### Using a Custom Frame Processor Source: https://github.com/kekyo/flashcap/blob/main/README.md Example of opening a capture device with a custom frame processor and processing the captured frames. ```csharp var devices = new CaptureDevices(); var descriptor0 = devices.EnumerateDevices().ElementAt(0); // Open by specifying our frame processor. using var device = await descriptor0.OpenWitFrameProcessorAsync( descriptor0.Characteristics[0], TranscodeFormats.Auto, new CoolFrameProcessor(buffer => // Using our frame processor. { // Captured pixel buffer is passed. var image = buffer.ReferImage(); // Perform decode. var bitmap = Bitmap.FromStream(image.AsStream()); // ... })); await device.StartAsync(); // ... ``` -------------------------------- ### Capture Video Frames with Callback Source: https://github.com/kekyo/flashcap/blob/main/README.md This code demonstrates how to open a capture device, specify video characteristics, and process captured frames using a callback function. The captured image data can be extracted as a byte array and used to create a bitmap. Remember to start and stop the device processing. ```csharp // Open a device with a video characteristics: var descriptor0 = devices.EnumerateDescriptors().ElementAt(0); using var device = await descriptor0.OpenAsync( descriptor0.Characteristics[0], async bufferScope => { // Captured into a pixel buffer from an argument. // Get image data (Maybe DIB/JPEG/PNG): byte[] image = bufferScope.Buffer.ExtractImage(); // Anything use of it... var ms = new MemoryStream(image); var bitmap = Bitmap.FromStream(ms); // ... }); // Start processing: await device.StartAsync(); // ... // Stop processing: await device.StopAsync(); ``` -------------------------------- ### Enumerate Capture Devices and Video Characteristics Source: https://github.com/kekyo/flashcap/blob/main/README.md Use this snippet to list available capture devices and their supported video formats (resolution, codec, frame rate). Ensure the FlashCap NuGet package is installed. ```csharp using FlashCap; // Capture device enumeration: var devices = new CaptureDevices(); foreach (var descriptor in devices.EnumerateDescriptors()) { // "Logicool Webcam C930e: DirectShow device, Characteristics=34" // "Default: VideoForWindows default, Characteristics=1" Console.WriteLine(descriptor); foreach (var characteristics in descriptor.Characteristics) { // "1920x1080 [JPEG, 30fps]" // "640x480 [YUYV, 60fps]" Console.WriteLine(characteristics); } } ``` -------------------------------- ### Capture Video Frames with Rx.NET Observable Source: https://github.com/kekyo/flashcap/blob/main/README.md This snippet shows how to use FlashCap with Rx.NET to capture video frames. It converts a capture device into an observable sequence, allowing you to subscribe to frame capture events and process them asynchronously. Ensure you start and stop the observable device. ```csharp // Get a observable with a video characteristics: var descriptor0 = devices.EnumerateDescriptors().ElementAt(0); using var deviceObservable = await descriptor0.AsObservableAsync( descriptor0.Characteristics[0]); // Subscribe the device. deviceObservable.Subscribe(bufferScope => { // Captured into a pixel buffer from an argument. // Get image data (Maybe DIB/JPEG/PNG): byte[] image = bufferScope.Buffer.ExtractImage(); // Anything use of it... var ms = new MemoryStream(image); var bitmap = Bitmap.FromStream(ms); // ... }); // Start processing: await deviceObservable.StartAsync(); ``` -------------------------------- ### Configure Callback Handler Trigger in FlashCap Source: https://github.com/kekyo/flashcap/blob/main/README.md Specify the trigger for invoking the handler using isScattering and maxQueuingFrames. This example sets scattering to true and allows up to 10 queuing frames. ```csharp // Specifies the trigger for invoking the handler: using var device = await descriptor0.OpenAsync( descriptor0.Characteristics[0], TranscodeFormats.Auto, true, // Specifying the invoking trigger (true: Scattering) 10, // Maximum number of queuing frames async buferScope => { // ... }); // ... ``` -------------------------------- ### Safest Image Copy with CopyImage() Source: https://github.com/kekyo/flashcap/blob/main/README.md Demonstrates using CopyImage() to get a byte array of the frame data. This method ensures data safety for out-of-scope references but results in at least two copies. ```csharp using var device = await descriptor0.OpenAsync( descriptor0.Characteristics[0], async bufferScope => // <-- `PixelBufferScope` (already copied once at this point) { // This is where the second copy occurs. byte[] image = bufferScope.Buffer.CopyImage(); // Convert to Stream. var ms = new MemoryStream(image); // Consequently, a third copy occurs here. var bitmap = Bitmap.FromStream(ms); // ... }); ``` -------------------------------- ### Using a Custom Buffer Pool with CaptureDevices Source: https://github.com/kekyo/flashcap/blob/main/README.md Instantiate a custom BufferPool implementation and pass it to the CaptureDevices constructor. This allows FlashCap to use your custom pooling strategy for all enumerated devices. ```csharp // Create and use a buffer pooling