CameraController | 📷 Control USB Cameras from an app | Frontend Framework library

 by   Itaybre Swift Version: v1.4.0 License: GPL-3.0

kandi X-RAY | CameraController Summary

kandi X-RAY | CameraController Summary

CameraController is a Swift library typically used in User Interface, Frontend Framework, Xcode applications. CameraController has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has medium support. You can download it from GitHub.

Control USB Cameras from an app
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            kandi-support Support

              CameraController has a medium active ecosystem.
              It has 1007 star(s) with 47 fork(s). There are 28 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 25 open issues and 58 have been closed. On average issues are closed in 54 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of CameraController is v1.4.0

            kandi-Quality Quality

              CameraController has 0 bugs and 0 code smells.

            kandi-Security Security

              CameraController has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              CameraController code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              CameraController is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              CameraController releases are available to install and integrate.
              Installation instructions are not available. Examples and code snippets are available.

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            CameraController Key Features

            No Key Features are available at this moment for CameraController.

            CameraController Examples and Code Snippets

            No Code Snippets are available at this moment for CameraController.

            Community Discussions

            QUESTION

            Buildings in three.js
            Asked 2022-Mar-28 at 22:17

            I am working on a web game and using three.js to do the 3d of the game. I am building a city and I want the buildings to look exactly like the picture below.

            I want them to be a base material, without textures or colors because I will add colors later depending on the building status (like the game below).

            This is what I have right now:

            As you can see, I just have a bunch of different-sized boxes, with no details at all. How would I achieve the details seen in the game?

            This is my current code:

            ...

            ANSWER

            Answered 2022-Mar-27 at 15:52

            Your first step should be to look at lighting your scene. This will allow for better depth to your buildings. A hemisphere light may be your best bet: https://threejs.org/examples/#webgl_lights_hemisphere. You can learn more about lights here: https://threejs.org/manual/#en/lights.

            Next, take a look at geometry. You want those buildings to have some level of detail at the geometry level. You can use primitives like these: https://threejs.org/manual/#en/primitives or build a model in any modelling software and import it in. At that point, maybe make a few models and then instance them randomly.

            Depending on how you do geometry, you will need to pick an appropriate material: https://threejs.org/manual/#en/materials. This should give you plenty of options.

            I would also add in a bit of animation to keep things lively: https://threejs.org/examples/#webgl_animation_keyframes

            Finally, a bit of fog always helps for ambiance: https://threejs.org/manual/#en/fog

            Some more inspiration: https://demos.littleworkshop.fr/infinitown

            Ultimately, building a scene like this is going to be a labour of love. There are no easy shortcuts. Keep at it!

            Source https://stackoverflow.com/questions/71626389

            QUESTION

            How do I convert an Image Instance to a File with a path in Flutter?
            Asked 2022-Mar-14 at 19:35

            I need to take a picture, convert the file to an image to crop, and then convert the image back to a file to then run into a tflite model (currently just displaying an image on another screen).

            As it stands I am using a simple camera app (https://flutter.dev/docs/cookbook/plugins/picture-using-camera?source=post_page---------------------------) and stacking a container on the preview screen to use as a viewfinder. I Use the rect_getter package to get the container coordinates for the copyCrop() function from the Image package.

            Attempting to convert my file to an image (so the copyCrop() function can be run) and then back to a file (cropSaveFile.path) to later be used in a tflite model is resulting in an error: The following FileSystemException was thrown resolving an image codec: ��GFD�oom����������������� etc.

            ...

            ANSWER

            Answered 2021-Sep-03 at 21:42

            QUESTION

            How to initialize CameraController with SharedPreferences?
            Asked 2022-Feb-09 at 22:16

            First I have initialized my camera controller (camera: ^0.9.4+11) like this and it works:

            ...

            ANSWER

            Answered 2022-Feb-09 at 22:16

            initState can't be an async method, and getting a value from SharedPreferences is an async function. You can't use await (or then) in initState, I mean you can use but the code execution will not wait for this to complete. So what happens here is that your build method will run earlier than the future getting the value from SharedPreferences completes. And as I presume your _initializeControllerFuture is marked as late, so when your build tries to use it, it is still null, and that will get you this error.

            The common way to solve this issue is to use a FutureBuilder. Get the values from SharedPreferences with FutureBuilder, display a progress indicator while it is being loaded (it will be quick so if you think you can skip this part), and then when you get the value from it, build your widget using the value coming from SharedPreferences, and initialize CameraController only after this.

