How To Manually Display Frames From Camera

Dec 5, 2010

I have built a face detection app where I get the frames from onPreviewFrame, do the face detection and then draw a circle on a canvas above my surfaceView. The problem is frames are automatically displayed using the surfaceview thread when Camera.StartPreview() is started. This is obviously necessary for the PreviewCallback to kick in. As the processing, face detection and drawing, is done in a separate thread(I am assuming here), there is a 2 second delay between the frame being displayed and the result of that frame being processed and drawn on the canvas.

What I want to do is stop the camera preview displaying the frames and display them myself after processing. I believe this has three benefits:

The delay with disappear.I can draw straight to the bitmap instead of on a canvas which is useless as you can not undo what you have done.It will keep memory consumption low by not having two threads using the same image.

I've read that it is possible to display frames from the previewCallback, how to stop the frames being displayed automatically?

How to manually display frames from Camera


Android :: Display Animated Gif / Extract Frames From It And Convert Them Into Drawable?

Sep 7, 2010

I want to display animated gifs in my aplication.
As I found out the hard way Android doesn't support animated gifs natively.

However it can display animations using AnimationDrawable:
http://developer.android.com/guide/topics/graphics/2d-graphics.html#frame-animation

The example uses animation saved as frames in application resources but what I need is to display animated gif directly.

My plan is to break animated gif to frames and add each frame as drawable to AnimationDrawable.

Does anyone know how to extract frames from animated gif and convert each of them into Drawable?

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Here is my code:...........

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class Preview extends SurfaceView implements SurfaceHolder.Callback {
SurfaceHolder mHolder; Camera mCamera; Preview(Context context) { super(context);
// Install a SurfaceHolder.Callback so we get notified when
//the // underlying surface is created and destroyed.
mHolder = getHolder(); mHolder.addCallback(this);
mHolder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS);
} public void surfaceCreated(SurfaceHolder holder) {
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mCamera.setPreviewDisplay(holder); } catch (IOException e) {
// TODO Auto-generated catch block e.printStackTrace();
} } public void surfaceDestroyed(SurfaceHolder holder) {
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//preview. // Because the CameraDevice object is not a shared resource,
//it's very // important to release it when the activity is paused.
mCamera.stopPreview(); mCamera = null; }

public void surfaceChanged(SurfaceHolder holder, int format, int
w, int h) { // Now that the size is known, set up the camera parameters
//and begin // the preview.
Camera.Parameters parameters = mCamera.getParameters();
parameters.setPreviewSize(800, 480);
mCamera.setParameters(parameters); mCamera.startPreview();
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Aug 19, 2010

I am trying to display a filtered version of the camera preview.
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Android :: Display Button (Views) Over A Camera Preview?

Aug 19, 2009

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Android :: HTC Photo Frames?

Jun 15, 2010

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Android :: Splitting GIF Into Frames

Jul 22, 2010

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Apr 10, 2009

So with Cupcake looming, does anyone know what kinda Frames per second the video recorder will have?

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For 2D or 3D applications (like GTA III for instance), I would like to be able to tell what FPS the game is running at pretty much for benchmarking purposes.

A game called osu!droid can show FPS in the bottom right corner, but this option can be enabled or disabled via it's options:

I would figure Android SDK for Windows to have some sort of way to see this, but I couldn't find anything. If there is a way to display FPS via the SDK (or maybe an app).

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May 20, 2009

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Dec 30, 2013

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Android :: Live Wallpaper OutOfMemory Error When Have More Than 30 Frames

Aug 25, 2010

I've been trying to make a simple live wallpaper out of a boot animation. So basically i have about 50 .pngs in my drawable folder. I'm able to set the animation to about 10-20 frames and it works great. But once i set it to about 30 frames...I get an OutOfMemory Error. I was hoping maybe someone could take a look at my code and maybe give an example of how I could achieve more frames? That would help so much i've been looking at this for hours > <

Here's my code:..................


And here's a logcat if that'll help at all:

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

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Android :: Read Image With Multiple Frames - Animated Gif

Feb 3, 2009

I would like to know how to read in an image file which has multiple frames in it. Something like an animated gif file. I would like to perform frame by frame animation with a file of this type. I don't want to have each frame as drawables in the resource directory. Can anyone throw some light on how to perform the above mentioned tasks.

P.S - I have already checked the example in the API demos where an animated gif is read as an object of type Movie. I don't want to read it in as a movie file.

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Feb 1, 2010

I would like to know if it is possible to remove one of the frames I added using addFrame in Android?

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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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Android :: What's "proper" Way To Time Animation Frames?

Mar 16, 2010

I have a project that requires a view to be animated whenever the user performs a certain action - perhaps twenty frames or so, with a total duration of a second. There's more work required than just updating the view, so the animation classes are not helpful.

Right now my test program uses a very simple method: I have a handler that is called to start the animation. The handler's handleMessage() method calculates the new frame, invalidates the view, and calls sendMessageDelayed(obtainMessage(0), 50); However, the animation isn't smooth - especially, for some reason, in landscape mode. Portrait mode seems much better (on a G1, if it matters).

This suggests to me that this isn't the right way to... handle... this problem. What would be a better way? Calculating time deltas? Starting a new thread whenever the animation starts and having it repeatedly calculate and invalidate instead of relying on the handler, even though it means creating and destroying a new thread every time? (most of the time the program is idle; the user interacts with it every few seconds, typically). Starting a thread and leaving it running?

Whether that's the right way or not, what's the most accurate way on Android to measure time, and to sleep for a specific duration?

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Android : Want To Extract Video Frames From Running Video In Droid

Jan 26, 2010

Possible Duplicate:
Getting frames from Video Image in Android

I wanted to know if it is possible to extract frames from a running Video in Android? I need to extract frames at regular intervals and send them for further processing.

Would someone be able to find an answer for me?

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Sep 20, 2010

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Another question is whether to display message is Android uses the WebView?

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HTC Magic :: Text Display - Change To Display The Order In Which They Were Sent And Received

Jun 26, 2010

Hello there I have a problem regarding the new HTC Magic I purchased : in my text display where I read the conversations between me and my contacts... it has all of the messages I sent in 1 group together, and all of the messages my contacts have sent together. How do I change this to display the order in which they were sent and received? For example right now it is

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