Re:Dreamweaver / Phonegap Camera support
Hi,
I am trying to get the camera to work in my android device (samsung N7000)
I create the apk file using the phonegap build service in DW6 and it shows no errors.
Howerver, when I install the app onto the device and run the app it does not trigger the camera?
Is there a trick to getting the camera to work when creating apps on DW6 using the phonegap build service built in to it?
this is the config.xml file i am using
<?xml version="1.0" encoding="UTF-8" ?>
<widget xmlns = "http://www.w3.org/ns/widgets"
xmlns:gap = "http://phonegap.com/ns/1.0"
id = "com.phonegap.camera_test"
versionCode = "11"
version = "1.1.0" >
<name>test</name>
<description>
bla
</description>
<author href="http://bla.github.com"
email="[email protected]">
bla
</author>
<icon src="icon.png" gap:role="default" />
<feature name="http://api.phonegap.com/1.0/geolocation"/>
<feature name="http://api.phonegap.com/1.0/network"/>
<feature name="http://api.phonegap.com/1.0/file"/>
<feature name="http://api.phonegap.com/1.0/camera"/>
<feature name="http://api.phonegap.com/1.0/media"/>
<feature name="http://api.phonegap.com/1.0/device"/>
<feature name="http://api.phonegap.com/1.0/notification"/>
<feature name="http://api.phonegap.com/1.0/battery"/>
<preference name="orientation" value="portrait" />
<preference name="webviewbounce" value="false" />
<preference name="prerendered-icon" value="true" />
<preference name="phonegap-version" value="3.1.0" />
<preference name="fullscreen" value="false" />
<preference name="stay-in-webview" value="false" />
<preference name="ios-statusbarstyle" value="default" />
<preference name="android-minSdkVersion" value="7" />
<preference name="android-installLocation" value="internalOnly" />
<preference name="target-device" value="universal" />
<preference name="autohide-splashscreen" value="true" />
<preference name="load-url-timeout" value="60000" />
<preference name="show-splashscreen-spinner" value="true" />
<preference name="show-splash-screen-spinner" value="true" />
<preference name="allow-inline-media-playback" value="false" />
<preference name="launch-mode" value="standard" />
<plugin name="Capture" value="CDVCapture" />
<plugin name="Camera" value="CDVCamera" />
</widget>
the index.html file is :
<script src="phonegap.js"></script>
<script type="text/javascript" charset="utf-8">
// Called when capture operation is finished
function captureSuccess(mediaFiles) {
//var i, len;
//for (i = 0, len = mediaFiles.length; i < len; i += 1) {
// //uploadFile(mediaFiles[i]);
//navigator.notification.alert('Weee', null, 'Great success!');
// Called if something bad happens.
function captureError(error) {
//var msg = 'An error occurred during capture: ' + error.code;
//navigator.notification.alert(msg, null, 'Uh oh!');
// A button will call this function
function captureImage() {
// Launch device camera application,
// allowing user to capture up to 2 images
navigator.device.capture.captureImage(captureSuccess, captureError, { limit: 2 });
// Upload files to server
function uploadFile(mediaFile) {
var ft = new FileTransfer(),
path = mediaFile.fullPath,
name = mediaFile.name;
ft.upload(path,
"http://my.domain.com/upload.php",
function (result) {
console.log('Upload success: ' + result.responseCode);
console.log(result.bytesSent + ' bytes sent');
function (error) {
console.log('Error uploading file ' + path + ': ' + error.code);
{ fileName: name });
</script>
<script type="text/javascript" charset="utf-8">
var pictureSource; // picture source
var destinationType; // sets the format of returned value
// Wait for Cordova to connect with the device
function onLoad() { document.addEventListener("deviceready", onDeviceReady, false); }
// Cordova is ready to be used!
