Camera | 一款支持连拍的相机,本相机已进行手机适配!

 by   libertyboy1 Java Version: Current License: No License

kandi X-RAY | Camera Summary

kandi X-RAY | Camera Summary

Camera is a Java library. Camera has no bugs, it has no vulnerabilities, it has build file available and it has low support. You can download it from GitHub.


            kandi-support Support

              Camera has a low active ecosystem.
              It has 7 star(s) with 2 fork(s). There are 2 watchers for this library.
              It had no major release in the last 6 months.
              There are 1 open issues and 0 have been closed. On average issues are closed in 822 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Camera is current.

            kandi-Quality Quality

              Camera has no bugs reported.

            kandi-Security Security

              Camera has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Camera does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              Camera releases are not available. You will need to build from source code and install.
              Build file is available. You can build the component from source.

            Top functions reviewed by kandi - BETA

            kandi has reviewed Camera and discovered the below as its top functions. This is intended to give you an instant insight into Camera implemented functionality, and help decide if they suit your requirements.
            • Initialize camera view
            • Init handler thread
            • Save image
            • Adjust the orientation of a photo
            • Initializing shared constructor
            • Scale the image
            • Sets the zoom level of the view
            • Transform the coordinates of a touch event
            • Resize view
            • Set view dimensions based on layout params
            • Get the grid view
            • Set grid view
            • Gets the zoomed image
            • Called when the image is drawn
            • Transform the coordinates in the drawable to a touch point
            • Create touch image view
            • Init Dialog
            • Called when the camera is created
            • Called when view is clicked
            • Save instance state
            • Restore the values from a Bundle
            • Stops the camera
            Get all kandi verified functions for this library.

            Camera Key Features

            No Key Features are available at this moment for Camera.

            Camera Examples and Code Snippets

            copy iconCopy
            const aperture = (n, arr) =>
              n > arr.length
                ? []
                : arr.slice(n - 1).map((v, i) => arr.slice(i, i + n));
            aperture(2, [1, 2, 3, 4]); // [[1, 2], [2, 3], [3, 4]]
            aperture(3, [1, 2, 3, 4]); // [[1, 2, 3], [2, 3, 4]]
            aperture(5, [1, 2  
            Updates the camera position .
            pythondot img2Lines of Code : 24dot img2License : Permissive (MIT License)
            copy iconCopy
            def update_position(self, delta_time: float) -> None:
                    Euler algorithm for position
                    >>> body_1 = Body(0.,0.,1.,0.)
                    >>> body_1.update_position(1.)
                    >>> body_1.position

            Community Discussions


            Unity. Input.MousePosition is returning coordinates that are way too large for the screen
            Asked 2021-Jun-15 at 15:03

            The highest Y position that is shown in my camera is 5 and -5. For the X its 10. I'm making a tower defense game and I want the tower to follow my mouseposition after I buy it until I click on a place in the track to build/ place it. I got so confused because I couldn't see my tower at all but now I realized that my mouse coordinates are HUGE. It's up to the hundreds on each axis. My screen obviously can't fit that. I tried even dividing the mouseposition in a vector 2 by 45 and making an offset so it can fit well. Unfortunately I have to change the values depending on the screen size so that can't work. I don't know if it matters but here's my script? This script get's called after the tower gets instantiated from the store. The store button is in the canvas if that helps? Maybe the canvas is why everything is off? How do I fix it?



            Answered 2021-Jun-15 at 15:03
            Screen space is different from world space

            In Unity, Input.MousePosition is measured in terms of pixels on your screen. Let's say you have a 1080p monitor - 1920 x 1080 - which is pretty common these days, that means Input.MousePosition will be in the following range when your game is fullscreen:

            • x: 0 to 1919
            • y: 0 to 1079

            The actual world units - the units as seen in your scene - don't matter at all and can be basically anything.

            Another thing of note is that your gameworld is 3D and the physical screen is 2D. Assuming your camera is looking into open space in your world, a single pixel on the screen is represented by an infinite line in the 3D world. This line is called a ray, and you can turn a 2D screen position into a ray via Camera.ScreenPointToRay, and then find what 3D objects that line intersects with via a Physics.Raycast.



            Cannot dispose of unwanted geometry in three.js application
            Asked 2021-Jun-15 at 10:37

            In this minimal example, I'm adding a THREE.SphereGeometry to a THREE.Group and then adding the group to the scene. Once I've rendered the scene, I want to remove the group from the scene & dispose of the geometry.



            Answered 2021-Jun-15 at 10:37

            Ideally, your cleanup should look like this:



            Drawing to a texture in Unity is very slow
            Asked 2021-Jun-15 at 08:58

            I have been learning Unity for the last few weeks in order to create a simple ant simulation. The way I was rendering everything was writing to a texture the size of the camera in the Update function. It works, but problem is that it is extremely slow, getting only around 3-4 FPS doing so. What could be done to speed it up? Maybe a completely different way of rendering?

