I am facing a serious issue here. I built an android and iOS application. Now after I developed it completely and it is running seamlessly, I want it to be multilingual(both android and iOS). Is there any simplest method which I can use now to make both my android and iOS apps multilingual now. The .apk and .ipa files have already been prepared and the project is complete. Please help!!!!
You cannot modify your .apk and .ipa files to be multilingual. I mean, theoretically it's possible but it would be ludicrously difficult. If you are stuck with the .apk and .ipa files you have, then your task is extremely difficult, sorry.
You can modify the android and iOS projects (I am assuming they are separate projects) to provide multiple language versions of the resource files where your user text and images are stored, assuming that you correctly stored all text and images which get displayed to the user in resource files/folders.
For Android, see http://developer.android.com/training/basics/supporting-devices/languages.html
For IOS, see http://www.raywenderlich.com/64401/internationalization-tutorial-for-ios-2014.
Related
I am new to programming my own apps, since I used to work on old programs on the pc. Is there a file like the .exe in my old programs? Little backround information: I need to execute the app on a phone without a physical connection and without the typical appstores. In my imagination I can store something like the release file online and my users can download it?
Thanks for teaching me.
Hello and welcome to the community! On Android, the file you are looking for is called an APK, you can take that file and install it on other devices easily. For iOS it's a bit more complicated and you can't share the IPA files and install them as for android, you are confined to using a physical device or sending it over using testflight, which is provided by Apple for testers.
You can find those APK files inside your project's folder in the following path:
build/app/outputs/flutter-apk
I have an Android App I downloaded and installed, I have also extracted the APK,
Is there some way from the apk file to tell what programming language was used to write the program?
Are there any tools are available to help with this?
What languages can be determined and which ones cannot?
Normally most android app is build using the following texhnologies:---
React Native app
Cordova app
Native java/kotlin app
To determine the technology, you need to decompile the app first using this link
Then look for "assets" folder. Normally, asset folder should be present at the very top of application hierarchy.
Then you can determine the app technology by the following prediction:--
If asset folder is present and there have any file with the extension ".bundle"(mainly the file name is "index.android.bundle") then the app is build using React Native.
If the assets folder contain a folder name "www" and "assets/www" contain the following file/folder structure then it is a cordova app.
If neighter 1 or 2 is true then the app may be written using native code, i.e using java/kotlin
You can do a reverse engineering : (https://www.apkdecompilers.com/ or http://www.javadecompilers.com/apk) decompile the apk and see the code and its programming language.
Not an accurate way to get the specific technology, but through adb, you could check the activity name of an app.
Usually when you open different activities or pages, with native technology the ActivityName will be different like below (Playstore app):
whereas in hybrid apps such as Ionic e.g, it is usually bundled up into one, hence the only activity will be MainActivity... like the Hamilton app made with flutter:
I'm programming an application in android which uses OCR. I'm using the tesseract ocr and I want to ask where should I put the language files in my project, so that when I install my app in my phone(Samsung Galaxy S) the files be somewhere for the app to use them for the ocr process. I think that it should be in a place like: /mnt/sdcard/tesseract/tessdata, but how this can be done without putting them myself in my device and let the installation to do this.
You'll have to include the files with your project in the assets folder.
See AssetManager to learn how to access your files from your activity. Also I would suggest that you don't copy them to the SDCard. Unfortunately since your files are going to have to be included with your project, and thus will be present in your apk file you're going to end up with a larger application size. But also unfortunately I don't believe that there is a way to delete the files from your apk at runtime, so even if you copy them over to the SD your app is still going to be the same size. For that reason I see no reason to copy them to the SD card, just access them from the AssetManager when you need to get them. Doing it that way also means that your application will not break if the SD card is removed / unmounted.
Simply put them under Assets in a "tessdata" folder. That is in your project.
You can use Xamarin and the Tesseract for Xamarin nuget package, they're really easy to use, just bear in mind that you probably will have to install older version of the nugget if the latest version doesn't work. (2.10 was the working one as far as i remember)
I'm developing an Android application. I'm very new on Android development.
I see on other projects that textures are hold on res directory. They have to be compiled and deployed into device.
I'm wondering if I can download a picture as a texture from a web service and use it.
I don't know if every media that I need has to be compiled.
Thanks.
Yes you could download the pictures from the web and use them. If you plan on having changeable content then you should probably do so as well.
Adding Images to Res will have them included in the APK and, Then copied to the device on installation (Unless you use zipalign which should sometimes allow you to use content from the apk)
How can I instruct Eclipse to copy a file from my Android solution to an emulator, as part of Run/Debug? I have a small database, stored in Assets, that needs to accompany the application. Thus far I have simply copied the file myself using DDMS but would prefer to have it automatically included. The project properties allow me to specify some aspects of the build, e.g. the build order and which libraries should be included, but I don't see anything about simply copying a file.
Is the file in your "res/assets" folder not available using the AssetManager class during testing versus during testing or when installed via a signed apk?
I use a large file that I store in "res/raw" in one of my games, I am able to access this file during testing with eclipse without a problem just using the normal calls to context.getResources().openRawResource()
Deploying databases with your application it a reoccurring topic over in the android-developers Google group here is a post with a few thoughts on the matter.
Good luck.