustumCentroid = camera.ViewFrustum.GetCentroid(); //position = cameraViewFrustumCentroid - (Direction * (camera.FarPlaneDistance - camera.NearPlaneDistance)); //viewTransform = Matrix.CreateLookAt(position, cameraViewFrustumCentroid, Up); //Vector3[] cameraViewFrustumCornersWS = camera.ViewFrustum.GetCorners(); //Vector3[] cameraViewFrustumCornersLS = new Vector3[8]; //Vector3.Transform(cameraViewFrustumCornersWS, ref viewTransform, cameraViewFrustumCornersLS); //Vector3 min = cameraViewFrustumCornersLS[0]; //Vector3 max = cameraViewFrustumCornersLS[0]; //for (int i = 1; i < 8; i++) //{ // min = Vector3.Min(min, cameraViewFrustumCornersLS[i]); // max = Vector3.Max(max, cameraViewFrustumCornersLS[i]); //} //// Clamp to nearest texel //float texelSize = 1.0f / Renderer.ShadowMapSize; //min.X -= min.X % texelSize; //min.Y -= min.Y % texelSize; //min.Z -= min.Z % texelSize; //max.X -= max.X % texelSize; //max.Y -= max.Y % texelSize; //max.Z -= max.Z % texelSize; //// We just use an orthographic projection matrix. The sun is so far away that it's rays are essentially parallel. //Matrix.CreateOrthographicOffCenter(min.X, max.X, min.Y, max.Y, -max.Z, -min.Z, out projectionTransform); } And here's the relevant part of the shader: if (CastShadows) { float4 positionLightCS = mul(float4(position, 1.0f), LightViewProj); float2 texCoord = clipSpaceToScreen(positionLightCS) + 0.5f / ShadowMapSize; float shadowMapDepth = tex2D(ShadowMapSampler, texCoord).r; float distanceToLight = length(LightPosition - position); float bias = 0.2f; if (shadowMapDepth < (distanceToLight - bias)) { return float4(0.0f, 0.0f, 0.0f, 0.0f); } } The shimmer is slightly better if I drastically reduce the view volume but I think that's mostly just because the texels become smaller and it's harder to notice them flickering back and forth. I'd appreciate any insight, I'd very much like to understand what's going on before I try other techniques.

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  • Newbie worried about CASE tool.

    - by Jason Evans
    Hi there. I'm looking for some guidance on CASE tools and whether my concerns are valid. Recently I was in a meeting between my employer and an external software company which have a CASE tool currently in beta. They demonstrated this tool to us, showing how you build a UML model in Enterprise Architect (or something like it) and then, through their tool, that UML model is transformed into a Visual Studio project, with C# files, stored procedures for SQL Server, code for the data layer, WCF stuff, logging code and allsorts. Now, admittedly, I don't see the point in this, as in I'm not convinced it will save that much time (plus it feels like overkill). The tool authors said that a trial of the tool at another company had saved a team there 5 weeks of development time (from 6 weeks down to about 1 week) using this tool. I find the accuracy of that estimate hard to believe. My main concern is whether using this tool is going slow down my productivity. For example - Say I have a UML model which I built a VS solution from. Now, I want to rename a class method to something else; will this mean having to update the UML model first and then rebuilding the code? Is this how case tools normally work? Something I will need to check with the authors is the structure of the generated VS solution. I like the Domain Driven Design way of project structure - Infrstructure, Services, Model, etc. I doubt very much this tool will do that. Also, I've been playing around with Entity Framework Code First and think it's a great way to build the data model. I have nice repositories, unit of work classes and other design patterns that work well with EF. I have data anootations and stuff like that working great. By not having EF (the CASE tool uses it's own data layer code) I'm concerned that this tool's data layer code might not be a nice to integrate in the UoW pattern, repositories, etc. This I will need to verify when I get a closer look at the generated code. What are other people's experiences with CASE tools? Am I being paranoid about nothing? Am I being unfair - are my negativities unfounded? EDIT: I like to use TDD/BDD for building my code, and using a CASE tool looks like it will make this difficult. Again, any feedback on this would be great. Cheers. Jas.

