I'm experience four separate bugs with the official cordova media capture plugin on a Nexus 6 phone running Android 6.
Some of these bugs did not occur on the Nexus 6p. So I know there may be some phone specific issues here. Any help would be greatly appreciated.
Bug 1
open app at portrait orientation
then rotate to landscape
press record, then stop
notice how video preview is rotated in wrong orientation
Bug 2
open app
change camera facing from rear to front
notice how you can't click record button now
Bug 3
open app at portrait orientation
press record, then stop
accept video, and notice video cannot be played in a video player
Bug 4
open android Photos app
notice how videos are not shown in gallery
restart phone and reopen Photos app to see them
Plugin
https://github.com/apache/cordova-plugin-media-capture
Demo to replicate bugs
https://github.com/kmturley/cordova-media-capture-example
Fixed by updating to Android 6.0.1
Related
In latest android 10+ We are facing the wired issue in Ionic application. When user try to play video screen flickering black screen. Mostly its happen in Samsung android devices. Video is not loading from internet. Its a local device video. Also, not an issue with file reading permission. As 1/10 times its work and 9 time not working.
Google Chrome 85 released today fixes this going forward. its an issue with HTML5 Video player and webview. Please update to the latest version of chrome 85 and android webview
Currently, I am trying to make the Virtual Tour app to play with cardboard, then get the demo completed and it's working like a charm in Editor Play mode and on my Lenovo Phab 2 phone. Unfortunately, when I install it on Samsung Note 9, the app displays upside down. I have tried change the orientation in player setting and edit the android manifest but still no luck are there any one know the solution? or is it the bug in GoogleVRSDK or Unity ,caused at first there is the lack in app build that Unity build the app as normal app not Cardboard one even GoogleVR Demo scene, but after restart Unity it works fine.
This is apparently an issue with Unity 2019.1.x and both Android and iOS.
Either, switch rendering from Vulkan to OpenGLES3 (Android, not sure about iOS)
Or, downgrade to 2018.3.14f (is said to work for both iOS and Android)
Track updates here:
https://github.com/googlevr/gvr-unity-sdk/issues/1030
https://github.com/googlevr/gvr-unity-sdk/issues/1031
Following the Camera 2 sample I've created simple camera class to capture the images. When it's okay with capturing both flash/non-flash images on any device with Android < 7.0, on mine Nexus 5X with Android 7.1 the same config fire the flash only once on the preview. Pre-sequences are the next:
for the preview I'm using CameraDevice.TEMPLATE_PREVIEW with AE mode set to CameraMetadata.CONTROL_AE_MODE_ON_ALWAYS_FLASH
the same I use for the capture still picture, but with CameraDevice.TEMPLATE_STILL_CAPTURE
If someone can help me with this case - I'll be really appreciated.
This is just additional information on the above issue. I wish to draw some attention to this problem!
My application takes a photo every 5 seconds. I (1) select the camera, (2) acquirer a session and then with each loop I (3) create a Capture request in which I set the Flash Mode and call the capture method on the session.
I have no issues with my Samsung SM-G550T (Android version 6.01), but I was having some issues with the Flash Mode on my Moto G4 (Android version 7.0). I got both phones to Flash, but only with this setting:
CaptureRequest.Builder requestBuilder = mCameraDevice.createCaptureRequest(CameraDevice.TEMPLATE_STILL_CAPTURE);
requestBuilder.set(CaptureRequest.FLASH_MODE, CaptureRequest.FLASH_MODE_SINGLE);
I am presently having an issue with a LG device (M210N) (Android version 7.0). Using the settings I stated above I get the device to flash just once. If I completely re-initialize the camera (as described above) the device will flash again only once.
If I add the CONTROL_AE_MODE_ON_ALWAYS_FLASH setting to the above requestBuilder, then the LG does not flash at all. So I had to remove that flag.
I have tried many different additional settings and combination for settings and none of them have eliminated this issue. I wonder how many devices are affected by this issue.
I am using the CWAC-Camera library within my Android application. Recently it was upgraded to v0.6.3, but since then I have noticed that rotation of images doesn't seem to work as expected.
I am starting a CameraFragment within an Activity that is locked to landscape orientation, and have observed the rotation is not correct for an output image with or without setting CameraFragment.lockToLandscape(true). I have managed to reproduce this in the demo application when the "Lock to Landscape" is checked (steps and a screenshot provided below). I have been testing on a Nexus 4 and Nexus 5 both running Android 4.4.2.
Has anyone else experienced this issue since upgrading to v0.6? Previously we were using 0.5.4 which didn't seem to have this issue, but looking at the release log I see there has been a lot of changes to EXIF data/rotation etc.
Steps to reproduce in demo app:
Open application, hold phone portrait or landscape
Select "Lock to Landscape" and "Single shot mode" from menu
Turn phone landscape (if started off portrait in step 1)
Capture image, appears rotated as per screenshot.
Cheers
For the record, this bug was fixed in v0.6.4 of the library.
We are using PhoneGap/Cordova 1.8.1 (Android) with the latest version of the ChildBrowser plugin. When we bring up a link to youtube in the ChildBrowser, we generally cannot play any videos. Here is our testing so far:
Android 2 (old Droid 1): Mobile YouTube site comes up, no videos will play at all though (doesn't even switch to video mode).
Android 4 (Motorola Xoom): Mobile site comes up, video seems like it is playing, but only shows a black screen (no sound);
Android 4 (Droid Razr Maxx): Mobile site comes up, plays, but no video only sound.
We also had someone report with an Android 2 device that the video would play, but would change the orientation of the device from portrait to landscape - then upon going back to the app the app would stay fixed in landscape (even though it is set to portrait only).
Yes, you should use the ChildBrowser.openExternal on Android as it will start the Android browser which you can play YouTube video's. The ChildBrowser.showWebPage does not start the browser, instead it creates it's own web view to display the remote side so it is not full featured.