function onDeviceReady() {
pictureSource = navigator.camera.PictureSourceType;
destinationType = navigator.camera.DestinationType;
alert("device is ready");
// Called when a photo is successfully retrieved
function onPhotoDataSuccess(imageData) {
// Uncomment to view the base64 encoded image data
// console.log(imageData);
// Get image handle
var smallImage = document.getElementById('smallImage');
// Unhide image elements
smallImage.style.display = 'block';
// Show the captured photo
// The inline CSS rules are used to resize the image
smallImage.src = "data:image/jpeg;base64," + imageData;
// Called when a photo is successfully retrieved
function onPhotoURISuccess(imageURI) {
// Uncomment to view the image file URI
// console.log(imageURI);
// Get image handle
var largeImage = document.getElementById('largeImage');
// Unhide image elements
largeImage.style.display = 'block';
// Show the captured photo
// The inline CSS rules are used to resize the image
largeImage.src = imageURI;
// A button will call this function
function capturePhoto() {
// Take picture using device camera and retrieve image as base64-encoded string
navigator.camera.getPicture(onPhotoDataSuccess, onFail, {
quality: 50,
destinationType: destinationType.DATA_URL
// A button will call this function
function capturePhotoEdit() {
// Take picture using device camera, allow edit, and retrieve image as base64-encoded string
navigator.camera.getPicture(onPhotoDataSuccess, onFail, {
quality: 20, allowEdit: true,
destinationType: destinationType.DATA_URL
// A button will call this function
function getPhoto(source) {
// Retrieve image file location from specified source
navigator.camera.getPicture(onPhotoURISuccess, onFail, {
quality: 50,
destinationType: destinationType.FILE_URI,
sourceType: source
// Called if something bad happens.
function onFail(message) {
alert('Failed because: ' + message);
</script>
</head>
<body onLoad="onLoad()">
<button onclick="capturePhoto();">Capture Photo</button> <br><br>
<button onclick="capturePhotoEdit();">Capture Editable Photo</button> <br><br>
<button onclick="getPhoto(pictureSource.PHOTOLIBRARY);">From Photo Library</button><br><br>
<button onclick="getPhoto(pictureSource.SAVEDPHOTOALBUM);">From Photo Album</button><br><br>
<img style="display:none;width:60px;height:60px;" id="smallImage" src="" />
<img style="display:none;" id="largeImage" src="" />
<br><button onclick="captureImage();">Capture Image</button> <br>
This forum is actually about the Cloud, not about using individual programs
Once your program downloads and installs with no errors, you need the program forum
If you start at the Forums Index http://forums.adobe.com/index.jspa
You will be able to select a forum for the specific Adobe product(s) you use
Click the "down arrow" symbol on the right (where it says ALL FORUMS) to open the drop down list and scroll
http://forums.adobe.com/community/dreamweaver
Similar Messages
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Dreamweaver CS6 PhoneGap build with Camera support for Android Device
I am trying to build a simple app that triggers the camera in my Samsung N7000 device.
I have built the app using Dreamweaver CS6 using the builting phonegap build support.
I am using the Windows version of Dreamweaver CS6.
When the app is built it shows no errors but when the app is installed on the device it does not trigger the camera.
I can not seem to get this very basic app to trigger the camera.
Any suggestions will be very much appreciated.
//=======================================================================
Below is the index.html file i have been using.
<script src="phonegap.js"></script>
<script type="text/javascript" charset="utf-8">
// Called when capture operation is finished
function captureSuccess(mediaFiles) {
//var i, len;
//for (i = 0, len = mediaFiles.length; i < len; i += 1) {
// //uploadFile(mediaFiles[i]);
//navigator.notification.alert('Weee', null, 'Great success!');
// Called if something bad happens.
function captureError(error) {
//var msg = 'An error occurred during capture: ' + error.code;
//navigator.notification.alert(msg, null, 'Uh oh!');
// A button will call this function
function captureImage() {
// Launch device camera application,
// allowing user to capture up to 2 images
navigator.device.capture.captureImage(captureSuccess, captureError, { limit: 2 });
// Upload files to server
function uploadFile(mediaFile) {
var ft = new FileTransfer(),
path = mediaFile.fullPath,
name = mediaFile.name;
ft.upload(path,
"http://my.domain.com/upload.php",
function (result) {
console.log('Upload success: ' + result.responseCode);
console.log(result.bytesSent + ' bytes sent');
function (error) {
console.log('Error uploading file ' + path + ': ' + error.code);
{ fileName: name });
</script>
<script type="text/javascript" charset="utf-8">
var pictureSource; // picture source
var destinationType; // sets the format of returned value
// Wait for Cordova to connect with the device
function onLoad() { document.addEventListener("deviceready", onDeviceReady, false); }
// Cordova is ready to be used!
