Seems like basic stuff:
1) there's an image defined within an RCC file
<RCC>
<qresource prefix="/">
<file>main.qml</file>
<file alias="image.png">images/image.png</file>
</qresource>
</RCC>
2) the image is referenced within a QML file
Image {
source: "images/image.png"
}
The image is recognized and displayed fine within the QT Creator's GUI einvoronment. BUT, when deployed to android there's a runtime error from .SO
armeabi-v7a.so: qrc:/main.qml:76:9: QML Image: Cannot open: qrc:/images/image.png
Now considering I wanted to do this the 'proper' way i.e. rely on QT's multi-platform capabilities and resource management and do not do any hacky stuff by tinkering with android folder, what is the proper way?
Also, if QT attempts to introduce a multi-platform resource-abstraction layer over each platform; how does it handle various resolutions? For instance, in Android there's typically a separate folder for each DPI range. Does it do any kind of automatic scaling / conversions? (obviously not but then how to provide these various bitmaps to QT). It's related.
These issues is related URL on device's environment.
So you should link URL on the code.
Try like the below:
Image { source: "qrc:/images/image.png"}
Related
Is there a way to find the size of an android or iphone app from Android Studio or Xcode during development? For example, for android I do not mean finding the size of the apk file in Windows explorer after compiling is finished, as I think that would be the size of the compressed package file and not really the size of the actual android program. Also, the size of the program shown on the App store would also be the size of the apk file wouldn't it? Or does it indicate actual program size?
Non-the-less, I would like to find this value while in development, from the Android Studio interface. Is there any way to find this information while compiling the program? Do any of the build messages indicate the final size of the android program? For example, in many embedded system development IDE's, after compilation it would show the size of the final hex file, which is the actual size of the program. I would like to know similar information for an android app from the IDE itself. Are there any compiler options that I need to enable in order to show me these things? My android program contains both java and native cpp code.
I would also like to know the corresponding information for iphone in Xcode.
It's possible that we start an android project in which it's necessary after recognising an image by camera to visualise a content generated in unity.
The easy part would be to use webGL to display it, but there is the problem of devices that do not support it directly. My question is if from android (and later iOs). It's possible to download a content of unity, load and visualise it in runtime?.
Is possible that I had to direct all the effort to generate that content in a .jar and then use something like dependency injection to load it?
I have already a unity scene in an activity but of course in project definition not in run time.
Any help or guidance would be welcome.
Unity builds levels into the final runtime executable, so adding a downloaded 'scene' directly is not possible. The best way around this is to create a 'generator' scene which can accept input from a downloaded text file, such as JSON, and use that to render the level.
However, this method does assume that all the possible objects that can be rendered are in your game as prefabs. If you're wanting to pull images from the net to be loaded into textures, the WWW class might get you started down the right path:
https://docs.unity3d.com/ScriptReference/WWW.LoadImageIntoTexture.html
I've build an application that uses Tesseract (V3.03 rc1) to identify some specific text strings. These are, unfortunately, printed on a custom font that requires that I build my own traineddata file. I've built the application on both iOS (using https://github.com/gali8/Tesseract-OCR-iOS for inspiration) and Android (using https://github.com/rmtheis/tess-two/ for inspiration as well).
The workflow for both platforms is as follows:
I select a bounding box on the preview screen for where I can crop out the relevant text, and crop the image accordingly.
I use OpenCV to get a binary image (using OpenCV's adaptive threshold function with the same parameters for both platforms)
I pass this binary image to Tesseract. Both platforms (Android and iOS) use the same traineddata file.
And yet, iOS recognizes the text strings perfectly, while Android keeps misidentifying certain characters (6s for Ss, As for Hs).
On both platforms, I use the same white list string, I disable load_type_dawg and load_system_dawg, and also choose to save the blob choices.
Has anyone encountered this kind of situation before? Am I missing a setting on Android that's automatically handled in iOS? Is there something particular about Android that hasn't crossed my mind?
Any thoughts or advice would be greatly appreciated!
So, after a lot of work, I found out what was wrong with my Android application (thankfully, it wasn't an issue with Tesseract at all). As I'm more familiar with iOS apps than Android, I wasn't sure how I could load the traineddata file onto the application without requiring the user to have the file loaded on their external storage device. I found inspiration in this project (http://www.codeproject.com/Tips/840623/Android-Character-Recognition), as they autoload the trained data file.
However, I misunderstood how it worked. I originally thought that the TessDataManager did a file lookup on the project's local tesseract/tessdata folder in order to get the trained data file (as I do this also on iOS). However, that's not what it does. It, rather, checks the internal file structure (data/data/projectname/files/tesseract/tessdata/traineddatafilegoeshere) to see if the file exists and if it doesn't, it copies over the trained data file it keeps in the Resources/Raw directory. In my case, it defaulted to the eng file, so it never read my custom font file.
Hopefully this helps someone else having similar issues. Thanks to Robin and RmTheis for all of your help!