instance. var bufferPool = new FakeBufferPool(); var devices = new CaptureDevices(bufferPool); // ... ``` -------------------------------- ### Display Camera Device Property Page Source: https://github.com/kekyo/flashcap/blob/main/README.md Illustrates how to open a camera device and display its property page if supported. Requires a valid window handle for the parent window, and currently only works for DirectShow devices. ```csharp using var device = await descriptor.OpenAsync( characteristics, async bufferScope => { // ... }); // if the camera device supports property pages if (device.HasPropertyPage) { // Get parent window handle from Avalonia window if (this.window.TryGetPlatformHandle()?.Handle is { } handle) { // show the camera device's property page await device.ShowPropertyPageAsync(handle); } } ``` -------------------------------- ### Take a Single Image with FlashCap Source: https://github.com/kekyo/flashcap/blob/main/README.md Demonstrates how to capture a single image from a camera device and save it to a file. Ensure you have enumerated descriptors and selected characteristics beforehand. ```csharp // Take only one image, given the image characteristics: var descriptor0 = devices.EnumerateDescriptors().ElementAt(0); byte[] imageData = await descriptor0.TakeOneShotAsync( descriptor0.Characteristics[0]); // Save to file await File.WriteAllBytesAsync("oneshot", imageData); ``` -------------------------------- ### Fast Image Reference with ReferImage() Source: https://github.com/kekyo/flashcap/blob/main/README.md Demonstrates using ReferImage() for fast access to image data with minimal copying, returning an ArraySegment. Out-of-scope references are dangerous, and the data is not directly usable as a byte array. ```csharp using var device = await descriptor0.OpenAsync( descriptor0.Characteristics[0], async bufferScope => // <-- `PixelBufferScope` (already copied once at this point) { // Basically no copying occurs here. ArraySegment image = bufferScope.Buffer.ReferImage(); // Convert to Stream. var ms = new MemoryStream( image.Array, image.Offset, image.Count); // Decode (Second copy) var bitmap = Bitmap.LoadFrom(ms); // ... }); ``` -------------------------------- ### Add Platform Branch to V4L2 Interop Source: https://github.com/kekyo/flashcap/blob/main/README.md This code snippet shows how to extend the NativeMethods_V4L2.cs file to include a new platform branch in the type initializer's switch statement. This is necessary when porting FlashCap to a new architecture. ```csharp switch (buf.machine) { case "x86_64": case "amd64": case "i686": case "i586": case "i486": case "i386": Interop = IntPtr.Size == 8 ? new NativeMethods_V4L2_Interop_x86_64() : new NativeMethods_V4L2_Interop_i686(); break; case "aarch64": case "armv9l": case "armv8l": case "armv7l": case "armv6l": Interop = IntPtr.Size == 8 ? new NativeMethods_V4L2_Interop_aarch64() : new NativeMethods_V4L2_Interop_armv7l(); break; case "mips": case "mipsel": Interop = new NativeMethods_V4L2_Interop_mips(); break; case "loongarch64": Interop = new NativeMethods_V4L2_Interop_loongarch64(); break; // (Insert your cool platform ported interop...) default: throw new InvalidOperationException( $"FlashCap: Architecture '{buf.machine}' is not supported."); } ``` -------------------------------- ### Image Copy with ExtractImage() Source: https://github.com/kekyo/flashcap/blob/main/README.md Shows using ExtractImage() which may avoid a second copy in some cases. However, the data's validity period is short, making out-of-scope references dangerous. ```csharp using var device = await descriptor0.OpenAsync( descriptor0.Characteristics[0], async bufferScope => // <-- `PixelBufferScope` (already copied once at this point) { // This is where the second copy (may) occur. byte[] image = bufferScope.Buffer.ExtractImage(); // Convert to Stream. var ms = new MemoryStream(image); // Decode. Consequently, a second or third copy occurs here. var bitmap = Bitmap.FromStream(ms); // ... }); ``` -------------------------------- ### BufferPool Base Class Definition Source: https://github.com/kekyo/flashcap/blob/main/README.md Defines the abstract base class for buffer pooling in FlashCap. Implement Rent to provide a buffer and Return to reclaim it. ```csharp // Base class for buffer pooling. public abstract class BufferPool { protected BufferPool() { /* ... */ } // Get the buffer. public abstract byte[] Rent(int minimumSize); // Release the buffer. public abstract void Return(byte[] buffer); } ``` -------------------------------- ### Exclude Unsupported Pixel Formats Source: https://github.com/kekyo/flashcap/blob/main/README.md Shows how to filter camera characteristics to exclude formats that FlashCap does not support, identified by PixelFormats.Unknown. This ensures compatibility before opening a device. ```csharp // Select a device: var descriptor0 = devices.EnumerateDescriptors().ElementAt(0); // Exclude unsupported formats: var characteristics = descriptor0.Characteristics. Where(c => c.PixelFormat ! = PixelFormats.Unknown). ToArray(); ``` -------------------------------- ### FakeBufferPool Implementation Source: https://github.com/kekyo/flashcap/blob/main/README.md