Access camera menu from Canon EDSDK - edsdk

What I actually want is to select exposure type (auto or manual) when shooting video by the means of EDSDK.
I can do it using camera menu.
I didn't managed to find a way to do it from official documentation. My another try was to check all camera events when I use camera buttons to set menu options hoping there were some undocumented properties - this attempt faild too.
A generalized question would be is there a way to set menu options of camera using EDSDK i guess.

Modes :
0 = Program
9 = Auto
5 = A-DEP
programmatically, read the property can use EdsGetPropertyData and for set the value EdsSetPropertyData
uint emode = 5;
error = EDSDK.EdsSetPropertyData(Camera, EDSDK.PropID_AEMode,
0, sizeof(uint), emode);

Related

Controlling level and focus of windows other apps with CGPrivate functions

Question
How to use these private functions on other windows? It would be nice to have this knowledge back in the wild. I am specifically trying to get CGSOrderWindow and CGSSetWindowLevel to work.
I was trying in the direction of:
temporarily register as the dock and then register the dock as the dock again immediately afterwards
or
code injection into the Dock process per this comment:
Also, the author of the above project seems determined to make all core functionality available as a framework. It seems to be implemented as code injection into the Dock process.
Reason I know this is possible
I have been doing work on trying to setLevel on window of another app, and focus window of another app if focused. I am posting this again with the info I learned because from my searching online, I know this was done in the past, its just the knowledge is not publicly out there anymore. The sourceforge pages are no longer there. So I was wondering if you could help me make this information public again.
This is the topic I read that gave me this information - http://cocoadev.com/HowtoControlOtherAppsWindows
Here you see comments like:
You cannot control an another app's windows from a user-level process, unfortunately.
SlavaKarpenko
You can, Slava, you just need to register as the Dock. It might be possible to temporarily register as the dock and then register the dock as the dock again immediately afterwards, not sure. I think the call you'd be wanting to investigate as CoreDockRegisterDockOwner in HIServices.framework.
FinlayDobbie
You could also use APE or similar to do control the windows, or (as mentioned above) register as the Dock (look for the private APIs with Universal Connection in their name). Has anyone found a polite way of getting the Dock to give up its universal connection? The only way I can find is to force quit the Dock and grab the universal connection when it's not looking (which prevents the dock reloading).
SamTaylor
There's an open source project up on sourceforge.net that looks much more like the window managers I've used on Unix boxes than Space.app (or Space.dock): http://wsmanager.sourceforge.net/
SteveCook
Verifying things work
This is what I learned, from the sources at bottom of this post, we see all these functions work with CGWindowIds, so how do I get that, this is how:
Get all windows with CGWindowListCopyWindowInfo. Then access each element from that array with CFArrayGetValueAtIndex and then get the CGWindowId with objectForKey:, kCGWindowNumber, and then integerValue.
Now if I try to focus or set level of a window that is OWNED by the app running the code, it works fantastic. For instance:
MY_TARGET_CGWINDOW_ID = 179;
rez_CGError = CGSOrderWindow(_CGSDefaultConnection, MY_TARGET_CGWINDOW_ID, kCGSOrderAbove, 0);
Will focus it, rez_CGError is 0. Even if the window is minimized, it is unminimized, without animation, and shown.
Now however, if I try this on a window of a different app we get some errors:
MY_TARGET_CGWINDOW_ID_of_other_app = 40;
rez_CGError = CGSOrderWindow(_CGSDefaultConnection, MY_TARGET_CGWINDOW_ID_of_other_app, kCGSOrderAbove, 0);
This fails and rez_CGError is 1000, which I suspect means "cid (CGSConnection) used does not have permission to modify target window". The same happens if I first do [app activateWithOptions: (NSApplicationActivateIgnoringOtherApps | NSApplicationActivateAllWindows)] before making the call above.
So I first get the cid of that owning window like this:
var rez_CGError = CGSGetWindowOwner(_CGSDefaultConnection, MY_TARGET_CGWINDOW_ID_of_other_app, &ownerCid);
This works good and I get ownerCid is set to a value. Then I do the focus command with this new connection:
rez_CGError = CGSOrderWindow(ownerCid, MY_TARGET_CGWINDOW_ID_of_other_app, kCGSOrderAbove, 0);
However this gives rez_CGError of 268435459, which I suspect means "current app does not have permission to use this ConnectionId (cid)". (Same happens if I call activateWithOptions first.
My Sources for the Private Functions
Here is the sources for some private functions I found - https://code.google.com/p/undocumented-goodness/source/browse/trunk/CoreGraphics/CGSPrivate.h
This one source here contains a function that is not in the above link - CGSGetConnectionIDForPSN - i test it and it exists - from - https://github.com/mnutt/libqxt/blob/767498816dfa1742a6f3aee787281745afec11b8/src/gui/qxtwindowsystem_mac.h#L80