            Source https://stackoverflow.com/questions/71056583

            QUESTION

            Clip a UIView with a circle path Swift iOS
            Asked 2022-Feb-08 at 12:59

            I'm trying to clip my camera preview (UIView) inside a circle path but the mask I seems to not clip my view.

            ...

            ANSWER

            Answered 2022-Feb-08 at 12:59

            Most of the set up was fine, just changed a few things to get it working:

            Source https://stackoverflow.com/questions/71017053

            QUESTION

            final imageFile = await File(path); doesn't create a file
            Asked 2022-Jan-16 at 14:03

            I am using the camera to take a picture and save the picture on phones memory to later send it to AWS. I can take a picture and the path for the picture is there, but I am failing to create a file from the path using:

            ...

            ANSWER

            Answered 2022-Jan-16 at 14:02

            takePicture method will return taken image as XFile, you can use the XFile path to create a File with taken Image path like below code.

            Source https://stackoverflow.com/questions/70728136

            QUESTION

            Flutter camera package, how can I rotate the image?
            Asked 2021-Nov-10 at 07:45

            My code is simle;

            ...

            ANSWER

            Answered 2021-Nov-10 at 07:45

            For my problem related image type cause as you can see on question I wasn't encode my image with any type, so the solution and working code now can seen on below;

            Source https://stackoverflow.com/questions/69849584

            QUESTION

            Clamp a quaternion rotation in unity
            Asked 2021-Oct-21 at 09:58

            I have this code but I have not been able to find a decent solution to clamp the X axis between 2 angle values. How would it be done in this case?

            ...

            ANSWER

            Answered 2021-Oct-21 at 09:58

            For this you would rather use Euler angles and only convert them to Quaternion after applying the clamp!

            Never directly touch individual components of a Quaternion unless you really know exactly what you are doing! A Quaternion has four components x, y, z and w and they all move in the range -1 to 1 so what you tried makes little sense ;)

            It could be something like e.g.

            Source https://stackoverflow.com/questions/69653914

            QUESTION

            Flutter. I'm trying to put a camera widget inside a small container
            Asked 2021-Sep-27 at 21:15

            I am trying to put a full camera in a container that is 255 in height and full in width.

            I've tried a lot of tweaking the code below, but I'm not sure how to apply the ratio.

            in widget size Is there no room to fix it with the correct camera aspect ratio?

            ...

            ANSWER

            Answered 2021-Sep-27 at 21:15

            The CameraPreview class cannot be modified according to your height and width. If you try to put the CameraPreview inside a sizedbox OR AspectRatio class, then it will give you a skewed image. The best option to get a preview without skewing the output is to use a stack. Sample code is below:

            Source https://stackoverflow.com/questions/69352452

            QUESTION

            Prevent Camera from going below Player in Unity
            Asked 2021-Aug-25 at 21:52

            I have a script where the player can control the camera with their mouse. The issue is that the player can use their mouse to move it below them, like this:

            I don't want this and want to stop the camera when it's Y Position is lower than the Player Y Position.

            Here is my camera code:

            ...

            ANSWER

            Answered 2021-Aug-25 at 21:52

            I think your problem is not updating the camera position instead of setting it to the player's height.

            I think you could just compare the Camera Y value to the player's and if the camera's is less than the player's set them equal.

            Source https://stackoverflow.com/questions/68914592

            QUESTION

            How to find direction and calculate end point of a raycast Unity2D
            Asked 2021-Aug-19 at 12:46

            I am trying to make a gun in Unity that shoots a Raycast with a Line. (in 2d) I am using the player position as the origin and the mouse position as the direction. This works perfectly when there is a collision detection, but when there is not a collision, I have to find the direction and calculate the end point manually, because I still want the line to render if the player misses their shot. Here is my code to find this end point:

            ...

            ANSWER

            Answered 2021-Aug-19 at 12:46

            Either way you are using your Physics2D.Raycast wrong. It expects a

            • Start position
            • and a direction

            you are passing in a second position.

            What you rather want to do is using the direction

            Source https://stackoverflow.com/questions/68847974

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

            Vulnerabilities

            No vulnerabilities reported

            Install CameraController

            You can download it from GitHub.

            Support

            macOS Catalina (10.15) and up.Works with cameras controllable via UVC.
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            https://github.com/Itaybre/CameraController.git

          • CLI

            gh repo clone Itaybre/CameraController

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            git@github.com:Itaybre/CameraController.git

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