How to get front and back camera preview in on layout by using custom camera in android - android-camera

how to preview the back camera and front camera in one activity (like half part front and half part back),but i search lot of links and websites till now i didn't get the solution could you please give that type of code or project please help me iam very critical situation ,Thanks in advance

Related

Hologramposition in videostream from HoloLens to Android tablet has an "offset"

I am working with Unity on a project, where I need to provide a video and audio connection between an android tablet and the hololens. Furthermore there should be the option, to instantiate holograms via a click on the tablet (where the video of the hololens view is shown, kind of remote help). Right now most of these things are working as they should (using FMETP Stream 3.0 asset for video and Photon Voice for audio), but the positions of the holograms visible in the hololens are not the same as shown in the video on the tablet.
To solve this problem, I tried changing the possible values in my scripts, like the calculation of the hologramposition depending on where the click is executed, as well as the values from the assets used, which are regulating which part of the video should be shown on the tablet. I don't know if there could be a mistake currently, but I can't find one - I would be very happy, if anyone has tips or an idea what I should check again in more detail or what parameters are the most important.
So what I can reach is that the holograms can be placed at the position, where it is clicked at on the tablet, but then they are shown at a different position when looking through the hololens. As well it is possible to assign the position of the tabletclick so that the hologram position seen through the hololens is correct, but then the position shown in the tabletvideo is not correct. But both appears to be impossible, the video shown on the tablet seems to show the holograms wrong. I am doing research since over two weeks now, but I can not find the solution to fix the „offset“. What I found as well is, that the offset seems to vary with the distance between the hologram and the hololens.
I attached a scetch from the problem here - the text in english is from the first line to the last:
(X) Position of the click on tablet
(arrow) Where the marking is shown at
(red) For Hololens correct
(blue) For tablet correct
Hope maybe this helps
Can anyone help me or has an idea why that could be? Or does anyone know where I maybe could get some help, if I have problems with hololens development - could be paid too? All I can find from e.g. Unity are abonnements for a longer time,but that does not make sense for me, because the problem should be fixed this or next week at the latest. Thanks in advance, I appreciate every help.

In flutter_driver test, How can we automate the part where we upload images or videos?

I am writing integration test using flutter_driver, there is a test flow where I have to upload profile picture, is there any way we can automate this part. as I cannot find anything relevant to this on internet.
The specific part where I am stuck is this when I come to this screen I need to tap on Upload image button in below screen
This is screen with upload images button
After tapping this I go to gallery where I select a image and it gets uploaded.
gallery screen
This part where we have to select an upload an image is what I want to automate but I am stuck in this part, how can we achieve this.
Is this possible? please help, thanks
Since the library or should I say intent is not part of your flutter activity, It would be very tricky or near to impossible to implement the task, but what you can do is you can create your own flutter page with the the slimier view and implementation inside the app(like gallery shown in screenshot) after that you can Implement that functionality. Here's one example of gallery application. You can modify according to your need and can do testing in that
https://github.com/aouahib/photo_manager_demo
It works on my machine. please let me know if it works on yours too. I think you are using android one phone. It should work on that.

Parts of webpage only displaying halfscreen on iPhone

I'm not sure whats happening here. I thought this was working fine before and now when I look at it the news is displaying fine...but on iphone and maybe any mobile its only filling half the screen.
I could try to use the inspector on chrome to fix it but the site is filling the screen on desktop but still only half on the actual device. Any idea what might be the issue? I messed around with the media queries but its not helping.
The news section is working fine but the rest are only filling half the screen.
greenpointpictures.com

Zoom support while page curling effect present in pdf reader app

Hi
I am developing an ipad Magazine app where I need to display pdf files.I am using leaves project for page curl effect.This works great.
But in landscape page fits to height(768px) and it becomes difficult to read the font.
Thats why I want to support zoom in/out on this view.
I am a newbie to Core Graphics.I think in leaves project they parse pdf to show image of each page.But I dont know why zoom is not supported if it is an image.
There are some more branches of leaves project for implementing this feature but all of them are not perfect.
Shall I continue using leaves or UIViewAnimationTransitionCurlUp/Down will help me for both the problems?
Thanks
here is the code for your requirement. check out this
You can refer this tutorial. Provided by APPLE
Hope it helps.

iPhone App Tutorial/Help Screen UI

What is the best way to create tutorial or help screens that can be viewed in an iPhone App on launch?
I'm debating between using two paradigms:
Edit a screenshot of the app with an image editing program to add static help text. Interaction is tapping or scrolling through the tips. This involves creating a custom UIViewController to advance to the next help screen.
Create a custom iPhone UIControl on top of the App user interface that can be tapped to advance to the next tutorial tip. The application will transition between the modes and will be active, rather than static. It involves adding hooks into the App's custom ViewController's to handle "TutorialUIControl" objects.
Here's some screenshots of the application that I need to make help screen UI for, it's an application that creates artwork. More App Information
Screenshot 1: View mode that allows viewers to scroll through an image list, like the UIImagePicker, but for custom image collections.
Screenshot 2: Action mode - allows viewers to select images to save to the "My Saved" album from the active art generation album "My Evolution" or evolve images using sexual/asexual image reproduction.
The "right" answer really depends on the application you are designing. I would highly suggest getting as many apps as you can and looking at how they do help. See what works and what doesn't and think about how that is related to your own design.
In my app (a game) I chose to build a set of static images that could be scrolled through to provide detailed help (based on Apple's sample code). But, I also built an interactive tutorial that plays the first time you run the game. I also pop up a welcome overlay the first time the app is run and suggest what button to press to start a game.
It also helps if you test your tutorial with a lot of different people. After several designs with things too complex, I boiled down my instructions to something extremely simple: "Press the green buttons", and then built up from there.
You can easily store a preference to say whether the app has been launched before, and if that entry is blank you run the tutorial again.
You can create an HTML tutorial that you view through a UIWebView. In on of my iPad apps, I just made a large image that I presented modally with images and text explaining how to use the app.
For iPhone, the best way to include a "How-To" tutorial for your app would have to be a web document, seeing as how you can add images and formatted text.
Alternatively, You can add more views to your controllers with transparent backgrounds and animated buttons and text, for a more interactive feel.
To answer my own questions many months later.
I revamped and used WEPopover to show my help popups, as seen in the iPhone/iPad App, Wallpaper Evolution Lite. The help disappears only if tapped or the button it was attached to was pressed. Using this flow I could highlight a series of buttons to the user.
I added help images within the application to highlight interaction behaviors with the content. The tap, zoom, and drag images are fully interactive.
As #WrightsCS mentioned HTML is another avenue. I use the UIWebView to provide a more in depth help/tips screen with contact information.
In my upcoming app, I'm making use of a paging UIScrollView with help content highlighting app features. The help screen is loaded on the first start of the app, and is accessible through a help menu option.
Here's my fork of the WEPopover github project: https://github.com/PaulSolt/WEPopover