Android :: Application For Camera Use - Slow Frame Rate Video

Nov 24, 2010

I wanted to write an application that makes use of the camera taking extremely slow frame-rate video and uploading it. Right now I am reading over this:
http://itp.nyu.edu/~sve204/mobilemedia_spring10/androidCamera101.pdf

My question was in regards to the camera's use. The above article makes use of a canvas to preview the image, if one didn't want to preview the image before taking it could that be done? Is it necessary to use a preview of the camera image or can I just call takepicture to take the picture and catch the resulting callback to save it to a file?

Android :: Application for Camera Use - Slow Frame Rate Video


Android :: App That Provides Playback Of Video At A Frame By Frame Rate?

Dec 18, 2009

I would prefer to not have to purchase a Flip Video Recorder to provide me the frame by frame playback needed (coaching girls softball) for instant instruction at practice. Is there an app that provides playback of video at a frame by frame rate?

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General :: Change Frame Rate Of Application Or Game To Be Slower

Dec 6, 2012

Is there any way to change the frame rate of a application or game to be slower, some thing like freeze banana in fruit ninja.

I had some app in windows that did it with changing the clock slower for example one second in computer was 1.5 or 2 seconds long.

In android 4.0.x in developer optioons there is this thing for animations only.

GT-I9100

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Android :: Increasing Frame Rate

Feb 15, 2010

Anyone knows how to increase the fps in android?? I am developing a 2D game using rokon engine but i am getting only 7-8 fps. How can i increase the frame rate, is there any method to set the fps ....

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Android :: Fastest 2D Frame Rate Possible With NDK?

May 20, 2010

Fastest 2D frame rate possible with android NDK, my try included, better options available?

I used the NDK and OpenGL ES 2.0 to display a frame as a texture on a GL_TRIANGLE_STRIP. This was done on a HTC Desire, same hardware as Nexus One. I tried to load multiple GL_RGBA textures and switch between the textures, because the normal fill rate with a single texture was disappointingly low:

CODE:.........................

I think even 30.32 fps RGBA is still too slow.

So is this the way to go to achieve the fastest 2D frame rate (with same quality)?
Any suggestions to speed it up?

Here is the relevant code, it is based on the hello-gl2 NDK example:

CODE:........................

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Android :: Emulator Performance - Frame Rate Is Really Low

Aug 23, 2010

So I developed a small 3d game on Android 1.6 with JPCT, the free 3d game engine Android version. It seems the frame rate is really low on emulator(5 frames per second).... Did I miss something to speed up the emulator or it is normal, I should test the game with real device?

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HTC EVO 4G :: Has Frame Rate Cap Ever Been Broken Before?

Jun 27, 2010

I am a n00b to all things android. But I'm up to speed on rooting. What I am not up to speed on is the frame rate.I want to keep this phone so bad because I love it. But you know what the one thing the iPhone has over us? Smooth transitions and stuff. I know that has to do with fps.I figure if it has been done before it can be done again. Has fps ever been lifted before? Or are we spitting in one hand and wishing in another?

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Android :: HTC Specific Open GLES 1 Frame Rate / Can't Get It Right

Sep 14, 2010

I am trying to get a quite simple openGL ES 1 program run a smooth solid 60fps on a couple devices out there, and I get stuck on HTC desire. The phone itself is quick, snappy, powerful, and overall a breeze to use ; however, I can't seem to display anything fullscreen at 60fps with OpenGL. After getting stuck for a long time with my app, I decided to make a test app with code right out the sample code from the documentation.Here is what I am doing. Simple initialization code with GLSurfaceView. I have three versions of onDrawFrame, all dead simple. One is empty. One contains only glClear. One contains just enough state to only draw a fullscreen quad. Trace times before, and after. There is no view other than my GLSurfaceView in my program. I can't explain the times I get.In all cases, the onDrawFrame function itself always finishes under 2ms. But very often, onDrawFrame does not get called again before 30~40ms, dropping my frame rate all the way to 30fps or less. I get around 50fps with an empty onDrawFrame, 45 with glClear and 35 with a quad.
The same code runs at 60 fps on the HTC Magic, on the Samsung Galaxy S, on the Sharp ISO1. Sony Experia X10 caps at a solid 30fps because of its screen. I have been doing much more complicated scenes at a solid 60fps on the HTC Magic which is very underpowered compared to the Desire. I don't have a Nexus One in handy to test. Sure, I except buffer swapping to block for a couple milliseconds. But it just jumps over frames all the time.

Trying to find out what the phone is doing outside of the onDrawFrame handler, I tried to use Debug.startMethodTracing. There is no way I can get the trace to reflect the actual time the phone spends out of the loop. At the end of onDrawFrame, I use startMethodTracing then save the current time (SystemClock.uptimeMillis) in a variable. At the start of the next one I Log.e the time difference since the function last exited, and stopMethodTracing. This will get called over and over so I arrange for stopping once I get a trace for an iteration with a 40+ ms pause. The time scale on the resulting trace is under 2ms time, as if the system was spending 38ms outside of my program, I tried a lot of things. Enumerating EGL configs and try them all one after the other. Just to see if it changed anything, I switched to a render when dirty scheme requesting a redraw at each frame. To no avail. Whatever I do, the expected gap of 14~16ms to swap buffers will take 30+ms around half the time, and no matter what I do it seems like the device is waiting for two screen refreshes. ps on the device shows my application at around 10% cPU, and System_server at 35%. Of course I also tried the obvious, killing other processes, rebooting the device... I always get the same exact result.

