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name, description, license, metadata
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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. | Complete terms in LICENSE.txt |
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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
// 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)
}
See immutability 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.Cameraimplementations, surface handling, and manual lifecycles, see the Camera1 migration guide. - Camera2 to CameraX : For migrating more recent but verbose
android.hardware.camera2implementations, session state callbacks, and interop patterns, see the Camera2 migration guide.
Comprehensive feature blueprinting
For multi-step features that involve multiple files and hardware-level wiring, follow the Structural Blueprinting approach to avoid system timeouts. Such complex features include:
- Manual controls : Break down into the
ViewModelstate, the controller layer, and theCamera2Interopwiring in the session. - RAW capture: Separate JPEG and RAW output configurations into discrete build steps.
- Custom effects : Prefer
Media3EffectorSurfaceProcessorover manual OpenGL pipelines unless absolute performance is required. - Low-light : See low-light for Night Mode and LLB guidance.
- Foldables : See foldables for handling dynamic postures and hinge states.
- XR, AR, and VR : See xr for spatial tracking, passthrough synchronization, and latency guardrails.
- Thermals and power : See thermals for managing
StreamUseCaseoptimizations andPowerManagerthermal states. - Testing and mocking : See testing for using
FakeCameraConfig, handling asynchronous lifecycles, and validating analysis pipelines. - ML Kit spatial analysis : See mlkit-spatial for coordinate mapping, rotation logic, and mirrored lens handling.
- Wear OS camera remote : See wear-os for circular UI constraints, Data Layer API syncing, and remote trigger logic.
See expert-blueprints for step-by-step guides.
API discovery
Always use higher-level abstractions instead of low-level manual wiring:
- Analysis : Use
MlKitAnalyzerinstead of manualImageAnalysis.Analyzer. - Filters and effects : Use
Media3Effectfor standard post-processing. - Multi-camera : Use
ConcurrentCameraAPIs for dual-stream setups.
See modern-apis 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 likeImageProxy. Build "Fakes" to verify state rather than unreliable implementation details. - Google Truth assertions : Use
assertThatover standardJUnitassertions likeassertEqualsfor improved readability. - Explicit test runners : Always define an explicit
@RunWithfor 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
IconandText, usesemantics { 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
isRecordingstate before attempting to stop or pause. HandleVideoRecordEvent.Startfor 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
CAMERApermission; check forRECORD_AUDIOspecifically when enabling audio inVideoCapture.