This is my code:
#The server receives the data
import socket
from PIL import Image
import pygame,sys
import pygame.camera
from pygame.locals import *
import time
host = "localhost"
port = 1890
s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
s.bind((host,port))
s.listen(1)
conn, addr = s.accept()
print "connected by",addr
screen = pygame.display.set_mode((640,480))
while 1:
data = conn.recv(921637)
image = pygame.image.fromstring(data,(640,480),"RGB")
screen.blit(image,(0,0))
pygame.display.update()
if not image:
break;
conn.send(data)
conn.close()
#The client sends the data
import socket
from PIL import Image
import pygame,sys
import pygame.camera
from pygame.locals import *
import time
host = "localhost"
port = 1890
s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
s.connect((host, port))
pygame.init()
pygame.camera.init()
cam = pygame.camera.Camera("/dev/video0",(640,480))
cam.start()
while 1:
image = cam.get_image()
data = pygame.image.tostring(image,"RGB")
s.sendall(data)
s.close()
print "recieved", repr(data)
Just to test, I tried the following code and it's working fine, but the above does not...
Working code when implemeted without sockets: camcapture.py
import sys
import time
import pygame
import pygame.camera
from pygame.locals import *
pygame.init()
pygame.camera.init()
cam = pygame.camera.Camera("/dev/video0",(640,480))
cam.start()
screen = pygame.display.set_mode((640,480))
while 1:
image = cam.get_image()
data = pygame.image.tostring(image,"RGB")
img = pygame.image.fromstring(data,(640,480),"RGB")
screen.blit(img,(0,0))
pygame.display.update()
The error is:
image = pygame.image.fromstring(data,(640,480),"RGB")
ValueError: String length does not equal format and resolution size
Where did I go wrong?
The problem is not the camera.
The problem is that you send a very large string over the socket and you incorrectly assume that you can read the entire string at once with conn.recv(921637)
.
You'll have to call recv
multiple times to receive all over your data. Try printing the length of data
you send in client.py
and print the length of data
in server.py
before calling pygame.image.fromstring
and you'll see.
There are several ways to solve this:
Here's a simple example:
import socket
import pygame
import time
host = "localhost"
port = 1890
pygame.init()
image = pygame.surface.Surface((640, 480))
i=0
j=0
while 1:
image.fill((i,j,0))
i+=10
j+=5
if i >= 255: i = 0
if j >= 255: j = 0
data = pygame.image.tostring(image,"RGB")
s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
s.connect((host, port))
s.sendall(data)
s.close()
time.sleep(0.5)
import socket
import pygame
host="localhost"
port=1890
screen = pygame.display.set_mode((640,480))
while 1:
s=socket.socket(socket.AF_INET, socket.SOCK_STREAM)
s.bind((host,port))
s.listen(1)
conn, addr = s.accept()
message = []
while True:
d = conn.recv(1024*1024)
if not d: break
else: message.append(d)
data = ''.join(message)
image = pygame.image.fromstring(data,(640,480),"RGB")
screen.blit(image,(0,0))
pygame.display.update()
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