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Android :: Opengl - Unable To Get Steady Frame Rate Due To GC

Jan 29, 2009

I've been playing with OpenGL but am unable to get a steady framerate due to GC. When rendering 100 tiles each frame (in ortho mode), the GC needs to recover ~22000 objects every 3 seconds or so. Each collection is taking around 110 ms. Of course this means quite a framerate dip.

... D/dalvikvm( 9837): GC freed 21841 objects / 524272 bytes in 113ms D/dalvikvm( 9837): GC freed 21841 objects / 524272 bytes in 113ms D/dalvikvm( 9837): GC freed 21841 objects / 524272 bytes in 113ms D/dalvikvm( 9837): GC freed 21841 objects / 524272 bytes in 114ms ...

The rendering loop I tested with is not making any objects and is very simple;

while (super.running) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT); gl.glBindTexture(GL10.GL_TEXTURE_2D, tex); for(x = 0 ; x < 100; x++) { gl.glVertexPointer(2, GL10.GL_FIXED, 0, tileCoords[x]); gl.glTexCoordPointer(2, GL10.GL_FIXED, 0, tileTexCoords[x]); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); } egl.eglSwapBuffers(dpy, surface);

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Android :: Frame Rate Drops In Landscape Mode

May 24, 2010

I am trying out the (latest) Android SDK, and noticed some strange behavior.I've written a skeletal SurfaceView app: Activity, SurfaceView and a rendering thread. It doesn't actually do any painting, and only writes out the framerate to logcat once a second. When it runs in portrait mode, I get around 60 fps. However, when I flip it to landscape the framerate drops to about 30 fps.

I have also tested it on the LunarLender sample, and got similiar results. All of the testing are done on the emulator, since I don't have a physical device.What's it all about? I can't seem to find any mentioning to this on Google, have anyone else experienced that? Is it just an emulator quirk or does it apply to physical hardware too?

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Sprint HTC Hero :: Need Best Settings For NES/SNES Emulators - Frame Rate?

Mar 12, 2010

Anybody know the best settings for the NES/SNES emulators-frame rate, etc to get rid of lag? The first time I used it it was lag free, now I'm getting a little jumpy frames and stuff....(i bought the full versions of both).

I have a sprint htc hero rooted w/ fresh 1.1 and gumbo + set CPU!

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HTC Desire :: Slow Transfer Rate From Pc

Jul 7, 2010

I'm using the usb cable, and am just getting around 3 MBps for large files. It takes too long to copy movies over.Is it because of the phone or because of the class of card I have (class 2)? What speeds are you getting? Should I get a new fast card?

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Android : Get The First Frame Of A Video File

Feb 11, 2009

How to get the first frame of a video file ? Are there such APIs in OPENCORE?

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Android : First Frame Of A Video File

Jan 18, 2010

Getting the first frame of a video file taken with the camera?

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Android :: Capture Frame From Video And Save It

Jul 15, 2010

Is it possible to capture a frame from a video in android and save it or use it in any way in the application?

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Android : Extract Video Frame At Particular Time

Sep 11, 2009

I am making an video application. In the list of the media, I would like to show the video frame as thumbnail to indicate my video.

There is standard method to extract the first frame from the video. However, I would like to let the user to use any frame as the thumbnail. Is there any method such that I can extract a frame by specific time input by user?

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Android :: Video / Audio Frame As Input To OpenCore

Aug 5, 2009

I am not able to use MediaPlayer/VideoView to make rtsp to work in Android. So I have created a client to interact with RTSP server, I have succeeded in doing this.I am able to get the video/audio frame from RTSP server (MySpace) in Android. Now I want to play the frames. I have searched OpenCore APIs to play the frames, but didn't get any APIs. My investigation: There is a class PlayerDriver.c It creates two sinks one audio and other video. handleSetVideoSurface handleSetAudioSink Two objects of type PVPlayerDataSinkPVMFNode are created. I suspect this class has a way to give the stream as input, but I am not getting the definition of this class. Can you suggest me is there any class I need to look into it?

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Android :: Frame Layout For Two Video View Simultaneously

Sep 7, 2009

Hi all, I am trying to implement Picture in Picture. I used a Frame layout for two Video View and tried playing the video files. But it doesn't work. Does anyone have an idea of this PiP (Picture in Picture) concept?

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Motorola Droid :: Camera Application Banding Shown While Recording Video

Jan 25, 2010

Any of you see a lot of banding on the camera app in medium to low lighting. The flash usually prevents banding from appearing in pictures but when recording there is huge amounts of banding. is this normal?
YouTube - video-2010-01-25-23-31-41

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Android :: Control Frame Height And Width Of Captured Video : SetVideoSize() Does Not Work

Aug 5, 2010

On a Nexus One (for example), the camera application is able to capture H.264 video at 720x480 (the "High" quality setting). However, when using the MediaRecorder API, it always seems to capture at a fixed frame size of 320x240.

