what is the reason for my raspberry pi 3 camera stops working after few hours? - raspberry-pi3

i am trying to take a long video that is week long with 6 raspberry pi 3 cameras. every camera is connected to electricity port with through a regular phone transformer that connects each 2 usb ports for the raspberries. i start the shooting using ssh from my computer and i can see the cameras log when each camera shoots a frame at the terminal log. the problem is that each time that i start a long run that is longer than several hours, some cameras deferentially just stop shooting, every time a different camera, and with no perticular reason. are there common reasons for cameras to stop shooting? maybe memory problem? or electricity problem?
would love to hear about a lead so i could check it.
thanks in advance

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Is there any way to get live telemetry data from the DJI Mavic 2 Zoom to another unit, say a computer?

As part of a course on my university we've been given the task of taking the live wind telemetry from a drone and then feeding it to a neural network so that it gives better estimates than just using a sensor.
The research we've concluded so far tells us that our drone, the DJI Mavic 2 Zoom, is only compatible with the Windows SDK but not the onboard SDK.
Simply our question is; is there any way for us to send the raw wind speed and direction data from the drones sensors to a computer?
Create Android application with DJI Mobile SDK and send data from msdk to your computer with wifi.
The SDK only provides the wind warning level(0, 1 and 2). It does not provide any information regarding the direction from which the wind is blowing or the actual speed of the wind.
The aircraft tries to stay in it's current position on it's own, even if there is moderate wind blowing. However the drone does not tell the user how much it has to work in which direction to negate the effect of the wind.
I assume you're better off with accessing real time wind information for your position from a weather service on the internet, if that's available in your country.
I've done a wind meter app.
The best method is:
Fly against the wind
In virtualstick use angle mode, and set pitch and roll to 0 This will let the drone drift with the wind.
Slowly rotate the yaw.
Meassure the speed, when it stop increasing, the gps-speed gives you the windspeed and direction.
Warning, in strong wind you have to fly for quite a while against the wind.
The yaw rotation needs to be done due to the drone is never exactly leveled, and it will pick up speed at one direction. If turned, it cancel that out.
Send the info to a server over internet/wifi.
I've done this on an android phone connected the controller.
Windows api doesn't seem to support virtualsticks, which I find strange. In that case it must be done on android or ios, and trasnmitted to a server. I might be wrong since I never used the windows api.

Cant run more than 3 OMXplayer Multiple Streams

Using a raspberry pi I'm using omxplayer to play 3 screens of IP cameras. When I add the 4th, the screen goes blank and we have to start over.
GPU mem is set to 512. And log says that there is over 700mb GPU remaining.
So what do I do?

Raspberry Pi 3 PiCamera Still Frame Rate

I'm working with a Raspberry Pi 3 that has a ribbon PiCamera. My problem is that I cannot get the still (not video) frame rate to be workable. In my application, the camera acts like a scanner using only a single row of each frame to watch things go by. While the concept is fine, what's killing me is the frame rate which I cannot get above 30 FPS.
A perfect solution would be for someone out there taking the raspicam source, stripped it down and tuning it for speed, and bolting it up to OpenCV. Has anyone done this? Did it work?
The Ava Group in Spain (https://www.uco.es/investiga/grupos/ava/node/40) took an initial stab at this, but their still frame rate is also limited to 30 FPS.

Kinect 2 - Significant delay on hand motion

I'm using the Kinect 2 to perform rotation and zooming of a virtual camera showing on an 3D object by moving the hand in all three directions. The problem I currently tackle with is that these operations are executed with some noticeable delay. If my hand is in a steady position again, the camera still continues to move for a short time. It feels like if I push the camera instead of control them in real time. Perhaps the frame rate is a problem. As far as I know the Kinect has 30 FPS while my application has 60 FPS (VSync enabled).
What could be the cause for this issue? How can I control my camera without any significant delay?
The Kinect is a very graphic and process intensive piece of hardware. For your application I'd suggest a minimum specification of a GTX960 and a 4th gen i7 processor. Your hardware will be a prime factor in how fast you can compute Kinect data.
You're also going to want to avoid using loops as much as possible and instead rely on multi threading and if you are looping be certain that there are no foreach loops as they take longer to execute. It is very important that your code is running the data read from the Kinect and the position command asynchronously.
The Kinect will never be real time responsive. There is just too much data that it is handling, the best you can do is optimize your code and increase your hardware power to shrink the response time.

Directx 11.1/2 handle scene/camera speed on different pc's

In my DirectX application I ran into a problem, when running my application on my high end windows 10 machine the scene is running smoothly and the camera is moving normal, but when i run the application on my laptop windows 7 machine the camera is extremly slow.
So how can I handle that and what can be the reason to that?
You need to scale your camera updates based on elapsed time not on frame-rate so that you get a fixed velocity. The rendering will not be as smooth on the low-end system, but the camera should move the same distance in the same time.
See Understanding Game Time Revisited and the StepTimer class for a robust way to handle timing of the 'main render loop'

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