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  • Take Camera Phone Macro Photos with a Cheap Laser Pointer Lens

    - by Jason Fitzpatrick
    Inside those cheap laser pointers you see in the grocery store checkout line there’s a handy little plastic lens that, when slapped on your phone’s camera, makes it easy to take macro photographs. In this tutorial, they take the lens from a laser point and secure it using tape and a bobby pin. An alternative method to achieve the same end (and with a higher quality lens) is to dismantle a CD/DVD drive to source the lens and use painter’s tape to hold the lens in place–this is the technique I used several years ago, check out the tutorial video here. Laser Pointer Macro Lens [via Apartment Therapy] How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using? HTG Explains: What The Windows Event Viewer Is and How You Can Use It

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  • rotate opengl mesh relative to camera

    - by shuall
    I have a cube in opengl. It's position is determined by multiplying it's specific model matrix, the view matrix, and the projection matrix and then passing that to the shader as per this tutorial (http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/). I want to rotate it relative to the camera. The only way I can think of getting the correct axis is by multiplying the inverse of the model matrix (because that's where all the previous rotations and tranforms are stored) times the view matrix times the axis of rotation (x or y). I feel like there's got to be a better way to do this like use something other than model, view and projection matrices, or maybe I'm doing something wrong. That's what all the tutorials I've seen use. PS I'm also trying to keep with opengl 4 core stuff. edit: If quaternions would fix my problems, could someone point me to a good tutorial/example for switching from 4x4 matrices to quaternions. I'm a little daunted by the task.

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  • Provide A Scrolling "Camera" View Over A 2D Game Map

    - by BitCrash
    I'm in the process of attempting to create a 2D MMO type game with Kryonet and some basic sprites, mostly for my own learning. I have the back end set up great (By my standards) and I'm moving on to actually getting some things drawn onto the map. I cannot for the life of me figure out a solid way to have a "Camera" follow a player around a large area. The view pane for the game is 640 x 480 pixels, and each tile is 32x32 pixels (Thats 20 tiles wide and 15 high for the viewpane) I have tried a couple things to do this, but they did not seem to work out so well. I had a JScrollPane with 9 "Viewpane"-sized canvases in it, and tried to have the JScrollPane move in accordance with the player. The issue came when I reached the end of the JScrollPane. I tried to "Flip" canvases, sending the canvas currrently drawing the player to the middle of the 9 and load the corresponding maps onto the other ones. It was slow and worked poorly. I'm looking for any advice or previous experience with this; any ideas? Thank you! Edit and Clarification: I did not mean to mention Kryonet, I was merely providing peripheral information in case there was something that would help which I could not foresee. Instead of having an array of 9 canvases, why not just have one large canvas loading a large map every once in a while? I'm willing to have "load times" where as with the canvas array I would have none (in theory) to give the user a smooth experience. I could just change the size and location of the map with a modified setBounds() call on the canvas in a layered pane (layered because I have hidden swing items, like inventories and stuff) I'll try it out and post here how it goes for people asking the same question.

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  • Refresh displayed Camera Roll contents

    - by zoul
    Hello! I use the UIImagePickerController class to display the Camera Roll contents. I have a second thread that saves an image to the Camera Roll. When the images has finished saving, it does not appear in the Camera Roll that’s open. Is there a way to force the Camera Roll to refresh? (Other than dismissing and displaying it again.)

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  • Fiber-Optic Cable Trick Brings Remote Triggering to Older Flashes

    - by Jason Fitzpatrick
    Many older flashes lack for a jack to input a sync cable and rely exclusively on a simple slave mode triggered by the primary flash. This hack uses a piece of scrap fiber optic cable to trigger the flash in bright conditions. Using a flash as an optical slave indoors isn’t much of a problem, but if you introduce bright light (such as outdoor lighting conditions), the ambient light can overpower the small on-camera flash and render the optical slave function useless. To overcome this, Marcell over at Fiber Strobe (a blog dedicated to cataloging experiments in incorporating fiber optics into photography) came up with a simple work around. By using some foam crafting materials and tape, he whipped up a simple mount for a strand of scrap fiber optic cable to connect between the on-camera flash and the sensor on the slave flash. Once attached it works exactly like as sync cable would, except it’s transmitting a pulse of light instead of a pulse of electricity. Hit up the link below for more pictures and a build guide. DIY Fiber Sync Cord [via DIY Photography] HTG Explains: What Is Windows RT and What Does It Mean To Me? HTG Explains: How Windows 8′s Secure Boot Feature Works & What It Means for Linux Hack Your Kindle for Easy Font Customization