I would expect the setVideoSize() method to control the frame size (as in the prepare fragment below), but it appears to have no effect (using Froyo 2.2 Android SDK).code...

Discussions on the android developers list seem to indicate this is a long standing issue. Can anyone advise how the frame size can be controlled, or if it is possible at all with the current API?

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Android :: Loading And Showing A Lot Of Images In ImageView - Frame By Frame Animation - Hangs In Certain Moments

Feb 18, 2010

I've created an application that show around 250 images in ImageView. Images are loaded one after another, 15-30 images per second. Basically the whole thing gives an illusion of a rotating 3D object, at least it should.

The problem is next, app hangs when loading certain images(i.e. I see a few seconds of fluid animation and then animation hangs, jump 10-15 frames(images) ahead and continues. It always happens at the same places in animation cycle.

I though that Android might not have enough resources to handle something like this, so I've resized images to half their size, but it did't help. I've tried buffering images but that did't help either(actually, maybe a little, I think that animation looks a little bit smoother).

And now the weirdest thing. I use the touch screen to allow users to "rotate" the 3D object on those images, and while rotating I again experience those hangs at exactly the same places as with the animation.

All images are in .png format and their size vary from 15kB to 40kB.

I use the following code for the animation:

CODE:.....................

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Android :: How To Get Live Exchange Rate Data And Apply To Application?

Feb 2, 2010

How to get a live exchange rate data and apply it to an Android App? Currently creating a currency exchange as my project.

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HTC Hero :: Camera Not Working - Message The Application Camera Process Com.android.camera Has Stopped Unexpectedly Please Try Again

Dec 6, 2009

My camera stopped working. When I click my camera application I get the message "The application camera (process com.android.camera) has stopped unexpectedly. Please try again". It's just a blank screen?

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Motorola Droid :: Google Voice Application Refresh Rate

Jan 5, 2010

I have Google Voice now and have the App installed on my phone. I have the refresh rate set for every five mins but it wont refresh.

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Building A Frame By Frame Live Wallpaper

May 19, 2012

I'm trying to build a live wallpaper using frames. I can't find any good tutorials on how to even build a live wallpaper. When I run app from eclipse i get these errors.

[2012-05-19 22:26:32 - LiveWallpaper] No Launcher activity found!
[2012-05-19 22:26:32 - LiveWallpaper] The launch will only sync the application package on the device!

It does install to the emulator. It all seems to work. I go in to the live wallpaper menu, find my live wallpaper in there open it, it loads. but its not moving through the frames. It only shows the last frame. I set it as wallpaper. It also doesn't do anything. Also would like to center the images.

import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Canvas;
import android.service.wallpaper.WallpaperService;
import android.view.SurfaceHolder;
[code]...

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Android :: Slow Motion Video App

Sep 30, 2010

I am looking for an app for my Incredible that records video at a higher frame rate, then will play back at regular speed so that the video plays in slo-mo. My old LG Dare had this, and i used it quite often. ANyone know of any app out there that will do this? I have searched the forum, and the market, and cannot find what i am after.

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Android :: Frame Animation Or Movie File For Short Interactive Movie Application

Jul 22, 2010

In a nut shell, when the app is loaded, it will play a short movie (maybe a few seconds at most @ 12-24fps). I will then have 2 buttons displayed on the screen, and depending on what button is pressed, it I will play another short movie (5-10 seconds). While waiting for the user to make a decision, the movie will be looping.
The movie source is stop-motion photography so it's already chopped up into frames. My question here is if I should use a Frame Animation technique, or if I should use a Movie player for this. All in all perhaps there's less than 100 still frames that make up the stop-motion. I was going to go the Frame Animation route, but I wasn't sure if having so many individual frames would kill the app so I thought I'd post here to see if anyone had any insight.

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Media : App To Slow Down Video Playback?

Oct 14, 2010

I just got my first smartphone, its a SE Xperia X10. I am a yoyo player and like to learn tricks by slowing down videos of other player's freestyles. I can do this on mu computer with Quicktime, by skipping through the video frame for frame. I would like to do the same on my phone, or at least just watch in slow-motion. Can anyone tell me if there's an app for this?

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HTC EVO 4G :: Camera / Video Camera Settings?

Jul 25, 2010

I'm Trying to fine tune the Camera settings and was wondering if you guys changed the settings around and got better Pictures/Video and what did you change your settings to? I'm more concerned about fine tuning the video Settings even though i know both the Camera/Camcorder share the same settings.

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Motorola Droid :: Slow Camera - Takes A Couple Minutes Sometimes To Open

May 24, 2010

Ok, my camera is slow! It takes a couple minutes sometimes to open, if it even opens at all! Everything else on the phone works fine, but this slow camera is very irritating. Any ideas on what I can do to get it running a little quicker?

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