Display camera feed in UIView in iOS - objective-c

I have an iOS app with a simple UIView placed in the view controller. I am trying to show the camera feed of the front facing camera, in the UIView. I am not trying to take a picture or record a video, I simply want to show the live feed in a UIView.
I have tried to implement AVCaptureVideoPreviewLayer, however the feed I get is blank. Nothing seems to happen. Here is my code:
AVCaptureSession *session = [[AVCaptureSession alloc] init];
[session setSessionPreset:AVCaptureSessionPresetPhoto];
AVCaptureDevice *device = [AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo];
NSError *error = nil;
AVCaptureDeviceInput *input;
#try {
input = [AVCaptureDeviceInput deviceInputWithDevice:device error:&error];
} #catch (NSException *exception) {
NSLog(#"Error; %#", error);
} #finally {
if (error == nil) {
if ([session canAddInput:input]) {
[session addInput:input];
AVCaptureStillImageOutput *stillImageOutput = [[AVCaptureStillImageOutput alloc] init];
[stillImageOutput setOutputSettings:#{AVVideoCodecKey : AVVideoCodecJPEG}];
if ([session canAddOutput:stillImageOutput]) {
[session setSessionPreset:AVCaptureSessionPresetHigh];
[session addOutput:stillImageOutput];
AVCaptureVideoPreviewLayer *previewLayer = [[AVCaptureVideoPreviewLayer alloc] initWithSession:session];
[previewLayer setVideoGravity:AVLayerVideoGravityResizeAspect];
[previewLayer.connection setVideoOrientation:AVCaptureVideoOrientationPortrait];
[backgroundStreamView.layer addSublayer:previewLayer];
[session startRunning];
NSLog(#"session running");
} else {
NSLog(#"cannot add output");
}
} else {
NSLog(#"cannot add inout");
}
} else {
NSLog(#"general error: %#", error);
}
}
The session runs perfectly fine, however no video feed is shown. What am I doing wrong?

Managed to fix it myself, turned out to be a fairly simple issue - I didn't specify the frame size of the AVCapturePreviewLayer and as a result it was not appearing (presumably because it defaults to a frame size of zero).
To fix this I set the frame to match the frame of my custom UIView:
[previewLayer setFrame:backgroundStreamView.bounds];
Deprecation code fix
AVCaptureStillImageOutput is also deprecated, so to fix that, I replaced it with the AVCapturePhotoOutput class. Thus the code changed from:
AVCaptureStillImageOutput *stillImageOutput = [[AVCaptureStillImageOutput alloc] init];
[stillImageOutput setOutputSettings:#{AVVideoCodecKey : AVVideoCodecJPEG}]
to the following:
AVCapturePhotoOutput *stillImageOutput = [[AVCapturePhotoOutput alloc] init];

Related

When button click switch camera front and back in iOS [duplicate]