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  • Rotate a vector

    - by marc wellman
    I want my first-person camera to smoothly change its viewing direction from direction d1 to direction d2. The latter direction is indicated by a target position t2. So far I have implemented a rotation that works fine but the speed of the rotation slows down the closer the current direction gets to the desired one. This is what I want to avoid. Here are the two very simple methods I have written so far: // this method initiates the direction change and sets the parameter public void LookAt(Vector3 target) { _desiredDirection = target - _cameraPosition; _desiredDirection.Normalize(); _rotation = new Matrix(); _rotationAxis = Vector3.Cross(Direction, _desiredDirection); _isLooking = true; } // this method gets execute by the Update()-method if _isLooking flag is up. private void _lookingAt() { dist = Vector3.Distance(Direction, _desiredDirection); // check whether the current direction has reached the desired one. if (dist >= 0.00001f) { _rotationAxis = Vector3.Cross(Direction, _desiredDirection); _rotation = Matrix.CreateFromAxisAngle(_rotationAxis, MathHelper.ToRadians(1)); Direction = Vector3.TransformNormal(Direction, _rotation); } else { _onDirectionReached(); _isLooking = false; } } Again, rotation works fine; camera reaches its desired direction. But the speed is not equal over the course of movement - it slows down. How to achieve a rotation with constant speed ?

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  • Drawing two orthogonal strings in 3d space in Android Canvas?

    - by hasanghaforian
    I want to draw two strings in canvas.First string must be rotated around Y axis,for example 45 degrees.Second string must be start at the end of first string and also it must be orthogonal to first string. This is my code: String text = "In the"; float textWidth = redPaint.measureText(text); Matrix m0 = new Matrix(); Matrix m1 = new Matrix(); Matrix m2 = new Matrix(); mCamera = new Camera(); canvas.setMatrix(null); canvas.save(); mCamera.rotateY(45); mCamera.getMatrix(m0); m0.preTranslate(-100, -100); m0.postTranslate(100, 100); canvas.setMatrix(m0); canvas.drawText(text, 100, 100, redPaint); mCamera = new Camera(); mCamera.rotateY(90); mCamera.getMatrix(m1); m1.preTranslate(-textWidth - 100, -100); m1.postTranslate(textWidth + 100, 100); m2.setConcat(m1, m0); canvas.setMatrix(m2); canvas.drawText(text, 100 + textWidth, 100, greenPaint); But in result,only first string(text with red font)is visible. How can I do drawing two orthogonal strings in 3d space?

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  • How do I properly implement zooming in my game?

    - by Rudy_TM
    I'm trying to implement a zoom feature but I have a problem. I am zooming in and out a camera with a pinch gesture, I update the camera each time in the render, but my sprites keep their original position and don't change with the zoom in or zoom out. The Libraries are from libgdx. What am I missing? private void zoomIn() { ((OrthographicCamera)this.stage.getCamera()).zoom += .01; } public boolean pinch(Vector2 arg0, Vector2 arg1, Vector2 arg2, Vector2 arg3) { // TODO Auto-generated method stub zoomIn(); return false; } public void render(float arg0) { this.gl.glClear(GL10.GL_DEPTH_BUFFER_BIT | GL10.GL_COLOR_BUFFER_BIT); ((OrthographicCamera)this.stage.getCamera()).update(); this.stage.draw(); } public boolean touchDown(int arg0, int arg1, int arg2) { this.stage.toStageCoordinates(arg0, arg1, point); Actor actor = this.stage.hit(point.x, point.y); if(actor instanceof Group) { ((LevelSelect)((Group) actor).getActors().get(0)).touched(); } return true; } Zoom In Zoom Out

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  • Why is the camera not following the player? [on hold]