Unreal Engine 4 Blueprint

Im new to unreal
I have a problem with the communication from Hud_Blueprint to Level_Blueprint.
I want to have a slider in the Hud which controls the rotation of a cube in the level.
In the Hud_Blueprint i have the slider I made in a Widget_Blueprint.
Works perfect, printline values from 0 to 1.
I tried to use a Interface_Blueprint, like in the following link without success.
https://answers.unrealengine.com/questions/22126/pass-variable-from-hud-blueprint-to-level-blueprin.html
my Blueprints:
https://www.dropbox.com/s/k30ah9fjuwlff6x/zusammen.jpg?dl=0 (404 response)
Seems like i have no connection between the Blueprints.
The function works just in the Hud_Blueprint.
Well, your problem is maybe solved, but someone can find it helpful:
First, create new WidgetBlueprint and name it "Slider".
In Slider editor create Event Dispatcher called "ValueChanged" with float input. In designer, add slider and add it's OnValueChanged. From that node you must call ValueChanged with obtained Value as parameter.
In level blueprint, on EventBeginPlay create SliderWidget and Add (return value) To Viewport. You must promote Slider to variable to use it in next step - Assign ValueChanged with new event which will cover up rotation login in it's execution. See image at Dropbox
If you select your cube in the level outliner and drag that into your HUD_BP you can obtain a reference to the object that way. You can then drag a pin off the object reference and call SetActorRotation

Kaltura - Force player to stop with API only?

Is there any way to force a Kaltura videoplayer to stop ONLY using code and the Kaltura API?
Currently I have solved it by adding a Access Control Profile named "Free preview" under Settings > Access Control in KMC and then added this profile to the Entries I've choosen.
I then add the session to the players flashvars to restrict non-members to only watch the preview, not the whole clip.
But I would like to restrict ALL, or even better selected Categories of clips by using only code, so I don't need to involve KMC.
Is that possible?
Alt) Can you create a new player in KMC and restrict it to viewing only X seconds, no matter what length of Entry? Then I can do the check if user is valid or not and get the category via API and show it in the "preview-player" och the "default player".
If I use the mediaProxy.mediaPlayTo attribute the clip stops, but is easily started again by presing play.
Would greatly appreciate an answer
I got this answer from a guy named oferc in a different forum:
You can listen to the head move event and pause the clip it goes beyond a certain time (then if someone pressed play, you can stop it again)
function jsCallbackReady(player_id) {
my_kdp = $("#"+player_id).get(0); // document.getElementById(player_id) if you do not use jquery/ prefer pure js
my_kdp.addJsListener("kdpReady", "kdpReady"); // when you load the player with an entry (and the player is ready to begin playing it using doPlay for instance)
}
function kdpReady() {
my_kdp.addJsListener("playerUpdatePlayhead","headMove");
}
function headMove(position) {
if (position > "30") { // Your Time, example 30 seconds
my_kdp.sendNotification('doStop')
}
}
Works like a charm!
fredrik_w - neither of the ways you chosen here are a good option to restrict access.
in both cases, your videos are made public, and can be easily accessible by anyone.
The best way to limit access to a video is by defining an Access Control, and like everything in Kaltura, you can define an ACL using API as well.
Check this out as a reference sample-
http://blog.kaltura.org/turning-profit-online-video-made-easy-using-paypal-html5-digital-goods