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  • Using android.view.SurfaceView with a camera on part of the screen

    - by oneself
    Hi, I trying to put together an Android app that will take a picture and process it in some way. I'd like the layout to be similar to Google Goggles. Meaning, camera preview on the top, and some controls on the bottom using portrait orientation. I've built a first version using code sample from here. This works, but I want to add a button on the bottom. I've modified my main.xml to look as follows: <?xml version="1.0" encoding="utf-8"?> <TableLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="150dp" android:stretchColumns="1"> <TableRow> <android.view.SurfaceView xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/preview" android:layout_width="fill_parent" android:layout_height="fill_parent" /> </TableRow> <Button android:id="@+id/snap" android:layout_width="wrap_content" android:layout_height="wrap_content" android:text="Snap" /> <TableRow> </TableRow> </TableLayout> But when I run this code I get an exception: java.lang.RuntimeException: startPreview failed. When I replace the SurfaceView above with something else, e.g. a TextView, that it displays, but in landscape. How can I get a camera preview on part of the screen using portrait view? Thanks

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  • UIImagePickerController does nothing when using camera after I hit "Use" button

    - by wgpubs
    Code below. When I hit the "Use" button after taking a picture ... the application becomes totally unresponsive. Any ideas what I'm doing wrong? The "addPlayer:" method is called when a button is pressed on the UIViewController's view. Thanks - (IBAction) addPlayers: (id)sender{ // Show ImagePicker UIImagePickerController *imagePicker = [[UIImagePickerController alloc] init]; imagePicker.delegate = self; // If camera is available use it and display custom overlay view so that user can add as many pics // as they want without having to go back to parent view if([UIImagePickerController isSourceTypeAvailable: UIImagePickerControllerSourceTypeCamera]) { imagePicker.sourceType = UIImagePickerControllerSourceTypeCamera; } else { imagePicker.sourceType = UIImagePickerControllerSourceTypePhotoLibrary; } [self presentModalViewController:imagePicker animated:YES]; [imagePicker release]; } - (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info { // Grab original image UIImage *photo = [info objectForKey:UIImagePickerControllerOriginalImage]; // Resize photo first to reduce memory consumption [self.photos addObject:[photo scaleToSize:CGSizeMake(200.0f, 300.0f)]]; // Enable *PLAY* button if photos > 1 if([self.photos count] > 1) btnStartGame.enabled = YES; // Update player count label lblPlayerCount.text = [NSString stringWithFormat:@"%d", [self.photos count]]; // Dismiss picker if not using camera picker dismissModalViewControllerAnimated:YES]; }

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  • Android Camera without Preview

    - by eyurdakul
    I am writing an android 1.5 application which starts just after boot-up. This is a service and should take a picture without preview. This app will log the light density in some areas whatever. I was able to take a picture but the picture was black. After googling like crazy, i came across a bug thread about it. If you don't generate a preview, the image will be black since android camera needs preview to setup exposure and focus. I've created a surfaceview and listener but the onSurfaceCreated event never gets fired. I guess the reason is, the surface is not being created visually. I've also seen some examples of calling the camera statically with MediaStore.CAPTURE_OR_SOMETHING which takes a picture and saves in the desired folder with two lines of code but it doesn't take a picture too. Do i need to use ipc and bindservice to call this function or do you have any suggestion to achieve my goal (taking a picture without preview) and if so, would you give me a small piece of code as example?

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  • Cross-Platform Camera API

    - by Karim
    Hi, I'm now building a video transforming filter that have to transform video frames in real-time. One of the key requirements of the filter is to have high performance to minimize the number of dropped frames during the transform. Another requirement that is of lower priority but also nice to have is to make it cross-platform (both PC's and Mobile devices). The application is built in C++. Now my question is: is there any API that is more portable and has a similar or better performance characteristics than DirectShow? as DirectShow's portability is only limited to Windows-based devices (PCs and Windows Mobile&CE platforms). Also I've notices that for example using HTC's custom camera API has far better performance than what DirectShow offers. If you want to check this, try to build a filter in DirectShow that will multiply each color by 2 and render that in real-time from camera on the screen. Then do the same with HTC's API. There is almost 4-5x performance boost with vendor's specific API. So it'd be very nice if the library used the device-specific implementation of the driver, as performance is critical when doing this transforms on a mobile device (which is about ~500 MHz).