    - by Homer_Simpson
    I use the following code to create Parallax Scrolling: http://www.david-gouveia.com/portfolio/2d-camera-with-parallax-scrolling-in-xna/ Parallax Scrolling is working but I don't know how to focus the camera on the player. If the player moves, then the camera doesn't follow the player. The player leaves the screen when I'm moving it. I use the following code(as described in the tutorial), but it's not working: // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); What can I do so that the player is always in the center of the screen/camera? My player class: public class Player { Texture2D Playertex; public Vector2 Playerposition = new Vector2(400, 240); private Game1 game1; public Player(Game1 game) { game1 = game; } public void Load(ContentManager content) { Playertex = content.Load<Texture2D>("8bitmario"); TouchPanel.EnabledGestures = GestureType.HorizontalDrag; } public void Update(GameTime gameTime) { while (TouchPanel.IsGestureAvailable) { GestureSample gs = TouchPanel.ReadGesture(); switch (gs.GestureType) { case GestureType.HorizontalDrag: Playerposition.X += 3f; break; } } } public void Render(SpriteBatch batch) { batch.Draw(Playertex, new Vector2(Playerposition.X - Playertex.Width / 2, Playerposition.Y - Playertex.Height / 2), Color.White); } } In Game1, I update the player and camera class: protected override void Update(GameTime gameTime) { // Updates my character's position player.Update(gameTime); // Updates my camera to lock on the character _camera.LookAt(player.Playerposition); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); foreach (Layer layer in _layers) layer.Draw(spriteBatch); spriteBatch.Begin(SpriteSortMode.Deferred, null, null, null, null, null, _camera.GetViewMatrix(new Vector2(0.0f, 0.0f))); player.Render(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }

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  • how can stop creating duplicates in camera roll while using UISaveVideoAtPathToSavedPhotosAlbum to s

    - by srikanth rongali
    I have a video in applications documents folder. I need it to be saved in camera roll. So, I used UISaveVideoAtPathToSavedPhotosAlbum method to save it in camera roll. It's working and I can see the video added to camera roll. But, the problem is every time I execute the application with same video(with same file name), it is added another time in camera roll instead of replacing the old one. So, it is creating the duplicates of the video. How can I make the application work like if a video is present in camera roll and again added with same file name, then old one is replaced by new video.

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  • Detect if camera is capturing in Flash

    - by Ben
    I'm having trouble with Camera.getCamera() in Flash AS3. If there are multiple camera drivers, it does not necessarily pick the correct one. If the default is the correct, the program works fine; however, if another driver is selected as the default then LED on the webcam does not come on and no video is captured. I can cycle through the available cams and select an arbitrary one. I don't, however, know how to determine if the selected camera is correct. It is not returning null. I considered using camera.currentFPS, but it's not clear when this gets updated. I'm really struggling to determine dynamically which camera will do the trick!

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  • how to get series of pictures?

    - by rmaster
    i have problems with this, recently i have also problem with just taking 1 photo... do you know how to solve it? any working code? i'm doing it like that: mCamera = Camera.open(); Log.e(TAG, "onCreate"); mCamera.takePicture(null, mPictureCallback, mPictureCallback); Camera.PictureCallback mPictureCallback = new Camera.PictureCallback() { public void onPictureTaken(byte[] imageData, Camera c) { if (imageData != null) { //process photo } } }; in onDestroy() i release the camera on simulator it works, on telephone - 1st time runs without problems but no picture, second and next times - 'force close' - looks like camera is not released ...

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  • In 3D camera math, calculate what Z depth is pixel unity for a given FOV