I am developing an iPhone App. In that, there is a requirement for Pausing and resuming the camera. So i used AVFoundation for that instead of using UIImagePickerController.
My code is :
- (void) startup :(BOOL)isFrontCamera
{
if (_session == nil)
{
NSLog(#"Starting up server");
self.isCapturing = NO;
self.isPaused = NO;
_currentFile = 0;
_discont = NO;
// create capture device with video input
_session = [[AVCaptureSession alloc] init];
AVCaptureDevice *cameraDevice = [AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo];
if(isFrontCamera)
{
NSArray *videoDevices = [AVCaptureDevice devicesWithMediaType:AVMediaTypeVideo];
AVCaptureDevice *captureDevice = nil;
for (AVCaptureDevice *device in videoDevices)
{
if (device.position == AVCaptureDevicePositionFront)
{
captureDevice = device;
break;
}
}
cameraDevice = captureDevice;
}
cameraDevice=[AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo];
AVCaptureDeviceInput* input = [AVCaptureDeviceInput deviceInputWithDevice:cameraDevice error:nil];
[_session addInput:input];
// audio input from default mic
AVCaptureDevice* mic = [AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeAudio];
AVCaptureDeviceInput* micinput = [AVCaptureDeviceInput deviceInputWithDevice:mic error:nil];
[_session addInput:micinput];
// create an output for YUV output with self as delegate
_captureQueue = dispatch_queue_create("uk.co.gdcl.cameraengine.capture", DISPATCH_QUEUE_SERIAL);
AVCaptureVideoDataOutput* videoout = [[AVCaptureVideoDataOutput alloc] init];
[videoout setSampleBufferDelegate:self queue:_captureQueue];
NSDictionary* setcapSettings = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithInt:kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange], kCVPixelBufferPixelFormatTypeKey,
nil];
videoout.videoSettings = setcapSettings;
[_session addOutput:videoout];
_videoConnection = [videoout connectionWithMediaType:AVMediaTypeVideo];
[_videoConnection setVideoOrientation:AVCaptureVideoOrientationPortrait];
NSDictionary* actual = videoout.videoSettings;
_cy = [[actual objectForKey:#"Width"] integerValue];
_cx = [[actual objectForKey:#"Height"] integerValue];
AVCaptureAudioDataOutput* audioout = [[AVCaptureAudioDataOutput alloc] init];
[audioout setSampleBufferDelegate:self queue:_captureQueue];
[_session addOutput:audioout];
_audioConnection = [audioout connectionWithMediaType:AVMediaTypeAudio];
[_session startRunning];
_preview = [AVCaptureVideoPreviewLayer layerWithSession:_session];
_preview.videoGravity = AVLayerVideoGravityResizeAspectFill;
}
}
Here i am facing the problem when i change the camera to Front. when i calling the above method by changing the camera to front, the preview layer is getting stuck and no preview is coming. My doubt is "Can we change the capture device in the middle of capture session ?". Please guide me where i am going wrong (or) Suggest me with a solution on how to navigate between front and back camera while recording.
Thanks in Advance.
Yes, you can. There are just a few of things you need to cater to.
Need to be using AVCaptureVideoDataOutput and its delegate for recording.
Make sure you remove the previous deviceInput before adding the new deviceInput.
You must remove and recreate the AVCaptureVideoDataOutput as well.
I am using these two functions for it right now and it works while the session is running.
- (void)configureVideoWithDevice:(AVCaptureDevice *)camera {
[_session beginConfiguration];
[_session removeInput:_videoInputDevice];
_videoInputDevice = nil;
_videoInputDevice = [AVCaptureDeviceInput deviceInputWithDevice:camera error:nil];
if ([_session canAddInput:_videoInputDevice]) {
[_session addInput:_videoInputDevice];
}
[_session removeOutput:_videoDataOutput];
_videoDataOutput = nil;
_videoDataOutput = [[AVCaptureVideoDataOutput alloc] init];
[_videoDataOutput setSampleBufferDelegate:self queue:_outputQueueVideo];
NSDictionary* setcapSettings = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithInt:kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange], kCVPixelBufferPixelFormatTypeKey, nil];
_videoDataOutput.videoSettings = setcapSettings;
[_session addOutput:_videoDataOutput];
_videoConnection = [_videoDataOutput connectionWithMediaType:AVMediaTypeVideo];
if([_videoConnection isVideoOrientationSupported]) {
[_videoConnection setVideoOrientation:AVCaptureVideoOrientationLandscapeRight];
}
[_session commitConfiguration];
}
- (void)configureAudioWithDevice:(AVCaptureDevice *)microphone {
[_session beginConfiguration];
_audioInputDevice = [AVCaptureDeviceInput deviceInputWithDevice:microphone error:nil];
if ([_session canAddInput:_audioInputDevice]) {
[_session addInput:_audioInputDevice];
}
[_session removeOutput:_audioDataOutput];
_audioDataOutput = nil;
_audioDataOutput = [[AVCaptureAudioDataOutput alloc] init];
[_audioDataOutput setSampleBufferDelegate:self queue:_outputQueueAudio];
[_session addOutput:_audioDataOutput];
_audioConnection = [_audioDataOutput connectionWithMediaType:AVMediaTypeAudio];
[_session commitConfiguration];
}
You can't change the captureDevice mid-session. And you can only have one capture session running at a time. You could end the current session and create a new one. There will be a slight lag (maybe a second or two depending on your cpu load).
I wish Apple would allow multiple sessions or at least multiple devices per session... but they do not... yet.
have you considered having multiple sessions and then afterwards processing the video files to join them together into one?

