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camerax

Provide technical guidance for Android camera development with CameraX. Use when implementing camera features, handling asynchronous recording lifecycles, wiring low-level hardware interop using CameraX, or integrating ML Kit or Media3 effects.

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Repository
android/skills
Letzte Quellaktivität
25. September 2026 um 14:03
Erkannte Sprache von SKILL.md
Englisch
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7.599
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499

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SKILL.md
Quellanweisungen · Schreibgeschützte Vorschau
name
camerax
description
Provide technical guidance for Android camera development with CameraX. Use when implementing camera features, handling asynchronous recording lifecycles, wiring low-level hardware interop using CameraX, or integrating ML Kit or Media3 effects.
license
Complete terms in LICENSE.txt
metadata
{"author":"Google LLC","last-updated":"2026-09-24","keywords":["recipe","Android","Camera","Camera1","Camera2","CameraX","migration","Compose","guide","dependencies","PreviewView","CameraXViewfinder","ImageCapture","VideoCapture","ImageAnalysis."]}
This skill provides procedural guidance and standard patterns for building camera applications on Android, with a focus on CameraX, including its `Camera2Interop` utilities, and Media3 integrations. ## Core workflows ### Handling immutable API patterns Various Android camera and media APIs, especially CameraX `VideoCapture`, use a **fluent, immutable builder-like pattern** where methods return a new instance. Failing to reassign these results in settings, such as audio, being ignored. **Pattern: Reassignment is required** ```kotlin // WRONG run { val pending = recorder.prepareRecording(context, opts) pending.withAudioEnabled() // This returns a new instance which is ignored val active = pending.start(exec, listener) } // CORRECT run { val pending = recorder.prepareRecording(context, opts) .withAudioEnabled() // Chaining works val active = pending.start(exec, listener) } // ALSO CORRECT run { var pending = recorder.prepareRecording(context, opts) pending = pending.withAudioEnabled() // Reassignment val active = pending.start(exec, listener) } ``` <br /> See [immutability](references/immutability.md) for a list of affected classes. ### Migrating to CameraX When migrating legacy camera codebases to the CameraX Jetpack library: - **Camera1 to CameraX** : For migrating legacy `android.hardware.Camera` implementations, surface handling, and manual lifecycles, see the [Camera1 migration guide](references/camera1-to-camerax.md). - **Camera2 to CameraX** : For migrating more recent but verbose `android.hardware.camera2` implementations, session state callbacks, and interop patterns, see the [Camera2 migration guide](references/camera2-to-camerax.md). ### Comprehensive feature blueprinting For multi-step features that involve multiple files and hardware-level wiring, follow the [Structural Blueprinting](references/expert-blueprints.md) approach to avoid system timeouts. Such complex features include: - **Manual controls** : Break down into the `ViewModel` state, the controller layer, and the `Camera2Interop` wiring in the session. - **RAW capture**: Separate JPEG and RAW output configurations into discrete build steps. - **Custom effects** : Prefer `Media3Effect` or `SurfaceProcessor` over manual OpenGL pipelines unless absolute performance is required. - **Low-light** : See [low-light](references/low-light.md) for Night Mode and LLB guidance. - **Foldables** : See [foldables](references/foldables.md) for handling dynamic postures and hinge states. - **XR, AR, and VR** : See [xr](references/xr.md) for spatial tracking, passthrough synchronization, and latency guardrails. - **Thermals and power** : See [thermals](references/thermals.md) for managing `StreamUseCase` optimizations and `PowerManager` thermal states. - **Testing and mocking** : See [testing](references/testing.md) for using `FakeCameraConfig`, handling asynchronous lifecycles, and validating analysis pipelines. - **ML Kit spatial analysis** : See [mlkit-spatial](references/mlkit-spatial.md) for coordinate mapping, rotation logic, and mirrored lens handling. - **Wear OS camera remote** : See [wear-os](references/wear-os.md) for circular UI constraints, Data Layer API syncing, and remote trigger logic. See [expert-blueprints](references/expert-blueprints.md) for step-by-step guides. ### API discovery Always use higher-level abstractions instead of low-level manual wiring: - **Analysis** : Use `MlKitAnalyzer` instead of manual `ImageAnalysis.Analyzer`. - **Filters and effects** : Use `Media3Effect` for standard post-processing. - **Multi-camera** : Use `ConcurrentCamera` APIs for dual-stream setups. See [modern-apis](references/modern-apis.md) for current recommendations. ### Code quality and architectural rules Adhere to the following Android ecosystem standard patterns when building your camera implementations: - **Testing, fakes over mocks** : Avoid mocking libraries like `Mockito`, especially for multi-step CameraX interfaces like `ImageProxy`. Build "Fakes" to verify state rather than unreliable implementation details. - **Google Truth assertions** : Use `assertThat` over standard `JUnit` assertions like `assertEquals` for improved readability. - **Explicit test runners** : Always define an explicit `@RunWith` for test classes to ensure the CI environment executes them correctly. - **Semantic UI merging** : When building custom camera controls in Compose, such as a button with an `Icon` and `Text`, use `semantics { mergeDescendants = true }` to ensure screen readers announce them as a single, coherent unit. ## Hardware and device diversity Camera apps run on a wide variety of hardware, from mobile phones and foldables to tablets, laptops, and even smart appliances. Have consideration for the specific hardware the app is running on. - **Form factors**: Account for screen size and orientation changes on foldables and tablets. - **Multi-camera arrays**: Some devices have a rear-facing camera and a front-facing camera. Other devices have multiple rear-facing cameras, such as wide-angle and telephoto lenses. - **Feature parity**: Features like flash or auto-focus behave differently across hardware. For example, CameraX handles both physical flash, back, and screen-based flash, front, and both must be considered when implementing flash functionality. ## Common pitfalls - **Asynchronous lifecycles** : Check `isRecording` state before attempting to stop or pause. Handle `VideoRecordEvent.Start` for UI state updates, not just the initial call. - **Thread safety**: Camera callbacks often run on background executors. Dispatch UI updates on the main thread. - **Permission handling** : Check `CAMERA` permission; check for `RECORD_AUDIO` specifically when enabling audio in `VideoCapture`.
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