    - by badweasel
    I am working in iOS and OpenGL ES 2.0. Through trial and error I've figured out a frustum to where at a specific z depth pixels drawn are 1 to 1 with my source textures. So 1 pixel in my texture is 1 pixel on the screen. For 2d games this is good. Of course it means that I also factor in things like the size of the quad and the size of the texture. For example if my sprite is a quad 32x32 pixels. The quad size is 3.2 units wide and tall. And the texcoords are 32 / the size of the texture wide and tall. Then the frustum is: matrixFrustum(-(float)backingWidth/frustumScale,(float)backingWidth/frustumScale, -(float)backingHeight/frustumScale, (float)backingHeight/frustumScale, 40, 1000, mProjection); Where frustumScale is 800 for a retina screen. Then at a distance of 800 from camera the sprite is pixel for pixel the same as photoshop. For 3d games sometimes I still want to be able to do this. But depending on the scene I sometimes need the FOV to be different things. I'm looking for a way to figure out what Z depth will achieve this same pixel unity for a given FOV. For this my mProjection is set using: matrixPerspective(cameraFOV, near, far, (float)backingWidth / (float)backingHeight, mProjection); With testing I found that at an FOV of 45.0 a Z of 38.5 is very close to pixel unity. And at an FOV of 30.0 a Z of 59.5 is about right. But how can I calculate a value that is spot on? Here's my matrixPerspecitve code: void matrixPerspective(float angle, float near, float far, float aspect, mat4 m) { //float size = near * tanf(angle / 360.0 * M_PI); float size = near * tanf(degreesToRadians(angle) / 2.0); float left = -size, right = size, bottom = -size / aspect, top = size / aspect; // Unused values in perspective formula. m[1] = m[2] = m[3] = m[4] = 0; m[6] = m[7] = m[12] = m[13] = m[15] = 0; // Perspective formula. m[0] = 2 * near / (right - left); m[5] = 2 * near / (top - bottom); m[8] = (right + left) / (right - left); m[9] = (top + bottom) / (top - bottom); m[10] = -(far + near) / (far - near); m[11] = -1; m[14] = -(2 * far * near) / (far - near); } And my mView is set using: lookAtMatrix(cameraPos, camLookAt, camUpVector, mView); * UPDATE * I'm going to leave this here in case anyone has a different solution, can explain how they do it, or why this works. This is what I figured out. In my system I use a 10th scale unit to pixels on non-retina displays and a 20th scale on retina displays. The iPhone is 640 pixels wide on retina and 320 pixels wide on non-retina (obsolete). So if I want something to be the full screen width I divide by 20 to get the OpenGL unit width. Then divide that by 2 to get the left and right unit position. Something 32 units wide centered on the screen goes from -16 to +16. Believe it or not I have an excel spreadsheet do all this math for me and output all the vertex data for my sprite sheet. It's an arbitrary thing I made up to do .1 units = 1 non-retina pixel or 2 retina pixels. I could have made it .01 units = 2 pixels and someday I might switch to that. But for now it's the other. So the width of the screen in units is 32.0, and that means the left most pixel is at -16.0 and the right most is at 16.0. After messing a bit I figured out that if I take the [0] value of an identity modelViewProjection matrix and multiply it by 16 I get the depth required to get 1:1 pixels. I don't know why. I don't know if the 16 is related to the screen size or just a lucky guess. But I did a test where I placed a sprite at that calculated depth and varied the FOV through all the valid values and the object stays steady on screen with 1:1 pixels. So now I'm just calculating the unityDepth that way. If someone gives me a better answer I'll checkmark it.

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  • How to set Camera View as background with views over it?

    - by Android Student
    So, I'm trying to make the background to one of my apps look "futuristic." I thought of an idea to make the screen look almost transparent yet have views over it. So, it would look something like this: I'm thinking that I can use the camera to capture the background of the phone (without taking a picture, just having the real time view in the background) and then, if possible, place a semi-transparent slightly blurred ImageView over that. Finally, on top of that I can place the other views including the ImageButtons. So, my question is how would I go about doing this? I have searched but haven't found anything relevant. It must be possible; its just how to do it? I don't expect you to give me all the code as an answer, just if you have any ideas that can help or links or code that can point me in the right direction, it would be greatly appreciated! Thanks!

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  • Should repeated use of the camera crash an app?

    - by Sam
    I have an app that builds a slideshow from user images. They can grab from their library or take a picture. I have found that repeated use of grabbing an image from the library is fine. But repeated use of taking a picture causes erratic behavior. I have been getting crashes but mostly what happens seems to be a reloading of the view after "didFinishPickingMediaWithInfo", which messes things up. I have no leaks and it seems to be releasing properly after each picture is taken. I am resizing the image and saving it in a data base. Is anyone else running into this situation? Was the camera not designed to be called this often?

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  • Sony VAIO TZ2 internal camera and Windows XP

    - by user34300
    I have a Sony Vaio TZ2 laptop here and I'm trying to install Windows XP SP3 on it. Everything works fine except of the integrated camera which is supposed to be a USB device but is absent in the Devoice Manager. I've read that it is important in what order you install drivers when you downgrade this Vista preinstalled model to Windows XP so I repeated once again the installation with the correct order by still had no luck with the camera. Can someone give me an advice on how to woke up this camera? Thanks!