How to set a JavaFX Stage/Frame to Maximized

I'm using JavaFX 2. I want my frame to open maximized but I'm not seeing a way. I searched a bit on the internet without success. For the stage I see setFullScreen() and setIconified() but I don't see anything like setMaximized().
The Java 8 implementation of the Stage class provides a maximized property, which can be set as follows:
primaryStage.setMaximized(true);
When evaluating the sourcecode of the Ensemble.jar provided with the samples of JavaFX 2.0 SDK, the currently valid way to achieve window maximizing is
Screen screen = Screen.getPrimary();
Rectangle2D bounds = screen.getVisualBounds();
primaryStage.setX(bounds.getMinX());
primaryStage.setY(bounds.getMinY());
primaryStage.setWidth(bounds.getWidth());
primaryStage.setHeight(bounds.getHeight());
(you find similar code in WindowButtons.java)
The 'maximize' button is still enabled and when clicking it, the windows will grow a bit more (Windows OS). After this the 'maximize 'button is disabled. In the provided example the standard buttons are replaced. Maybe this is still an issue.
Better use Multi-Screen compatible maximize logic:
// Get current screen of the stage
ObservableList<Screen> screens = Screen.getScreensForRectangle(new Rectangle2D(stage.getX(), stage.getY(), stage.getWidth(), stage.getHeight()));
// Change stage properties
Rectangle2D bounds = screens.get(0).getVisualBounds();
stage.setX(bounds.getMinX());
stage.setY(bounds.getMinY());
stage.setWidth(bounds.getWidth());
stage.setHeight(bounds.getHeight());
try this simpler code
primaryStage.setMaximized(true);
and it fills up the whole screen
. note that if you remove maximize/minise buttons the application will fill the whole screen as well as remove the taskbar so mnd your initStyles if you have any
Use this to remove the Minimise, Maximise Buttons :
primaryStage.initStyle(StageStyle.UTILITY);
Where primaryStage is your Stage object.

Setting sound output/input

I've been looking all over the web, but I don't know if it is possible: can a Cocoa Mac OS X app change the sound input/output device? If so, how come?
can a Cocoa Mac OS X app change the sound input/output device?
Yes, by setting the relevant Audio System Object property.
If so, how come?
Probably because the user might want to change the default input or output device from within an application, rather than having to jump over to the Sound prefpane before and after or use the Sound menu extra.
I know this is an old post but I've been struggling these days trying to find a way of changing the sound input/output device using code and I finally found how to do it. In case someone else runs into the same problem, here's the answer!
There's a command line utility called SwitchAudio-OSX (https://code.google.com/p/switchaudio-osx/) that allows you to switch the audio source from the terminal. It is open-source and you can find the latest version here: https://github.com/deweller/switchaudio-osx.
Anyway, you can use these lines to change the sound input/output device:
UInt32 propertySize = sizeof(UInt32);
AudioHardwareSetProperty(kAudioHardwarePropertyDefaultInputDevice, propertySize, &newDeviceID); // To change the input device
AudioHardwareSetProperty(kAudioHardwarePropertyDefaultOutputDevice, propertySize, &newDeviceID); // To change the output device
AudioHardwareSetProperty(kAudioHardwarePropertyDefaultSystemOutputDevice, propertySize, &newDeviceID); // To change the system output device
Where newDeviceID is an instance of AudioDeviceID and represents the id of the device you want to select. Also, a list of all available devices can be obtained using this code:
AudioDeviceID dev_array[64];
AudioHardwareGetProperty(kAudioHardwarePropertyDevices, &propertySize, dev_array);
int numberOfDevices = (propertySize / sizeof(AudioDeviceID));