iPad capturing 16:9 photos

I am building a prototype app on iOS, and I’m cannibalizing some Apple sample code to do it (thin ice, I know—this code uses goto statements :\ ). I am using the AVCam project from Session 520 - What's New in Camera Capture. I don’t need video capture capability, just still photos.
The device inputs and outputs are set up thusly:
// Init the device inputs
AVCaptureDeviceInput *newVideoInput = [[AVCaptureDeviceInput alloc] initWithDevice:[self backFacingCamera] error:nil];
AVCaptureDeviceInput *newAudioInput = [[AVCaptureDeviceInput alloc] initWithDevice:[self audioDevice] error:nil];
// Setup the still image file output
AVCaptureStillImageOutput *newStillImageOutput = [[AVCaptureStillImageOutput alloc] init];
NSDictionary *outputSettings = #{AVVideoCodecKey: AVVideoCodecJPEG};
[newStillImageOutput setOutputSettings:outputSettings];
// Create session (use default AVCaptureSessionPresetHigh)
AVCaptureSession *newCaptureSession = [[AVCaptureSession alloc] init];
// Add inputs and output to the capture session
if ([newCaptureSession canAddInput:newVideoInput]) {
[newCaptureSession addInput:newVideoInput];
}
if ([newCaptureSession canAddInput:newAudioInput]) {
[newCaptureSession addInput:newAudioInput];
}
if ([newCaptureSession canAddOutput:newStillImageOutput]) {
[newCaptureSession addOutput:newStillImageOutput];
}
[self setStillImageOutput:newStillImageOutput];
[self setVideoInput:newVideoInput];
[self setAudioInput:newAudioInput];
[self setSession:newCaptureSession];
And here is the method that’s called when I tap the shutter button:
- (void) captureStillImage
{
AVCaptureConnection *stillImageConnection = [[self stillImageOutput] connectionWithMediaType:AVMediaTypeVideo];
if ([stillImageConnection isVideoOrientationSupported])
[stillImageConnection setVideoOrientation:orientation];
[[self stillImageOutput]
captureStillImageAsynchronouslyFromConnection:stillImageConnection
completionHandler:^(CMSampleBufferRef imageDataSampleBuffer, NSError *error) {
ALAssetsLibraryWriteImageCompletionBlock completionBlock = ^(NSURL *assetURL, NSError *error) {
if (error)
{
if ([[self delegate] respondsToSelector:#selector(captureManager:didFailWithError:)])
{
[[self delegate] captureManager:self didFailWithError:error];
}
}
};
if (imageDataSampleBuffer != NULL)
{
NSData *imageData = [AVCaptureStillImageOutput jpegStillImageNSDataRepresentation:imageDataSampleBuffer];
ALAssetsLibrary *library = [[ALAssetsLibrary alloc] init];
UIImage *image = [[UIImage alloc] initWithData:imageData];
if ([self.delegate respondsToSelector:#selector(captureManagerCapturedImage:)])
{
dispatch_async(dispatch_get_main_queue(), ^{
[self.delegate captureManagerCapturedImage:image];
});
}
[library writeImageToSavedPhotosAlbum:[image CGImage]
orientation:(ALAssetOrientation)[image imageOrientation]
completionBlock:completionBlock];
}
else
{
completionBlock(nil, error);
}
if ([[self delegate] respondsToSelector:#selector(captureManagerStillImageCaptured:)])
{
[[self delegate] captureManagerStillImageCaptured:self];
}
}];
}
This code successfully captures an image and saves it to the library. However, at some point while I was working on it, it changed from capturing 5-megapixel 4:3 images to capturing 1920x1080 16:9 images. I can’t find anywhere that the aspect ratio is specified, and I didn’t change any of the code relating to the configuration of the camera, capture sessions, or capture connection. Why did my camera start taking 16:9 photos?
Update: I just re-ran Apple’s original sample code, and it appears that it is also saving 16:9 images captured directly from the video. It is quite possible that I was insane before, or I took a test shot with Camera.app and was looking at that. So my real question is, how do I show a live feed from the camera on the screen while I’m shooting, and take a full-resolution photo. I can’t use UIImagePickerController, because I need to be able to overlay things on top of the live camera feed.
Update 2: I was able to solve this by throwing out the AVCapture code I was using. It turns out that UIImagePickerController does what I needed. I didn’t realize you could overlay custom controls - I thought it took over the whole screen until you were done taking a picture.
If you're capturing frames from a video source, you'll end up with a resolution of 16:9. Capturing frames from a video source and taking photos are different things.

