C# code does not detect webcam always - c#

I use fallowing library to detect webcam for simple c# application. When it debug works fine and when I try again It give fallowing error.
Used reference
If somebody has any idea about it please help me to solve it.
First get this box and when click OK get fallowing error message.
an error occurred while capturing the video image. the video capture
will now be terminated. Object reference not set to an instance of an
object.
Form1.cs
using System;
using System.Linq;
using System.Text;
using System.Data;
using System.Drawing;
using System.Windows.Forms;
using System.ComponentModel;
using System.Collections.Generic;
using WinFormCharpWebCam;
namespace camTest
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
WebCam webcam;
private void button1_Click(object sender, EventArgs e)
{
webcam.Start();
}
private void button2_Click(object sender, EventArgs e)
{
webcam.Stop();
}
private void button3_Click(object sender, EventArgs e)
{
webcam.Continue();
}
private void Form1_Load(object sender, EventArgs e)
{
webcam = new WebCam();
webcam.InitializeWebCam(ref imgVideo);
}
}
}
Webcam.cs
using System;
using System.IO;
using System.Linq;
using System.Text;
using WebCam_Capture;
using System.Collections.Generic;
namespace WinFormCharpWebCam
{
//Design by Pongsakorn Poosankam
class WebCam
{
private WebCamCapture webcam;
private System.Windows.Forms.PictureBox _FrameImage;
private int FrameNumber = 30;
public void InitializeWebCam(ref System.Windows.Forms.PictureBox ImageControl)
{
webcam = new WebCamCapture();
webcam.FrameNumber = ((ulong)(0ul));
webcam.TimeToCapture_milliseconds = FrameNumber;
webcam.ImageCaptured += new WebCamCapture.WebCamEventHandler(webcam_ImageCaptured);
_FrameImage = ImageControl;
}
void webcam_ImageCaptured(object source, WebcamEventArgs e)
{
_FrameImage.Image = e.WebCamImage;
}
public void Start()
{
webcam.TimeToCapture_milliseconds = FrameNumber;
webcam.Start(0);
}
public void Stop()
{
webcam.Stop();
}
public void Continue()
{
// change the capture time frame
webcam.TimeToCapture_milliseconds = FrameNumber;
// resume the video capture from the stop
webcam.Start(this.webcam.FrameNumber);
}
public void ResolutionSetting()
{
webcam.Config();
}
public void AdvanceSetting()
{
webcam.Config2();
}
}
}

Related

C# How to update IE7 to new version

Iam very new to coding so please pardon my lack of knowledge.
I made a program "Music player" that uses webBrowser to play video from youtube but from what i understood from other posts it cant work due to webBrowser being IE7. I dont neccessarily have to use webBrowser but it seemed like the best way.
Is there a way to "update" IE or do i need to use different method?
code:
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using System.Text.RegularExpressions;
namespace MusicPlayer_V4._1
{
public partial class Form1 : Form
{
string _ytUrl;
public Form1()
{
InitializeComponent();
}
public string VideoId
{
get
{
var ytMatch = new Regex(#"youtu(?:\.be|be\.com) / (?:.*v(?:.*/|=)|(?:.*/)?)([a-zA-Z0-_]+)").Match(_ytUrl);
return ytMatch.Success ? ytMatch.Groups[1].Value : string.Empty;
}
}
//user input (URL)
private void textBox2_TextChanged(object sender, EventArgs e)
{
}
//play button
private void button1_Click(object sender, EventArgs e)
{
_ytUrl = txtUrl.Text;
webBrowser.Navigate($"http://youtube.com/v/{VideoId}?version=3");
}
//help button
private void button2_Click(object sender, EventArgs e)
{
}
//browser
private void webBrowser1_DocumentCompleted(object sender, WebBrowserDocumentCompletedEventArgs e)
{
}
private void label1_Click(object sender, EventArgs e)
{
}
}
}
The way moving forward is to use WebView2 which is basically the same thing as a WebView but based on the chromium-based edge. It will be always up to date on windows 10/11 machines and it works down to Windows 7.
https://developer.microsoft.com/en-us/microsoft-edge/webview2/

Real time web camera and capture frame from webcam

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using AForge;
using AForge.Video;
using AForge.Video.DirectShow;
namespace Sample
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private FilterInfoCollection CaptureDevice;
private VideoCaptureDevice FinalFrame;
private void Form1_Load(object sender, EventArgs e)
{
CaptureDevice = new FilterInfoCollection(FilterCategory.AudioCompressorCategory);
foreach (FilterInfo Device in CaptureDevice)
{
comboBox1.Items.Add(Device.Name);
}
comboBox1.SelectedIndex = 0;
FinalFrame = new VideoCaptureDevice();
}
private void button1_Click(object sender, EventArgs e)
{
FinalFrame = new VideoCaptureDevice(CaptureDevice[comboBox1.SelectedIndex].MonikerString);
FinalFrame.NewFrame+= new NewFrameEventHandler (FinalFrame_NewFrame);
FinalFrame.Start();
}
private void FinalFrame_NewFrame(object sender, NewFrameEventArgs eventArgs)
{
pictureBox1.Image = (Bitmap)eventArgs.Frame.Clone();
}
}
}
This code is used to getting for open my web camera, this code is worked properly. I want to add a little code part to convert REAL TIME VIDEO into GRAY-SCALE VIDEO, if anyone knows the algorithm, Please help me to do that.

