This is wat i did, i got another phone camera (android phone) and i focused the camera to the front camera of the iPhone and a strange blue ligt kept flashing and when i removed the phone from focus i couldn't see it with my naked eyes. but could only be seen with an android phone camera.

Many digital cameras see a little further into the ultraviolet and infrared than the human eye. This is apparently the case with the Android phone and the ultraviolet light (invisible to most humans) appears blue on the display. The same thing occurs with photographic film. The response from Lawrence Finch sounds right, but I thought that you might like a little more information about the physics. By the way, you get a lot more ultraviolet light when you step out into daylight, so don't worry about health problems.


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We make mobiles games and we are having troubles managing the game display on recent mobile phones, especially when the front camera is covering part of the status bar, and the game when playing in full-screen.

Best solution we found to prevent the camera lens from hiding part of the game is to disable Full-Screen in building options, but it means having the status bar (and navigation buttons on Android) showing all the time.

I need to use it in one program, where I can't use 3rd party "fake camera apps" because program asks me only "Do I permit this application to take photos and record videos" and after "Allow" my front camera turns on. I can't even choose the 3rd party fake camera app.

If that specific program(I suppose it's actually an application) was built to use only the images taken by the integrated front camera, you have to first "teach" it who to use images from other sources. But that's the job of the program developers. You can probably contact them and request this new feature.

A front-facing camera, commonly known as a selfie camera, is a common feature of cameras, mobile phones, smartphones, tablets, laptops, and some handheld video game consoles. While stand-alone cameras face forward, away from the operator, tablets, smartphones and similar mobile devices typically have a camera facing the operator to allow taking a self-portrait photograph or video while looking at the display of the device, usually showing a live preview of the image. These are called front-facing cameras and are important for videotelephony and the taking of selfies.[1][2][3][4] Often, the preview image is by default a mirror image, which is more intuitive for most people; this default can be overridden, and in any case the recorded image is not reversed.

While not a dedicated front-facing camera, the Casio QV-10 digital camera featured a lens that rotated 180 degrees. Introduced in 1995 it was the first consumer digital camera with a color LCD display. This allowed for the user to point the camera at themself while viewing the LCD display.

The first front-facing camera phone was the Kyocera Visual Phone VP-210, released in Japan in May 1999.[6] It was called a "mobile videophone" at the time,[7] and had a 110,000-pixel front-facing camera.[6] It stored up to 20 JPEG digital images, which could be sent over e-mail, or the phone could send up to two images per second over Japan's Personal Handy-phone System (PHS) wireless cellular network.[6]

Several mobile phones with front-facing cameras were released to Western markets in 2003, including the NEC e606,[8] NEC e616,[9] Sony Ericsson Z1010[10] and Motorola A835.[11] The front-facing camera was originally intended for video-conferencing.[12] The Motorola A920 was released in 2003 as well and may have been the first smartphone with a front-facing camera.[13]

In May 2017, the Essential Phone introduced the notch - the removal of part of the display to accommodate the front-facing camera. The iPhone X popularized this concept after its introduction in late 2017.As of 2019, several smartphones incorporate front cameras that pop up from within the smartphone to allocate the area that would be otherwise utilized by notches to the screen.[14][15] Under-display cameras are under development, which would place a camera under a special display that would allow the camera to see through the display.[16][17][18][19]

This section will cover the general concept of contraints. The constraints object is a MediaStreamConstraints object that specifies the types of media to request and the requirements of each media type. You can specify requirements for the requested stream using the constraints object, like the resolution of the stream to use (front, back).

This is a navigator.mediaDevices method. It lists the available media devices, such as microphones and cameras. It returns a Promise resolvable to an array of objects detailing the available media devices.

That stream can include, for example, a video track (produced by either a hardware or virtual video source such as a camera, video recording device, screen sharing service, and so forth), an audio track (similarly, produced by a physical or virtual audio source like a microphone, A/D converter, or the like), and possibly other track types.

Of equal importance are the rules around notification. Browsers are required to display an indicator that shows that a camera or microphone is in use, above and beyond any hardware indicator that may exist. They must also show an indicator that permission has been granted to use a device for input, even if the device is not actively recording at the moment.

For example in Firefox, the URL bar displays a pulsing red icon to indicate that recording is underway. The icon is gray if the permission is in place but recording is not currently underway. The device's physical light is used to indicate whether or not recording is currently active. If you've muted your camera (so-called "facemuting"), your camera's activity light goes out to indicate that the camera is not actively recording you, without discarding the permission to resume using the camera once muting is over.

If you're using getUserMedia() within an , you can request permission just for that frame, which is clearly more secure than requesting a more general permission. Here, indicate we need the ability to use both camera and microphone:

While information about a user's cameras and microphones are inaccessible for privacy reasons, an application can request the camera and microphone capabilities it needs and wants, using additional constraints. The following expresses a preference for 1280x720 camera resolution:

Note: In certain cases, it may be necessary to release the current camera facing mode before you can switch to a different one. To ensure the camera switch, it is advisable to free up the media resources by invoking the "stop()" method on the track before requesting a different facing mode.

\n Of equal importance are the rules around notification. Browsers are required to display\n an indicator that shows that a camera or microphone is in use, above and beyond any\n hardware indicator that may exist. They must also show an indicator that permission has\n been granted to use a device for input, even if the device is not actively recording at\n the moment.\n

\n For example in Firefox, the URL bar displays a pulsing red icon to indicate that\n recording is underway. The icon is gray if the permission is in place but recording is\n not currently underway. The device's physical light is used to indicate whether or not\n recording is currently active. If you've muted your camera (so-called \"facemuting\"),\n your camera's activity light goes out to indicate that the camera is not actively\n recording you, without discarding the permission to resume using the camera once muting\n is over.\n

\n If you're using getUserMedia() within an , you\n can request permission just for that frame, which is clearly more secure than requesting\n a more general permission. Here, indicate we need the ability to use both camera and\n microphone:\n

\n While information about a user's cameras and microphones are inaccessible for\n privacy reasons, an application can request the camera and microphone capabilities\n it needs and wants, using additional constraints. The following expresses a\n preference for 1280x720 camera resolution:\n

Note: In certain cases, it may be necessary to release the current camera facing mode before you can switch to a different one. To ensure the camera switch, it is advisable to free up the media resources by invoking the \"stop()\" method on the track before requesting a different facing mode.

The first Galaxy S device featured a VGA-class front camera that was capable of making video calls, as well as a 5-megapixel (MP) rear camera that could record HD videos. The rear camera also included built-in autofocus, facial recognition and anti-shake functions, and featured a Panorama Shot mode, which allowed users to capture an image of a scene that was much wider than what they saw on their screen.

The Galaxy S5 was a landmark release, as it was the first smartphone in the industry to feature a 16MP ISOCELL camera. The ISOCELL image sensor enhanced image quality with less cross-pixel interference, making it possible to take clearer pictures even in the dark. The camera also featured an upgraded HDR mode for enhancing photos. When taking pictures or recording videos, applying the HDR feature allowed users to enjoy vibrant images even in dimly lit rooms or environments with heavy backlighting.

To make it easier for smartphone users to capture more moments, Samsung introduced a Quick Launch function with the Galaxy S6 that allowed users to launch the camera in just 0.7 seconds, simply by tapping the home button twice on any screen. A function that automatically tracked and focused on moving objects enhanced image sharpness, while a 5MP F1.9 lens was installed on the front to boost selfie quality. ff782bc1db

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