camerax
提供 Android CameraX 相机开发的技术指导。当实现相机功能、处理异步录制生命周期、使用 CameraX 对接底层硬件互操作(hardware interop),或集成 ML Kit 或 Media3 特效时使用。
Skill by Google LLC
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Use cases: ml
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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
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What's inside
- Skill name
camerax- Description
- 提供 Android CameraX 相机开发的技术指导。当实现相机功能、处理异步录制生命周期、使用 CameraX 对接底层硬件互操作(hardware interop),或集成 ML Kit 或 Media3 特效时使用。
- License
- GPL-3.0
- Metadata
- author: Google LLC · last-updated: 2026-09-24
- Instructions
- 106 lines in SKILL.md · view on GitHub
Files (13)
- SKILL.md
- camera1-to-camerax.md · references/
- camera2-to-camerax.md · references/
- expert-blueprints.md · references/
- foldables.md · references/
- immutability.md · references/
- low-light.md · references/
- mlkit-spatial.md · references/
- modern-apis.md · references/
- testing.md · references/
- thermals.md · references/
- wear-os.md · references/
- xr.md · references/
SKILL.md (first lines)
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`.From IsKenKenYa/skills, GPL-3.0.
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Signals
- Stars
- 3
- Forks
- 0
- Open issues
- 0
- Last commit (this folder)
- Oct 7, 2026 (21 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- GPL-3.0
- Repository
- github.com/IsKenKenYa/skills
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
camerax skill. Agent Mart. https://agentmart.dev/skills/iskenkenya-camerax (last updated 2026-10-24)