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  • Camera crashes in android 4.1(API level 16)

    - by Lincy
    My application has a camera functionality. It works fine in all Android version but now when i tested in S3 it crashes. The error points to this line: Parameters parameters = mCamera.getParameters(); Could someone provide a solution for this? The log is below: ?:??: W/?(?): java.lang.NullPointerException ?:??: W/?(?): at com.stpl.snapshun.camera.CameraActivity.surfaceChanged(CameraActivity.java:313) ?:??: W/?(?): at android.view.SurfaceView.updateWindow(SurfaceView.java:554) ?:??: W/?(?): at android.view.SurfaceView.access$000(SurfaceView.java:81) ?:??: W/?(?): at android.view.SurfaceView$3.onPreDraw(SurfaceView.java:169) ?:??: W/?(?): at android.view.ViewTreeObserver.dispatchOnPreDraw(ViewTreeObserver.java:671) ?:??: W/?(?): at android.view.ViewRootImpl.performTraversals(ViewRootImpl.java:1818) ?:??: W/?(?): at android.view.ViewRootImpl.doTraversal(ViewRootImpl.java:998) ?:??: W/?(?): at android.view.ViewRootImpl$TraversalRunnable.run(ViewRootImpl.java:4212) ?:??: W/?(?): at android.view.Choreographer$CallbackRecord.run(Choreographer.java:725) ?:??: W/?(?): at android.view.Choreographer.doCallbacks(Choreographer.java:555) ?:??: W/?(?): at android.view.Choreographer.doFrame(Choreographer.java:525) ?:??: W/?(?): at android.view.Choreographer$FrameDisplayEventReceiver.run(Choreographer.java:711) ?:??: W/?(?): at android.os.Handler.handleCallback(Handler.java:615) ?:??: W/?(?): at android.os.Handler.dispatchMessage(Handler.java:92) ?:??: W/?(?): at android.os.Looper.loop(Looper.java:137) ?:??: W/?(?): at android.app.ActivityThread.main(ActivityThread.java:4745) ?:??: W/?(?): at java.lang.reflect.Method.invokeNative(Native Method) ?:??: W/?(?): at java.lang.reflect.Method.invoke(Method.java:511) ?:??: W/?(?): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:786) ?:??: W/?(?): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:553) ?:??: W/?(?): at dalvik.system.NativeStart.main(Native Method) Thanks in advance

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  • IP camera's multicast/RTSP conflicting with 2.4GHz Wi-Fi?

    - by jayson
    Here at our business we have a Netgear R7000 running DD-WRT. I have been slowly adding IP cameras which I run using Blue Iris software. The last camera I bought (which is NOT a wireless camera), when I plug it into the network I start having really bad connection issues on the 2.4GHz Wi-Fi network. The 5GHz works fine, just the 2.4GHz all of the sudden has trouble connecting, as if it's conflicting. I've tried playing with the camera settings, different IP addresses, HTTP ports, etc, and discovered it to be a conflict with multicast. When multicast is checked, the Wi-Fi has issues but my video streams via Blue Iris. When unchecked, Wi-Fi works fine but the video won't stream through Blue Iris. The problem is there are no settings in the camera to change the RTSP port, which is set to 34567. Does anyone know something that could fix this issue? It all seems very strange to me but maybe someone has an idea?

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  • Libgdx ParallaxScrolling and TiledMaps

    - by kirchhoff
    I implemented ParallaxScrolling for my SideScroller project, everything is working but the tiled map (the most important part!). I've been trying out everything but it doesn't work (see the code below). I'm using ParallaxCamera from GdxTests, it's working perfectly for the background layers. I can't explain myself properly in english, so I recorded 2 videos: Before parallaxScrolling After parallaxScrolling As you can see, now the platforms appear in the middle of the Y-axis. I've got a Map class with 2 tiled maps, so I need two renderers too: private TiledMapRenderer renderer1; private TiledMapRenderer renderer2; public void update(GameCamera camera) { renderer1.setView(camera.calculateParallaxMatrix(1f, 0f), camera.position.x - camera.viewportWidth / 2, **camera.position.y - camera.viewportHeight/2**, camera.viewportWidth, camera.viewportHeight); renderer2.setView(camera.calculateParallaxMatrix(1f, 0f), camera.position.x - camera.viewportWidth / 2, **camera.position.y - camera.viewportHeight/2**, camera.viewportWidth, camera.viewportHeight); } In bold, the code I think I should change. I've tried changing parameters, even adding hardcoded values, etc, but one of two: 1. Nothing happens. 2. Platforms disappear. Here is some aditional code. The render method: world.update(delta); parallaxBackground.update(camera); clear(0.5f, 0.7f, 1.0f, 1); batch.setProjectionMatrix(camera.calculateParallaxMatrix(0, 0)); batch.disableBlending(); batch.begin(); batch.draw(background, -(int)background.getRegionWidth()/2, -(int)background.getRegionHeight()/2); batch.end(); batch.enableBlending(); parallaxBackground.draw(batch, camera); renderer.render(batch);

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  • Can I add a portrait layout on top of a landscape Camera SurfaceView?

