Nikon D3400 black line in pictures - camera

I got an used nikon d3400, I took some pictures but the all have a black line at the bottom (covers about 20% of the image). How could this be fix?

Is this happening when you shoot with flash(external) or always?
If with flash, then shoot with the shutter at 1/200 s or slower as the highest flash sync speed is 1/200s on Nikon d3400.
I hope I could be of help.

Related

iMac 10.9.5 Mavericks making high-pitched sound when viewing samples of some processes

Does anybody have an educated guess into why my iMac 10.9.5. Mavericks is making a high-pitched sound when I am viewing samples of processes? Latest to do this was a sample of font daemon "fontd" run by atsserver (apple type service server).
It seems very weird since, if I drag the window of the sample so that it is not visible on the screen, the high pitch noise stops – and immediately when I drag the window so that I can see the sampled text, the sound comes back. The pitch is very high, somewhere around 18kHz. Many times it seems the samples that make the noise seem to have the DataDetectorsCore associated.
The sound only comes when viewing the sample of the process in the Activity Monitor. So if I save it as text and view it then, the sound is not there.
What could be going on here?
Thank you for any good guesses!

SKSpriteNodes are showing up different sizes on a real iPhone

I am making an app, and recently, out of the blue there has been a problem.
When I ran my app on my iPhone, (which I have been doing fine for the last few weeks) the images show up at completely different sizes.
For example:
The start button on the Xcode simulator is xScale 2.0f. On the iPhone it shows to be roughly half that size. I keep all the images in a .atlas file, and they are all .png. I am using sprite kit as well, and the iPhone I am using is on iOS 7.
Here is what I'm getting:
Unwanted result (As is on iPhone)
Here is what I would like:
Desired Result (As is on simulator)
This has also happened throughout the app, with other sprite nodes. Does anyone know how I can fix this problem? Thank you in advance, and I would have posted screenshots if it wasn't for the 10 rep limit.
Edit:
I have now got most of the images working, by creating a #2x version of all the images.
But there is still one graphic that is this time TOO LARGE on the iPhone. Thank you for all your help so far, does anyone know how I can make that one image smaller on the iPhone?
Your PNGs need to be labeled with a 2x or 3x. This is Apples way of accounting for the retina screens.
"ImageFileName#2x.png"
for Iphone 4,5,6
"ImageFileName#3x.png"
for Iphone 6 Plus
If you have no extension, Apple will assume it should make your image 2 or 3 times bigger to account for the extra pixels in the retina displays. If you add the #2x or #3x, Apple assumes you provided the image already accounting for the retina pixel count.

Kinect - Size of a skeleton capture file

I have to make some calculations concerning the size of a skeleton capture file without having an actual Kinect device...
So I came to the conclusion that for a 15 minutes skeletal tracking, the file size would approximately be 8Mbytes. Is this right ?
Ok, I just answer my own question.
If you only save the skeleton view, you are only saving the joints coordinates and their orientation. It doesnt take much space, and should be about the file size I mentioned in the question.

Can the iPhone camera detect flashing? (as in a flashing image?)

Can the iPhone camera detect flashing? (as in a flashing image?) I am looking to get some help with this, fairly new to the whole x code world so any advice you can give would be greatly appreciated.

animation in game application in android

I am working on image animation. I have 200 transparent png images which I am trying to show one by one over a background image.
Can you tell me the best way to do it. The image should change in such a way that it should appear that a cartoon is running.
thanx
pavan
Did you end up finding a solution for this? I would be interested in knowing. If you do not need to animate quicker than every 300ms then this may work for you see my post:
See: 750 frame transparent PNG animation in ImageView at 23fps
Also using Animation.drawable could be an option if you can split your cartoon it up into small pieces 40-50 frames at a time and then play them one after the other.
I'm still looking for a better solution for this so would be interested to see another way.