I'm making a illustrated instruction for how to use an app that will be needed
for Android/iPhone
I'm not much into coding for Android and I though the client just needed the
illustration but he asks:
"We will need the illustration saved to a file that we can run on mobile devices (iPhone/Android) as well as the source code."
Isn't jpg enough? is there some additional code that you android programmers are
aware of?
No. In Android you can just use a Drawable. This can be a number of different file formats, including your jpeg. It may be good to have a look at Android Asset Studio. With this tool you can get a nice zip file for all your different screen densities. If you keep the file structure that asset studio outputs then Android will do all the heavy lifting for you.
It might also help you to know something about 9-patches. This is how Android knows how to resize and stretch your image. Asset Studio has an option to set this as well.
I have what I think is a fairly standard set-up of an existing web-app and would like advice on how best to adapt it for creating native versions via PhoneGap, in a way that we can keep developing the web-app and updating the phonegap generated versions from it with minimal rework.
I am a PhoneGap novice. I have searched around and tried various suggestions from StackOverflow etc with no luck, at least for my set-up.
The app is developed in GWT and consists of:
static resources in a shared folder for all of the app
/static/ with images, fonts, css.
The css define some font-families, referencing font files in /fonts
We refer to these static resources from html files and JavaScript code using absolute
paths.
static resources in a number of sub-folders (by GWT modules FYI)
Such as /LoginGadget, which will have GWT generated html, Javascript and sometimes subfolders with css and css-images.
GWT-RPCs
These are basically servlets where GWT takes care of serialization etc, and are accessed from our client code via XHRs under the covers
PhoneGap Build
I have started looking at creating a packaged app using PhoneGap and run into some problems where I need advice (Android example).
I have created /assets/www and put an index.html file in there and got it going.
I copied a version of our /static/ folder and our /LoginGadget folder under that "root" to see, and started it using
super.loadUrl("file:///android_asset/www/index.html");
which works.
In all our GWT generated html and Javascript files we have references to static resources using both absolute (e.g. "/static/....") and relative paths (e.g. from a LoginGadget Javascript, it might reference "css/some.css").
The relative paths work, as they reside "under" the folder where the html/js that references them lie.
Problem 1
However, references to absolute paths fail, despite PhoneGap starting by saying:
DroidGap: url=file:///android_asset/www/index.html baseUrl=file:///android_asset/www/
I expected a reference to "/static/images/file.png" from say index.html to be appended to the "baseUrl" to give file:///android_asset/www/static/images/file.png and hence work, as that is where the file lies.
I have had to modify index.html to use "static/image/file.png" for it to work.
But I'd have to recompile all our GWT app with a different configuration to modify all references to resources, and references from other files in sub-folders back to "/static/" won't work if modified to be just "static/".
How can I get absolute path references to "map" to /assets/www or similar?
(See below, I've looked at using the "base" tag....)
Problem 2
The GWT RPCs make the XHR request to the server the html/js was served from.
This works great as the app doesn't have the host server name hard-coded, and is in fact deployed on many different appengine appids/domains for testing etc.
Here the html/js files are "served" from file:/// hence I need to specify the server somehow.
I tried specifying with the "base" tag as documented, but then any reference I have in my html/js to a resource that doesn't specify "file://" seems to be made to the server specified in "base"..... hence I am not loading my local resources anymore and I basically have a web-app served from my server.
Want
What I'd like to do, is to be able to take the (pretty large) compiled and tested app from my wab-app's war (/static and all my /GWT-Module folders) untouched and copy them into /assets/www on my PhoneGap app and then add some boiler plate or start-up code and run as is.
Sounds like a big request, but I think if I could properly specify two things:
file path to use as "root" for absolute paths for resource requests that don't specify a http/https protocol (or other protocols.....which I already see are handled in DroidGap.java)
server (protocol, hostname, port) to use for any XHR requests
Then everything would come out in the wash!
I thought this would be a faily "standard" setup and already covered. Maybe it is and I'm just missing something.
Comments? suggestions?
Thanks in advance for any help.
Do you know about mgwt? http://www.m-gwt.com
Its a mobile framework for GWT built by one of the GWT Steering Committee members and it has phonegap integration for GWT apps as well.
There is a lot of docs in the projects and a very friendly user group.
Let me address your problems with a little more detail:
Problem1:
If you are using absolute path you will get that inconsistent behavior with phonegap, since the browser builds those urls locally and a reference to / means the root entry on the phone.
Using absolute URLs is a bad idea most of the times and I would recommend you to change that in your app (as you already did).
Problem2:
To use GWT RPC with phonegap read this blog post that I made to address the issues: http://blog.daniel-kurka.de/2012/04/gwt-rpc-with-phonegap-revisited.html
We solved these problems with two separate actions:
1) I wrote an ant target that as part of our build takes the web-app, and replaces the paths in all internal url references it finds, making them fit what's needed for them to work within the app. It still seems a major bug in phonegap to me. Maybe it's been fixed in newer versions?
2) We subclassed the RPC service class and modified it to have a static member that is the service endpoint. At the start-up of our phonegap app we modify the end-point to point to the desired server and presto.... all our GWT RPCs point to the right place.