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  • Is it possible to install Canon EOS T3 Camera Drivers on Windows 7 Embedded

    - by Ryan Johnson
    I have a computer running Windows 7 Embedded. It's an embedded system that will be used in a industrial setting. It needs to be connected to a Canon EOS camera and download pictures from the camera. Other versions of windows come with the Canon drivers so Canon does not provide them as a download on their website. In the past, I had a similar issue with the "N" version of Microsoft Windows Starter and had to download the "Microsoft Media Feature Pack" which then installed the drivers. I attempted to install that on this device, but understandably it complains that its not applicable for this version of windows. So, is there there a feature pack or some other sort of download available that will install the camera drivers? Alternatively, is there some place to get the drivers and manually install them. Thanks in Advance, Ryan

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  • How to recover broken MJPEG AVI file after a camera crash

    - by Jam K
    I was recording a video when my KODAK EASYSHARE M531 Digital Camera fell to the ground and turned off. When i turned it on nothing happened to the camera but the video file is somehow broken. Obviously the camera did not have time to convert and close it properly. $file myvid.avi myvid.AVI: data where it should be: another_vid.AVI: RIFF (little-endian) data, AVI, 640 x 480, ~30 fps, video: Motion JPEG, audio: uLaw (stereo, 12000 Hz)` I would like to fix my video which I believe needs to be converted to AVI. Any idea? VLC does not play the file and returns: could not determine type of stream

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  • Cam being used by another application

    - by w35t
    On my laptop doesn't work any camera. I get error: "Camera being used by another application"". I don`t known which program using it. I tried use software like "SplitCam" or "ManyCam". Also I reinstalled K-lite codec to newest, but still getting this error. I get the same error when I turn my Canon video camera to laptop using firewire cable. OS: Windows 7 x64 Camera: Creative (i don`t find which model) Laptop: DELL inspiron 1520 Error when I tried open SplitCam: http://f.imagehost.org/0759/Clipboard03.png SplitCam error when repair it: http://i.imagehost.org/0607/split.png ManyCam just not responding. SonyVegas error: http://f.imagehost.org/0227/Clipboard05.png Sorry for my English. Thanks for any help.

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  • My computer is not reading my PNY SD 1GB memory card

    - by Jessica
    I use a Kodak EasyShare C160 digital camera, a PNY SD 1GB memory card, and a Dell Latitude E5500 computer. I have had my camera for over a year and have always been able to transfer my pictures to my computer. Now my computer does not recognize my memory card and I get a message from the EasyShare software that says "Cannot get device information", although my computer does recognize the pictures stored on my camera's internal memory. Is there any way to access the pictures on my memory card, or are they lost forever?

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  • How to convert JPEG JFIF files to JPEG Exif format?

    - by tigrou
    I recently put the SD card of my camera in a Windows 7 PC and start browsing pictures on it. I noticed some were not aligned correctly and use rotate feature included in Windows Photo Viewer in order to view them as I wanted. What I didn't know is that when rotate feature is used, it also overwrite the picture when pressing next or previous button resulting in a possible loss of quality (which is in my opinion a bad idea, app should at least warn user of what will happened when using such a feature). After that, I re-inserted the SD card back in my camera and bad surprise happened : the rotated picture could not be previewed anymore. Instead, i got a black screen saying "Incompatible JPEG format". Other files (untouched) are still working ok. To try to understand what happened I opened a JPEG file from camera and one generated on windows 7 in a hex editor. Here is the difference : The camera JPEG files have a Exif tag in them (with 0xE1 in header). Other JPEG files (Windows 7) have first a JFIF tag in it, followed by a Exif tag (with 0xE0 in header). So if i understand it well, both are JPEG files, but using a different internal format. Here is my question : is it possible (using some tool) to convert JFIF files to Exif format ? I understand that original camera files have been reencoded and thus lose some quality (getting originals back is impossible). What i want know if convert them from JFIF back to Exif (without a second loss of quality if possible...)

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  • How to determine if the camera button is half pressed

    - by Matthew
    I am creating a small test camera application, and I would like to be able to implement a feature that allows focus text bars to be present on the screen while the hardware camera button is pressed half way down. I created a camera_ButtonHalfPress event to perform the focus action, but I am unsure of how to toggle the text bars I would like to show on the screen accordingly. Essentially, my goal would be to show the text bars while the camera button is pressed half way down, and then remove them if the button is pressed all the way or the button is released before being pressed all the way down. The button being released is the part I am having trouble with. What I have is as follows: MainPage.xaml.cs private void camera_ButtonHalfPress(object sender, EventArgs e) { //camera.Focus(); // Show the focus brackets. focusBrackets.Visibility = Visibility.Visible; } } private void camera_ButtonFullPress(object sender, EventArgs e) { // Hide the focus brackets. focusBrackets.Visibility = Visibility.Collapsed; camera.CaptureImage(); } } Currently, if the the user decides to release the camera button before it is pressed all the way, the focus brackets persist on the screen. How might I fix this issue?

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