When you're not using the camera, you can stop the image buffers from streaming.
        You should also disconnect from (close) the camera if you're done using it.
 To use the Camera library, you would have called
        
camera_open(), typically with
        read/write permissions, and started the viewfinder (streaming image buffers),
        as shown in the code snippet below.
        For brevity, we've omitted error checking and handling, but your production application code
        should do this.
        
...
...
camera_handle_t cameraHandle;
camera_open(CAMERA_UNIT_1, CAMERA_MODE_RW | CAMERA_MODE_ROLL, &cameraHandle);
camera_set_vf_mode(cameraHandle, CAMERA_VFMODE_VIDEO);
camera_start_viewfinder(cameraHandle, NULL, NULL, NULL);
...
...
        To stop streaming image buffers from the camera, call
            
camera_stop_viewfinder(). 
            But before your application is done using the camera, ensure that you call the
            corresponding 
camera_stop_*() functions. 
            Here are some examples of the 
camera_stop_*() calls to make before you call
            
camera_close():
            
        
            After you have called the 
camera_stop_* functions,
            only then can you call 
camera_close() to disconnect from the camera
            and free its resources and also the camera handle.
            If you called 
camera_open() with the 
CAMERA_MODE_WRITE mode,
            but you don't call 
camera_close(), other applications
            can't access the viewfinder, camera configuration settings,
            or camera roll (
CAMERA_MODE_ROLL mode).
            
Note: If you are using 
Screen,
                you must release the resources allocated by 
Screen. This requires
                deallocating windows or contexts that you created, including the viewfinder window that you created and the parent window 
                if you no longer require it. For instance, you can call 
screen_destroy_window() and
                       
screen_destroy_context().
                For more information, see the 
Screen Developer's Guide.
 
            Here's a code snippet demonstrating how to stop the viewfinder and disconnect from the camera.
            Again, we've excluded error handling for brevity.
        
// Code from first snippet, which includes declaring cameraHandle, goes here
...
...
camera_stop_viewfinder(cameraHandle);
camera_close(cameraHandle);
        The handle that you pass to 
camera_close()  must be the handle
        you got from calling 
camera_open(), otherwise undefined results may occur.