            Here is the code of a simple test where some Ants just move around in random directions. I have the AntScript.cs attached to the camera with a texture under a Canvas where everything is being written to.




            Answered 2021-Jun-15 at 08:58

            In general instead of using Texture2D.SetPixel on individual pixels rather use Texture2D.GetPixels and Texture2D.SetPixels on the entire image (or the section you changed).

            This is already way more efficient!

            Then using Texture2D.GetPixels32 and Texture2D.SetPixels32 which do use raw byte color format (0 to 255 instead of 0f to 1f) is even faster!



            macOS – [AVCapturePhotoOutput capturePhotoWithSettings:delegate:] No active and enabled video connection
            Asked 2021-Jun-15 at 08:38

            I need a way to take photos programmatically from a macOS app and I am using AVCapturePhotoOutput to achieve this.

            First I initialize the camera with



            Answered 2021-Jun-15 at 08:38

            As Bhargav Rao deleted my previous answer, I will add a new one.



            For in loop inside a function
            Asked 2021-Jun-15 at 06:46

            Hi so I am getting trouble with this piece of javascript code. I want to make a function that lets me know if there is an item that is not in the basket or not.



            Answered 2021-Jun-15 at 01:45

            You should call the function like this checkBasket(amazonBasket, "camera"); instead where amazonBasket is an object and camera is the key you want to look up.

            A better/cleaner solution would be



            How to continue a sound in Pygame?
            Asked 2021-Jun-15 at 04:42

            I have a sound that I wish to play.

            My code;



            Answered 2021-Jun-15 at 04:42

            Do not stop a sound, but pause it with pygame.mixer.Channel.pause:



            How to keep Opengl Scatter Instances size unchanged?
            Asked 2021-Jun-14 at 21:58

            Here is my question, i will list them to make it clear:

            1. I am writing a program drawing squares in 2D using instancing.
            2. My camera direction is (0,0,-1), camera up is (0,1,0), camera position is (0,0,3), and the camera position changes when i press some keys.
            3. What I want is that, when I zoom in (the camera moves closer to the square), the square's size(in the screen) won't change. So in my shader:


            Answered 2021-Jun-14 at 21:58

            Sounds like you use a perspective projection, and the formula you use in steps 1 and 2 won't work because VP * vec4 will in the general case result in a vec4(x,y,z,w) with the w value != 1, and adding a vec4(a,b,0,0) to that will just get you vec3( (x+a)/w, (y+b)/w, z) after the perspective divide, while you seem to want vec3(x/w + a, y/w +b, z). So the correct approach is to scale a and b by w and add that before the divde: vec4(x+a*w, y+b*w, z, w).

            Note that when you move your camera closer to the geometry, the effective w value will approach towards zero, so (x+a)/w will be a greater than x/w + a, resulting in your geometry getting bigger.



            Play audio ONCE on marker detection A-frame & Ar.js
            Asked 2021-Jun-14 at 20:56

            I'm trying to play a sound just once when a marker is detected with the A-frame and AR.JS libraries.

            I'm trying the code lines below but the sound is playing indefinite.



            Answered 2021-Jun-14 at 20:56

            It's playing indefinetely, because once it's visible - on each render loop you call playSound().

            If you add a simple toggle check - You'll get your "once per visible" result:



            What is the corrct way of running useEffect hook depending on state variable?
            Asked 2021-Jun-14 at 18:35

            I am writing a camera app. So when the user goes to the camera page they are provided with the option to grant camera permissions or not. I am saving their decision in variable const [hasPermission, setHasPermission] = useState(null); My current use effect function:



            Answered 2021-Jun-14 at 18:35

            You only need to pass the variable that matters. No need to check anything else.



            Is there a metric to quantify the perspectiveness in two images?
            Asked 2021-Jun-14 at 16:59

            I am coding a program in OpenCV where I want to adjust camera position. I would like to know if there is any metric in OpenCV to measure the amount of perspectiveness in two images. How can homography be used to quantify the degree of perspectiveness in two images as follows. The method that comes to my mind is to run edge detection and compare the parallel edge sizes but that method is prone to errors.



            Answered 2021-Jun-14 at 16:59

            As a first solution I'd recommend maximizing the distance between the image of the line at infinity and the center of your picture.

            Identify at least two pairs of lines that are parallel in the original image. Intersect the lines of each pair and connect the resulting points. Best do all of this in homogeneous coordinates so you won't have to worry about lines being still parallel in the transformed version. Compute the distance between the center of the image and that line, possibly taking the resolution of the image into account somehow to make the result invariant to resampling. The result will be infinity for an image obtained from a pure affine transformation. So the larger that value the closer you are to the affine scenario.


            Community Discussions, Code Snippets contain sources that include Stack Exchange Network


            No vulnerabilities reported

            Install Camera

            You can download it from GitHub.
            You can use Camera like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the Camera component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer For Gradle installation, please refer .


            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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