Serial Port Data Received Event accessed from Multiple forms

I'm trying to make a windows form application in Visual Studio in C# and the purpose is to be able to communicate with an Arduino microcontroller. Right now I have 2 forms (Form1 and Form2) and I need to send and receive data from both windows to the microcontroller. I have defined a class SerialComms.cs in which there I start my serialPort and I have been able to send messages from both forms to the Arduino.
The problem is I don't know how to go about to receiving data from the Arduino as soon as the data is received. If I were to create the serialPort from one of the forms i would be able to create a function for DataReceived that will run anytime data is received but I don't know how to do that when I start my serialPort from a class. Any help?
Here is my code for both forms and my serialComms class:
Form1
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using System.IO.Ports;
using System.IO;
namespace Test_Comms
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
connectToArduino();
}
void connectToArduino()
{
try { SerialComms.SerialPort.Close(); }
catch { }
getAvailablePorts();
for (int i = 0; i < COMcomboBox.Items.Count; i++)
{
string inputMsg = "None";
string commport = COMcomboBox.GetItemText(COMcomboBox.Items[i]);
//Wait for Arduino message sent
//If not receieved go to next port
SerialComms.SerialPort.PortName = commport;
SerialComms.SerialPort.BaudRate = 9600;
SerialComms.SerialPort.Open();
try { SerialComms.SerialPort.Open(); }
catch { }
int counter1 = 0;
while (counter1 < 100)
{
inputMsg = SerialComms.SerialPort.ReadLine();
try { inputMsg = SerialComms.SerialPort.ReadLine(); }
catch { }
counter1++;
if (inputMsg == "Arduino")
{
counter1 = 1000;
}
}
if (inputMsg != "Arduino")
{
try { SerialComms.SerialPort.Close(); }
catch { }
}
else
{
i = COMcomboBox.Items.Count;
SerialComms.SerialPort.WriteLine("Connection Established");
toolStripStatusLabel1.Text = "Connected";
break;
}
}
}
void getAvailablePorts()
{
COMcomboBox.Items.Clear();
String[] ports = SerialPort.GetPortNames();
COMcomboBox.Items.AddRange(ports);
}
private void button1_Click(object sender, EventArgs e)
{
SerialComms.SerialPort.WriteLine("LED ON");
}
private void button2_Click(object sender, EventArgs e)
{
SerialComms.SerialPort.WriteLine("LED OFF");
}
private void button3_Click(object sender, EventArgs e) //Opens second form
{
Form2 settingsForm = new Form2();
settingsForm.ShowDialog();
}
}
}
Form2
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using System.IO.Ports;
using System.IO;
namespace Test_Comms
{
public partial class Form2 : Form
{
public static string text = "Test text";
public Form2()
{
InitializeComponent();
}
private void button1_Click(object sender, EventArgs e)
{
SerialComms.SerialPort.WriteLine("LED ON");
}
private void button2_Click(object sender, EventArgs e)
{
SerialComms.SerialPort.WriteLine("LED OFF");
button2.Text = text;
}
private void Form2_Load(object sender, EventArgs e)
{
}
}
}
SerialComms.cs
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.IO.Ports;
using System.IO;
namespace Test_Comms
{
public static class SerialComms
{
//public static delegate void DataReceivedEventHandler(object sender, ReceivedEventArgs e);
//public static event DataReceivedEventHandler DataReceived;
private static SerialPort _serialPort = new SerialPort();
public static SerialPort SerialPort
{
get { return _serialPort; }
set { _serialPort = value; }
}
}
}