function onDeviceReady() {
pictureSource = navigator.camera.PictureSourceType;
destinationType = navigator.camera.DestinationType;
alert("device is ready");
// Called when a photo is successfully retrieved
function onPhotoDataSuccess(imageData) {
// Uncomment to view the base64 encoded image data
// console.log(imageData);
// Get image handle
var smallImage = document.getElementById('smallImage');
// Unhide image elements
smallImage.style.display = 'block';
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smallImage.src = "data:image/jpeg;base64," + imageData;
// Called when a photo is successfully retrieved
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// Uncomment to view the image file URI
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// Get image handle
var largeImage = document.getElementById('largeImage');
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// A button will call this function
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quality: 50,
destinationType: destinationType.DATA_URL
// A button will call this function
function capturePhotoEdit() {
// Take picture using device camera, allow edit, and retrieve image as base64-encoded string
navigator.camera.getPicture(onPhotoDataSuccess, onFail, {
quality: 20, allowEdit: true,
destinationType: destinationType.DATA_URL
// A button will call this function
function getPhoto(source) {
// Retrieve image file location from specified source
navigator.camera.getPicture(onPhotoURISuccess, onFail, {
quality: 50,
destinationType: destinationType.FILE_URI,
sourceType: source
// Called if something bad happens.
function onFail(message) {
alert('Failed because: ' + message);
</script>
</head>
<body onLoad="onLoad()">
<button onclick="capturePhoto();">Capture Photo</button> <br><br>
<button onclick="capturePhotoEdit();">Capture Editable Photo</button> <br><br>
<button onclick="getPhoto(pictureSource.PHOTOLIBRARY);">From Photo Library</button><br><br>
<button onclick="getPhoto(pictureSource.SAVEDPHOTOALBUM);">From Photo Album</button><br><br>
<img style="display:none;width:60px;height:60px;" id="smallImage" src="" />
<img style="display:none;" id="largeImage" src="" />
<br><button onclick="captureImage();">Capture Image</button> <br>
//=======================================================================================
Below is the config.xml file i am using
<?xml version="1.0" encoding="UTF-8" ?>
<widget xmlns = "http://www.w3.org/ns/widgets"
xmlns:gap = "http://phonegap.com/ns/1.0"
id = "com.phonegap.camera_test"
versionCode = "11"
version = "1.1.0" >
<name>bla</name>
<description>
bla
</description>
<author href="http://bla.github.com"
email="[email protected]">
bla
</author>
<icon src="icon.png" gap:role="default" />
<feature name="http://api.phonegap.com/1.0/geolocation"/>
<feature name="http://api.phonegap.com/1.0/network"/>
<feature name="http://api.phonegap.com/1.0/file"/>
<feature name="http://api.phonegap.com/1.0/camera"/>
<feature name="http://api.phonegap.com/1.0/media"/>
<feature name="http://api.phonegap.com/1.0/device"/>
<feature name="http://api.phonegap.com/1.0/notification"/>
<feature name="http://api.phonegap.com/1.0/battery"/>
<preference name="orientation" value="portrait" />
<preference name="webviewbounce" value="false" />
<preference name="prerendered-icon" value="true" />
<preference name="phonegap-version" value="3.1.0" />
<preference name="fullscreen" value="false" />
<preference name="stay-in-webview" value="false" />
<preference name="ios-statusbarstyle" value="default" />
<preference name="android-minSdkVersion" value="7" />
<preference name="android-installLocation" value="internalOnly" />
<preference name="target-device" value="universal" />
<preference name="autohide-splashscreen" value="true" />
<preference name="load-url-timeout" value="60000" />
<preference name="show-splashscreen-spinner" value="true" />
<preference name="show-splash-screen-spinner" value="true" />
<preference name="allow-inline-media-playback" value="false" />
<preference name="launch-mode" value="standard" />
<plugin name="Capture" value="CDVCapture" />
<plugin name="Camera" value="CDVCamera" />
</widget>
//=======================================================================================This forum is actually about the Cloud, not about using individual programs
Once your program downloads and installs with no errors, you need the program forum
If you start at the Forums Index http://forums.adobe.com/index.jspa
You will be able to select a forum for the specific Adobe product(s) you use
Click the "down arrow" symbol on the right (where it says ALL FORUMS) to open the drop down list and scroll
http://forums.adobe.com/community/dreamweaver -
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I THINK this is going to be better (eventually, even the display I hope) but I cannot figure out how to do ANYthing right now.
