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@anantn
Created February 17, 2012 09:12
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Take a picture with getUserMedia
<html>
<body>
<video id="v" width="300" height="300"></video>
<input id="b" type="button" disabled="true" value="Take Picture"></input>
<canvas id="c" style="display:none;" width="300" height="300"></canvas>
</body>
<script>
navigator.getUserMedia({video: true}, function(stream) {
var video = document.getElementById("v");
var canvas = document.getElementById("c");
var button = document.getElementById("b");
video.src = stream;
button.disabled = false;
button.onclick = function() {
canvas.getContext("2d").drawImage(video, 0, 0, 300, 300, 0, 0, 300, 300);
var img = canvas.toDataURL("image/png");
alert("done");
};
}, function(err) { alert("there was an error " + err)});
</script>
</html>
@Vuurvlieg
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@TobiasSeitz @jan-ivar Thank you so much, this will help me a lot!

@Magistern
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Do you know how to make this work on iOS 11.3?
I know Instagram.com makes it work somehow.

@kimpossible6
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thanks so much!!

@barcenitas
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I love you

@TudorGruian
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Thank you so much.Really apreciate it

@ubonsoft
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ubonsoft commented Jun 5, 2018

So GOOOOOOD

@regisnew
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regisnew commented Sep 3, 2018

Show.
Congrants.

@dgloriaweb
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Sorry guys for me being lame, but where does canvas.toDataURL save the image? Thanks in advance.

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