How can I release UIimage which was fetched from ALAssetsLibrary

I spent my whole 2weeks for just trying to resolve this problem. So frustrate!
Following 2 functions are what I'm using for fetching a image from device library.
If I use "setImage" function multiple times I keep losing my free memory on my iOS Device.
I think "[imageFromAsset initWithCGImage:[[myasset defaultRepresentation] fullScreenImage]];" in assetImage function causes the problem.
Can any guys help me? Any clues or thinking would be SUPER appreciate! Please!
- (void)setImage:(NSURL *)imageURL{
UIImage *imageFromDeviceLibrary = [[UIImage alloc] init];
[[DevicePhotoControl sharedInstance] assetImage:[imageURL absoluteString] imageToStore:imageFromDeviceLibrary];
UIImageView *fullImageView = [[UIImageView alloc] initWithImage:imageFromDeviceLibrary];
[imageFromDeviceLibrary release];
[self.view addSubview:fullImageView];
[fullImageView release];
}
- (void)assetImage:(NSString *)assetURL imageToStore:(UIImage *)imageFromAsset{
// Handling exception case for when it doesn't have assets-library
if ([assetURL hasPrefix:#"assets-library:"] == NO) {
assetURL = [NSString stringWithFormat:#"%#%#",#"assets-library:",assetURL];
}
__block BOOL busy = YES;
ALAssetsLibrary* assetslibrary = [[[ALAssetsLibrary alloc] init] autorelease];
//get image data by URL
ALAssetsLibraryAssetForURLResultBlock resultblock = ^(ALAsset *myasset)
{
[imageFromAsset initWithCGImage:[[myasset defaultRepresentation] fullScreenImage]];
busy = NO;
};
ALAssetsLibraryAccessFailureBlock failureblock = ^(NSError *myerror)
{
NSLog(#"Library Image Fetching Failed : %#",[myerror localizedDescription]);
busy = NO;
};
[assetslibrary assetForURL:[NSURL URLWithString:assetURL]
resultBlock:resultblock
failureBlock:failureblock];
while (busy == YES) {
[[NSRunLoop currentRunLoop] runMode:NSDefaultRunLoopMode beforeDate:[NSDate distantFuture]];
}
}
The moment the AssetLibrary is released, all the asset object will be gone with it.
I suggest that you create your assetLibrary in the app delegate to keep it alive and only reset it when you receive change notification ALAssetsLibraryChangedNotification from the ALAssetLibrary
here
It may help you.