A simple, non-pooling implementation of BufferPool that always creates new byte arrays. Useful for testing or scenarios where buffer pooling is not strictly necessary. ```csharp public sealed class FakeBufferPool : BufferPool { public override byte[] Rent(int minimumSize) => // Always generate a buffer. new byte[minimumSize]; public override void Return(byte[] buffer) { // (Unfollow the `buffer` reference and let the GC collect it.) } } ``` -------------------------------- ### Custom Frame Processor Implementation Source: https://github.com/kekyo/flashcap/blob/main/README.md A typical implementation of a custom frame processor that captures pixel data and invokes a delegate. ```csharp public sealed class CoolFrameProcessor : FrameProcessor { private readonly Action action; // Hold a delegate to run once captured. public CoolFrameProcessor(Action action) => this.action = action; // Called when a frame is arrived. public override void OnFrameArrived( CaptureDevice captureDevice, IntPtr pData, int size, long timestampMicroseconds, long frameIndex) { // Get a pixel buffer. var buffer = base.GetPixelBuffer(); // Perform capture. // Image data is stored in pixel buffer. (First copy occurs.) base.Capture( captureDevice, pData, size, timestampMicroseconds, frameIndex, buffer); // Invoke a delegate. this.action(buffer); // Return the pixel buffer (optional, will reuse allocated buffer) base.ReleasePixelBuffer(buffer); } } ``` -------------------------------- ### Save Image Data Directly to File Source: https://github.com/kekyo/flashcap/blob/main/README.md This C# snippet demonstrates saving image data directly to a file without decoding. It opens a device, accesses the image buffer, and writes it to a file based on the pixel format. Copying is minimized within the buffer scope. ```csharp using var device = await descriptor0.OpenAsync( descriptor0.Characteristics[0], async bufferScope => // <-- `PixelBufferScope` (already copied once at this point) { // Basically no copying occurs here. ArraySegment image = bufferScope.Buffer.ReferImage(); // Output image data directly to a file. using var fs = File.Create( descriptor0.Characteristics[0].PixelFormat switch { PixelFormats.JPEG => "output.jpg", PixelFormats.PNG => "output.png", _ => "output.bmp", }); await fs.WriteAsync(image.Array, image.Offset, image.Count); await fs.FlushAsync(); }); ``` -------------------------------- ### Disable Transcoding in FlashCap Source: https://github.com/kekyo/flashcap/blob/main/README.md Open a device with transcoding disabled to handle YUV formats as raw data. This ensures copying occurs only once. ```csharp using var device = await descriptor0.OpenAsync( descriptor0.Characteristics[0], TranscodeFormats.DoNotTranscode, // Do not transcode. async buferScope => { // ... }); // ... ``` -------------------------------- ### Projecting Image Data from Pixel Buffer Source: https://github.com/kekyo/flashcap/blob/main/README.md Use the Select operator to immediately project image data from a pixel buffer. This is useful for ensuring image data is extracted before the buffer expires, especially when using reactive extensions. ```csharp deviceObservable. // Immediately projection Select(bufferScope => Bitmap.FromStream(bufferScope.Buffer.ReferImage().AsStream())). // Do whatever you want after that... // ... ``` -------------------------------- ### FlashCap FrameProcessor Base Class Source: https://github.com/kekyo/flashcap/blob/main/README.md The abstract base class for custom frame processors. You must implement the OnFrameArrived method. ```csharp public abstract class FrameProcessor : IDisposable { // Implement if necessary. public virtual void Dispose() { } // Get a pixel buffer. protected PixelBuffer GetPixelBuffer() { /* ... */ } // Return the pixel buffer. public void ReleasePixelBuffer(PixelBuffer buffer) { /* ... */ } // Perform capture using the device. protected void Capture( CaptureDevice captureDevice, IntPtr pData, int size, long timestampMicroseconds, long frameIndex, PixelBuffer buffer) { /* ... */ } // Called when a frame is arrived. public abstract void OnFrameArrived( CaptureDevice captureDevice, IntPtr pData, int size, long timestampMicroseconds, long frameIndex); } ``` -------------------------------- ### Saving Image Data Outside Callback Scope Source: https://github.com/kekyo/flashcap/blob/main/README.md Illustrates saving image data to a variable outside the callback scope using CopyImage(). Using ExtractImage() here is dangerous due to the short validity of the data. ```csharp // Stores image data outside the scope of the callback. byte[]? image = null; using var device = await descriptor0.OpenAsync( descriptor0.Characteristics[0], bufferScope => // <-- `PixelBufferScope` (already copied once at this point) { // Save out of scope. (second copy) image = bufferScope.Buffer.CopyImage(); //image = bufferScope.ExtractImage(); // DANGER!!! }); // Use outside of scope. var ms = new MemoryStream(image); // Decode (Third copy) var bitmap = Bitmap.FromStream(ms); ``` === COMPLETE CONTENT === This response contains all available snippets from this library. No additional content exists. Do not make further requests.