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J S MottJ S Mott wrote:
Does anyone know if this camera is supported in tethered capture
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does Adobe plan on adding it as a compatible camera anytime soon?
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The problem will only get worse, as Nikon is reputed to be using AVCHD in its new DSLRs.
At the very least perhaps new announcements could specifiy whether or not the full camera is supported, because when you tout video as a key selling feature of LR3 one might assume that a claim of supporting that camera would include more then just still images.Thronsen wrote:
If you dont want video in lightroom, not sure why you are clicking on this thread.
I want lightroom to work properly, where on earth did you get the idea I did not want video?
Thronsen wrote:But just as a basic point of education, its alot more then 5 cameras that use AVCHD. Its 5 cameras just out of the 8 that LR recently supported.
You mentioned 5, I am now more educated, thank you for that apologies to the other manufacturers of those cameras, I have shot video for many many years, but using professional equipment for TV, commercials and documentaries, I am not yet as familiar using with DSLR's to shoot video, compression is always an issue and ACHD does cause ugly artefacts, but it is plenty better than many of the prosumer codecs.
If you dont want to use your camera for video, thats up to you. But many people do, in fact apparently the highest growth segment of DSLR purchses are video people.
I can't wait to get the new Canon 3D with even better video support than the 7D, Cant wait to use video commercially in the shoots I do.
And Im pretty sure the LR staff, or at least Adobe disagrees with you. Video was one of the most important changes highlighted in virtually every piece of marketing material I saw. On the main LR page it was listed 3rd.
I"m sure lightroom working properly was the 1st, I was talking about priorities.
Finally, please dont make the same tired argument about how tough it would be to implement editing.
so, its easy to write Final Cut Pro 7 for lightroom is it? Barely a tired argument.
All most want is the ability for LR to import the videos (so we dont need 2 programs to do so), show a thumbnail (so we can see our videos mixed with our photos from the same shoot), and hand off the video to the OS or chosen player. All of which is already done by LR for other formats (and all of which is done for free by Windows 7 natively).
That was my list of questions I asked you,
"And anyway, what do you want to be able to do with AVCHD? edit? record? Store? Playback?"
Is that not a fair question to ask you?
I simply asked a couple of very pertinent questions, and I can read and write to any post I want to. I did not expect to get some kind of bullish response.
Message was edited by: hamish niven - additional commentary on more than 5 cameras supporting AVCHD -
Still no galaxy camera support?
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I was at NAB and was talking to the guy demonstrating working with FCP Sudio 6 and XD-CAM. He said that the new version of FCP supports native XD-CAM files but I thought that they are MXF wrapped whereas FCP is QuickTime based.
So my question is... does this mean that FCP will now work native MXF as well as QuickTime? This will be a big help as I need to push clips to and from an MXF media server as fast as possible without time being wasted re-wrapping the files.Thanks Andy,
So this shows that FCP is still QT only and I guess the 'native' XD-CAM support is only relating to the codec and not the wrapper so in my mind I wouldn't call it truly native but at least you have clarified the exact support.
I'll runs some tests to see how quick the wrapping process is when sending to playout.
Brian -
HT203470 Cameras supported by FCP X
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