zXing (ios version) Black/White screen error

I'm working over application, that using zxing library to read QRcodes. I have problem with ZxingWidgetController - when view is showed, during application is in background/not active (eg. screen is lock) image from camera is not shown on screen - only background is visible, and scanner seems to be not working.
when i call initCapture method again, after a little delay video from camera is showed, but in this case, every time when application lose activity i need to reinitialize scanner - this behavior is not comfortable at all.
this bug can be repeated on almost all aplication used zXing, so i suppose that is some zXing bug.
zXing initCapture method code is:
- (void)initCapture {
#if HAS_AVFF
AVCaptureDeviceInput *captureInput =
[AVCaptureDeviceInput deviceInputWithDevice:
[AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo]
error:nil];
if(!captureInput)
{
NSLog(#"ERROR - CaptureInputNotInitialized");
}
AVCaptureVideoDataOutput *captureOutput = [[AVCaptureVideoDataOutput alloc] init];
captureOutput.alwaysDiscardsLateVideoFrames = YES;
if(!captureOutput)
{
NSLog(#"ERROR - CaptureOutputNotInitialized");
}
[captureOutput setSampleBufferDelegate:self queue:dispatch_get_main_queue()];
NSString* key = (NSString*)kCVPixelBufferPixelFormatTypeKey;
NSNumber* value = [NSNumber numberWithUnsignedInt:kCVPixelFormatType_32BGRA];
NSDictionary* videoSettings = [NSDictionary dictionaryWithObject:value forKey:key];
[captureOutput setVideoSettings:videoSettings];
self.captureSession = [[[AVCaptureSession alloc] init] autorelease];
self.captureSession.sessionPreset = AVCaptureSessionPresetMedium; // 480x360 on a 4
if([self.captureSession canAddInput:captureInput])
{
[self.captureSession addInput:captureInput];
}
else
{
NSLog(#"ERROR - cannot add input");
}
if([self.captureSession canAddOutput:captureOutput])
{
[self.captureSession addOutput:captureOutput];
}
else
{
NSLog(#"ERROR - cannot add output");
}
[captureOutput release];
if (!self.prevLayer)
{
[self.prevLayer release];
}
self.prevLayer = [AVCaptureVideoPreviewLayer layerWithSession:self.captureSession];
// NSLog(#"prev %p %#", self.prevLayer, self.prevLayer);
self.prevLayer.frame = self.view.bounds;
self.prevLayer.videoGravity = AVLayerVideoGravityResizeAspectFill;
[self.view.layer addSublayer: self.prevLayer];
[self.captureSession startRunning];
#endif
}
Maybe you guys know what is wrong?
I dont understand your question. If application is in background/not active, of course it cant working. You should make it clear.

AVCaptureSession start memory warnings

each time I start a AVCaptureSession I receive a memory warning leading to crashes after time.
I'm starting the session asynchronously and the Instruments tool says the application consumes about 2 MB memory.
Do you have any idea how to overcome that issue? Are 2MB of allocated memory too much?
Thankx!
[iOS 4.3, ARC]
#autoreleasepool {
//Init capture session
session = [[AVCaptureSession alloc] init];
session.sessionPreset = AVCaptureSessionPresetPhoto;
//Resize container view
CGRect cameraContainerFrame = cameraContainerView.frame;
cameraContainerFrame.size = CGSizeMake(320, 426);
cameraContainerView.frame = cameraContainerFrame;
CALayer *viewLayer = [cameraContainerView layer];
[viewLayer setMasksToBounds:YES];
//Create preview layer
captureVideoPreviewLayer = [[AVCaptureVideoPreviewLayer alloc] initWithSession:session];
CGRect bounds = [cameraContainerView bounds];
[captureVideoPreviewLayer setFrame:bounds];
if ([captureVideoPreviewLayer isOrientationSupported]) {
[captureVideoPreviewLayer setOrientation:AVCaptureVideoOrientationPortrait];
}
[captureVideoPreviewLayer setVideoGravity:AVLayerVideoGravityResizeAspectFill];
[viewLayer addSublayer:captureVideoPreviewLayer];
//Get input device
captureDevice = [AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo];
if ([captureDevice lockForConfiguration:nil]){
captureDevice.focusMode = AVCaptureFocusModeContinuousAutoFocus;
captureDevice.whiteBalanceMode = AVCaptureWhiteBalanceModeContinuousAutoWhiteBalance;
[captureDevice unlockForConfiguration];
}
NSError *error = nil;
AVCaptureDeviceInput *input = [AVCaptureDeviceInput deviceInputWithDevice:captureDevice error:&error];
if (!input) {
// Handle the error appropriately.
DLog(#"ERROR: trying to open camera: %#", error);
}
//Add input to session
[session addInput:input];
//Output
stillImageOutput = [[AVCaptureStillImageOutput alloc] init];
NSDictionary *outputSettings = [NSDictionary dictionaryWithObject:AVVideoCodecJPEG forKey:AVVideoCodecKey];
[stillImageOutput setOutputSettings:outputSettings];
[session addOutput:stillImageOutput];
//Save state
cameraSessionInitialized = YES;
[session startRunning];
}
session.sessionPreset = AVCaptureSessionPresetMedium;
If you don't care about quality, this does get rid of memory warnings. I'm trying to figure out how to get it working with the AVCaptureSessionPresetPhoto.