Using Camera in the Android emulator
In your AVD advanced settings, you should be able to set front and back cameras to Webcam() or Emulated.
In your AVD advanced settings, you should be able to set front and back cameras to Webcam() or Emulated.
The only way to distinguish between “real” input and “simulated” input (assuming it is being generated with keybd_event()/mouse_event() or SendInput()) is to use a low-level keyboard/mouse hook via SetWindowsHookEx(). The WH_KEYBOARD_LL and WH_MOUSE_LL hook callbacks provide INJECTED flags for simulated input.
Have you tried using SendInput which supersedes keybd_event? To call SendInput from C#, you’re going to need to create a whole bunch of structs. Fortunately, most of this information can be gleaned from pinvoke.net. Looking at the pinvoke documentation for SendInput and the INPUT struct, I came up with the following. The method I’ve written … Read more
Emulation is the process of mimicking the outwardly observable behavior to match an existing target. The internal state of the emulation mechanism does not have to accurately reflect the internal state of the target which it is emulating. Simulation, on the other hand, involves modeling the underlying state of the target. The end result of … Read more
Consider python-uinput and evdev. Example of shift+a with the latter: from evdev import uinput, ecodes as e with uinput.UInput() as ui: ui.write(e.EV_KEY, e.KEY_LEFTSHIFT, 1) ui.write(e.EV_KEY, e.KEY_A, 1) ui.syn()
Normalize. rand_vect <- function(N, M, sd = 1, pos.only = TRUE) { vec <- rnorm(N, M/N, sd) if (abs(sum(vec)) < 0.01) vec <- vec + 1 vec <- round(vec / sum(vec) * M) deviation <- M – sum(vec) for (. in seq_len(abs(deviation))) { vec[i] <- vec[i <- sample(N, 1)] + sign(deviation) } if (pos.only) while … Read more
I did program sol system simulation too so here are mine insights: rendering I use OpenGL with 1:1 scaling. All units are in SI so [m,s,kg,…]. The problem gets started with Z-buffer. The usual Z-buffer bit wide is 16/24/32 bit which is nowhere near what you need. I am rendering from 0.1m up to 1000 … Read more