application has been blocked from accessing graphics - opencv

Hi I am trying to write a program that use my laptop webcam. After the program starts and camera view is displayed, camera view is freeze and stop working. My computer give me that error notification "application has been blocked from accessing graphics". I am using AMD Radeon graphics, Win 8.1, VS2013 and OpenCV 3.0.
I seacrhed on the internet but there was problems about games. I cant find any reletad issue for developers.
How can I fix it?

Related

UWP Game Capture on Xbox DirectX or MMF

I'm investigating building a "Game Capture" App that works within UWP on Xbox One, as for capturing the actual content of the screen during game-play, it appears there are two ways to go within the wider eco-system of Microsoft libraries:
DirectX (Now part of Windows API)
Microsoft Media Foundation
With that in mind, my assumption is that DirectX is natively accessible by UWP apps via the Windows Runtime API, and aside from limitations on the DirectX feature-sets and hardware, basic APIs exist for capturing the content of the Xbox's screen.
MMF I'm not so sure about, though it does encapsulate some interesting access to using an accelerated video encoding but does not appear to be part of the UWP subset of APIs available on the Xbox.
Beyond the correct library to use, are there any other known limitations on developing apps that "capture" the Xbox's screen that run natively on the device.
Thanks
It's not possible at this time.
The Xbox One is a closed platform and not as open as Windows 10 running on a desktop PC, for example.
On a PC it's possible to use existing APIs to capture the output from a game, app, etc. On Xbox One, this is handled by the system only. The console is recording all the time, but the user decides when to save that footage or broadcast it via Twitch, YouTube, etc.
UWP apps running on Xbox One cannot record footage themselves or access the built-in APIs for this functionality.

Why do I have to reinstall Kinect SDK everytime I restart PC

I'm currently work with Kinect for Windows SDK version 1 under Win7, VS2010, C#.NET.
Demos in Microsoft Kinect for Windows SDK Sample Browser can't run properly after Kinect is connected to my PC.
Kinect Explorer(in C#) says Kinect is not ready (which is different from Please insert a Kinect... if Kinect is not connected).
Shapes Game(in C#) says Oops... Something's wrong with Kinect
Skeletal Viewer(in C++) can run, but only depth image run properly. Color image has a frame rate less than 1! And skeleton view show nothing but a black background.
Here's what I have tried:
The above thing will not happen(which means everything goes all right) if SDK is reinstalled and PC is not restarted. So... I have to reinstall Kinect SDK everytime I restart my PC!!!
I checked the Resource Manager after Kinect USB is plugged to my PC. The strange thing is that if the PC is not restarted after reinstalling SDK, there're 4 devices concerning Kinect: Audio, Speech, NUI and Security. But after restart PC, the Security Device won't be shown after Kinect is connected to PC.
I've tried with 2 different Kinect(one at a time) and have the same situation.
Using different USB slots make no difference.
I don't know what's wrong with my PC or how to do next. The only thing I know is that I don't want to reinstall Kinect SDK everytime I restart my PC! So would anybody offer some solution? Thanks very much!
I came across this problem just now, and finally solve it. I accidentally killed the process names "KinectManagementService" in the task manager, and then I could not connect the Kinect any more. Have a glance at the task manager whether the process is there.
Open Windows Service, and start the service "Kinect Management". That's it!

Can custom USB devices be made to work with an Apple iPad?

I make LED glow toys for a living and am in the process of porting the windows drivers over to MAC and Linux O/S's. I'm making some headway on the MAC front (I'm using libusb) but now I'm wondering if it could be made to work on an Apple iPad as well?
I've seen some reports of people getting other devices working (keyboards, usb flash drives etc.) which gives me some hope but has anyone tried anything like this?

Why does my application audio stop working after turning off and turning on my tv?

I'm currently developing an application in XNA and using a TV with HDMI for video and audio. When I turn the TV off then on again the application audio ceases to work. However, system sounds do still work. Does anyone have any ideas on why this happens?
I'm using a motherboard with integrated Intel HD graphics to connect the TV and use it as a monitor.
Here is a link to a similar issue in regards to audio jack sensing in windows:
https://superuser.com/questions/249878/disable-windows-sound-card-jack-sensing
The same solution solved my problem:
Go to
HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Class{4D36E96C-E325-11CE-BFC1-08002BE10318}000\GlobalSettings
Change the value EnableDynamicDevices to zero.
Restart your system.
Hopefully this will help others that have issues with this and XNA in the future.

Kinect SDK - Not recogizing microphone array

I upgraded my machine to Win 7 Windows Home Premium (32 bit). I bought just the Kinect device, no bundle with XBOX. I install the Kinect SDK.
I plug in the Kinect.
When the microphone array driver tries to install itself, it says Windows has stopped this device because it has reported problems. (Code 43). Not too specific lol.
It calls it an "unspecified device"
The camera works but the microphone doesn't.
I've tried plugging the Kinect into all 8 usb ports- all with the same result.
The machine says there's also an unspecified device called Flip CC, but it won't let me get rid of it.
Any ideas?
Thanks,
Rick
My only idea at this point is that you don't have everything installed necessary for the microphone/speech capabilities. I would review this readme and report back here. Be sure to follow it to a T! There are a lot of libraries to install for Speech.

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