l versC# multithread issue

I cannot get the ui thread to update the ui while the file copy thread is running. My end goal is to have the animation continue to rotate until the large file copy finally completes to let the user know that the program is not frozen. It's a very simple server to server file copy program.
Can someone tell me what I'm doing wrong?
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using System.Threading;
using System.IO;
using System.Threading.Tasks;
namespace WindowsFormsApplication1
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private void ResetProgress()
{
lblStep1.Image = null;
}
private void SetupProgress()
{
lblStep1.Image = global::animation1.Properties.Resources.animation;
}
private void fileCopy()
{
File.Copy("large file source", "large file destination", true);
}
private void Form1_Load(object sender, EventArgs e)
{
lblStep1.Image = global::animation1.Properties.Resources.animation;
}
private async void button1_Click(object sender, EventArgs e)
{
SetupProgress();
await Task.Run(() => fileCopy());
ResetProgress();
}
private void btnStop_Click(object sender, EventArgs e)
{
// unhandled currently
}
}
}
* Original version *
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using System.Threading;
using System.IO;
using System.Threading.Tasks;
namespace WindowsFormsApplication1
{
public partial class Form1 : Form
{
private Thread workItemsProducerThread;
private Thread workItemsCopyThread;
public Form1()
{
InitializeComponent();
}
private void ResetProgress()
{
lblStep1.Image = null;
}
private void SetupProgress()
{
this.BeginInvoke((MethodInvoker)delegate ()
{
lblStep1.Image = global::animation1.Properties.Resources.animation;
});
}
private void fileCopy()
{
File.Copy("Large file source", "Large file destination", true);
this.BeginInvoke((MethodInvoker)delegate ()
{
MessageBox.Show("Done");
});
}
private void Form1_Load(object sender, EventArgs e)
{
lblStep1.Image = global::animation1.Properties.Resources.animation;
}
private void btnStart_Click(object sender, EventArgs e)
{
this.workItemsProducerThread = new Thread(new ThreadStart(this.SetupProgress));
this.workItemsProducerThread.IsBackground = true;
this.workItemsProducerThread.Start();
this.SetupProgress();
this.workItemsCopyThread = new Thread(new ThreadStart(this.fileCopy));
this.workItemsCopyThread.IsBackground = true;
this.workItemsCopyThread.Start();
while (workItemsCopyThread.IsAlive)
{
Thread.Sleep(1000); // wait
}
MessageBox.Show("Done");
}
private void btnStop_Click(object sender, EventArgs e)
{
if (this.workItemsProducerThread != null)
{
this.workItemsProducerThread.Abort();
lblStep1.Image = global::animation1.Properties.Resources.animation;
}
}
private void btnTest_Click(object sender, EventArgs e)
{
fileCopy();
}
}
}
Don’t sleep in your click handler. That freezes the UI thread. Just let the clock handler exit. In your file copy thread, when the copy is don’t. Use Invoke(or BeginInvoke) to cause the done messagebox to pop up on the UI thread.
Try this oldy style
private void SetupProgress()
{
Invoke((MethodInvoker) delegate
{
lblStep1.Image = global::animation1.Properties.Resources.animation;
});
}
private Thread TDoSomeWork()
{
var t = new Thread(() => DoSomeWork());
t.Start();
return t;
}
TDoSomeWork();

How can i make it so that instead of repainting this object it just paints it multiple times at multiple points?

Hey so i am trying to make it so that when i "shoot" it leaves a gunshot in each spot. Well it just keeps repainting it instead of leaving multiple. I know why it does this (because its in the paint event and it repaints each times the timer makes it refresh) but i don't know how to actually fix it.
Heres the class itself
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Media;
using System.Drawing;
namespace Paintball
{
class PaintballClass
{
private SoundPlayer mySound;
private Image myImage;
public Point shotLocation;
public PaintballClass (System.IO.Stream aSound, Image anImage)
{
mySound = new SoundPlayer();
mySound.Stream = aSound;
mySound.Load();
myImage = anImage;
}
public void playSound()
{
mySound.Play();
}
public void locateShot(Point location)
{
shotLocation = location;
}
public void displayShot(Graphics g)
{
g.DrawImage(myImage, shotLocation);
}
}
}
And heres the form its in
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace Paintball
{
public partial class Form1 : Form
{
private Target targ;
private PaintballClass shot;
private static Random rand = new Random();
private const int SPEED = 5;
public Form1()
{
InitializeComponent();
int x1 = rand.Next(pictureBox1.Width);
int y1 = rand.Next(pictureBox1.Height);
targ = new Target(new Rectangle(x1, y1, 15, 15), pictureBox1.ClientRectangle, Brushes.Black, SPEED);
shot = new PaintballClass(Paintball.Properties.Resources.Gunshot, Paintball.Properties.Resources.Untitled);
}
private void pictureBox1_Paint(object sender, PaintEventArgs e)
{
shot.displayShot(e.Graphics);
targ.paint(e.Graphics);
}
private void timer1_Tick(object sender, EventArgs e)
{
targ.move();
Refresh();
}
private void btnStart_Click(object sender, EventArgs e)
{
timer1.Enabled = true;
}
private void pictureBox1_MouseDown(object sender, MouseEventArgs e)
{
shot.playSound();
shot.locateShot(e.Location);
}
}
}
store the shots in a list: public List<Point> shotLocations = new List<Point>();
Iterate over each of them and display them in your draw method:
public void displayShots(Graphics g)
{
foreach(var shotLocation in shotLocations)
g.DrawImage(myImage, shotLocation);
}
In the locateShot method, add the location to shotLocations:
public void locateShot(Point location)
{
shotLocations.Add(location);
}
And when the shot dies you can clear the list and redraw.

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