    - by Uwe Krass
    My application should hold a camera preview surface. The camera is fixed to landscape view via AndroidMainfest.xml <application android:icon="@drawable/icon" android:label="Camera"> <uses-library android:name="com.google.android.maps" /> <uses-feature android:name="android.hardware.camera" /> <uses-feature android:name="android.hardware.camera.autofocus" /> <activity android:name=".CameraPreview" android:label="Camera" android:screenOrientation="landscape"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> If there is another way to get the camera preview itself to behave correctly, please let me know. Now I need to have an overlay that holds a bunch of buttons. Due to usability, the user interface should be set to portrait view (or even better orientation aware). Is there a way to have a transparent layout (for buttons and other GUI elements) in portrait orientation? I tried to write a special rotated layout by extending a RelativeLayout, but the onDraw method isn't called at anytime. public class RotatedOverlay extends RelativeLayout { private static final String TAG = "RotatedOverlay"; public RotatedOverlay(Context context, AttributeSet attrs ) { super(context, attrs); } @Override protected void onDraw(Canvas canvas) { canvas.rotate(90); super.onDraw(canvas); } I am quite new to the Android plattform programming. Of course I dont know much about the programming tricks and workarounds yet. I did a lot of research over the last two weeks (even studied the native Camera implementation), but couldnt find a good solution so far. Maybe it works with two seperate Activities, but I dont think, that this can the right solution.

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  • Access the camera with iPhone SDK

    - by Jason Francis
    It seems obvious that some people have been able to figure out how to access the iPhone camera through the SDK (Spore Origins, for example), but I haven't been able to find any helpful information. I don't want anyone to violate their NDA, but does anyone know of any existing (official) resources that show how this can be done? Thanks.

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  • Detect whether the loading image is taken from camera directly, when using smartphones

    - by Eitan
    I am using html, tag: <input type = "file" /> On android and on many cellulars I have the ability to get the file directly by taking a picture and save it. How can I know (by javascript code) how did I get the picture (direcly by the camera, or by some files that on my cellular)? I did some workarround, and found exif (http://www.nihilogic.dk/labs/exif/exif.js), but I didn't succeed using it, either I don't know whether exif is the right solution. Thanks :)

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  • Android Camera exit rotate

    - by John
    I am first time to write a camera app. At program, I am using setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE) and android:screenOrientation="landscape" in Manifest to set the landscape screen. My problem is when use System.exit() or Intent. The screen will change to portrait automatically. But in my program, it haven't set any screen orientation again. How can I prevent this problem? Thanks!!

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  • Pygame camera follow in a 2d tile game

    - by Pipyaddict
    import pygame, sys from pygame.locals import * pygame.init() size = width, height = 480,320 screen = pygame.display.set_mode(size) r = 0 bif = pygame.image.load("map5.png") pygame.display.set_caption("Pygame 2D RPG !") x,y=0,0 movex, movey=0,0 character="boy.png" player=pygame.image.load(character).convert_alpha() while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type==KEYDOWN: if event.key==K_a: movex=-1 elif event.key==K_d: movex=+1 elif event.key==K_w: movey=-1 elif event.key==K_s: movey=+1 if event.type==KEYUP: if event.key==K_a: movex=0 elif event.key==K_d: movex=0 elif event.key==K_w: movey=0 elif event.key==K_s: movey=0 x+=movex y+=movey screen.fill((r,0,0)) screen.blit(bif,(0,0)) screen.blit(player,(x,y)) pygame.display.flip() Everything works fine except I was wondering how on earth I was going to be able to move the camera where the player goes sorry that I can't show you the map file as you can't add images to it. But Thanks for your time The map is here: https://dl.dropboxusercontent.com/u/110087275/2d%20pygame/map5.png And finally the code is here: https://dl.dropboxusercontent.com/u/110087275/2d%20pygame/2d_pygame.py Thanks again for your time and effort!!!!!

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  • How do I use ffmpeg with live streaming from an IP camera

    - by Murali Hariharan
    My question is very basic because I am a newbie to all these technologies. I have an IP camera connected to my internal network. - "http://192.168.1.20/videostream.cgi?user=admin&pwd=" gives a live streaming view in Firefox or Internet Explorer. Now I want to record the live stream into a video. The parameters to be supplied are begin_time, end_time, format of video etc. How do I accomplish this? I appreciate any guidance. Thanks Murali

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