How to display ppt file in Android views using Docx4j? - android

I am working on Android and using docx4j to view the docx,pptx and xlsx files into my application.
I am unable to view the ppt files. I am getting compile time error at SvgExporter class. which is not there in docx4j library.
How can I get the SvgExporter class library and build my application and get the Svghtml to load on webview for ppt files? My code is as follows:
String inputfilepath = System.getProperty("user.dir") + "/sample-docs/pptx/pptx-basic.xml";
// Where to save images
SvgExporter.setImageDirPath(System.getProperty("user.dir") + "/sample-docs/pptx/");
PresentationMLPackage presentationMLPackage =
(PresentationMLPackage)PresentationMLPackage.load(new java.io.File(inputfilepath));
// TODO - render slides in document order!
Iterator partIterator = presentationMLPackage.getParts().getParts().entrySet().iterator();
while (partIterator.hasNext()) {
Map.Entry pairs = (Map.Entry)partIterator.next();
Part p = (Part)pairs.getValue();
if (p instanceof SlidePart) {
System.out.println(
SvgExporter.svg(presentationMLPackage, (SlidePart)p)
);
}
}
// NB: file suffix must end with .xhtml in order to see the SVG in a browser
}

SvgExporter uses XSLT and Xalan extension functions to do its thing.
IIRC, there were problems getting Xalan working on Android (you should verify this yourself).
If that remains the case, then you'll need to write a version of SvgExporter which does the traversal in Java code, as opposed to relying on Xalan to do this.
That should be quite feasible; there are "NonXSLT" examples in the docx4j code base.

Related

How to access Steaming Assets folder?

So in my project I have an image object that loads various different sprites throughout the game. In order to implement this, I have a folder with a bunch of .pngs that the game accesses. In order for this to work in a standalone build I put these images in the following path:
StreamingAssets/Question Images
However, in Android I am getting an error because, as the manual says:
"On Android, the files are contained within a compressed .jar file (which is essentially the same format as standard zip-compressed files). This means that if you do not use Unity’s WWW class to retrieve the file, you need to use additional software to see inside the .jar archive and obtain the file.
The thing is I have no idea how to go about implementing this, any ideas?
From Application.streamingAssetsPath
It is not possible to access the StreamingAssets folder on WebGL and Android platforms. No file access is available on WebGL. Android uses a compressed .apk file. These platforms return a URL. Use the UnityWebRequest class to access the Assets.
Example using UnityWebRequestTexture
private void Start()
{
StartCoroutine(GetTexture());
}
private IEnumerator GetTexture()
{
// in general I would always avoid to have spaces in file-paths
var path = Path.Combine(Application.streamingAssetsPath, "QuestionImages", "exampleImage.png");
using(var www = UnityWebRequestTexture.GetTexture(path))
{
yield return www.SendWebRequest();
if(www.isNetworkError || www.isHttpError)
{
Debug.LogErrorFormat(this, "Unable to load texture due to {0} - {1}", www.responseCode, www.error);
}
else
{
Texture myTexture = ((DownloadHandlerTexture)www.downloadHandler).texture;
}
}
}
Note: Typed on smartphone so no warrenty but I hope the idea gets clear.

Get Pretrained Inception v3 model from Open Images dataset working on Android

I tried a while to get the pretrained model working on android. The problem is, I only got the ckpt and meta file for the pretrained net. In my opinion I need the .pb for the android app. So I tried to convert the given files to an .pb file.
Therefore I tried the freeze_graph.py but without succes. So I used the example code from https://github.com/openimages/dataset/blob/master/tools/classify.py and modified it to store a pb. file after loading
if not os.path.exists(FLAGS.checkpoint):
tf.logging.fatal(
'Checkpoint %s does not exist. Have you download it? See tools/download_data.sh',
FLAGS.checkpoint)
g = tf.Graph()
with g.as_default():
input_image = tf.placeholder(tf.string)
processed_image = PreprocessImage(input_image)
with slim.arg_scope(inception.inception_v3_arg_scope()):
logits, end_points = inception.inception_v3(
processed_image, num_classes=FLAGS.num_classes, is_training=False)
predictions = end_points['multi_predictions'] = tf.nn.sigmoid(
logits, name='multi_predictions')
init_op = control_flow_ops.group(tf.global_variables_initializer(),
tf.global_variables_initializer(),
data_flow_ops.initialize_all_tables())
saver = tf_saver.Saver()
sess = tf.Session()
saver.restore(sess, FLAGS.checkpoint)
outpt_filename = 'output_graph.pb'
#output_graph_def = sess.graph.as_graph_def()
output_graph_def = graph_util.convert_variables_to_constants(sess, sess.graph.as_graph_def(), ["multi_predictions"])
with gfile.FastGFile(outpt_filename, 'wb') as f:
f.write(output_graph_def.SerializeToString())
Now my problem is that I have the .pb file but I don't have any opinion what is the input node name and I am not sure if multi_predictions is the right output name. In the example android app I have to specify both. And the android app crashed with:
tensorflow_inference_jni.cc:138 Could not create Tensorflow Graph: Invalid argument: No OpKernel was registered to support Op 'DecodeJpeg' with these attrs.
I don't know if there are more problem by trying to fix the .pb problem. Or if anyone knows a better way to port the ckpt and meta files to a .pd file in my case or knows a source for the final file with input and ouput names please give me a hint to complete this task.
Thanks
You'll need to use the optimize_for_inference.py script to strip out the unused nodes in your graph. "decodeJpeg" is not supported on Android -- pixel values should be fed in directly. ClassifierActivity.java has more detail about the specific nodes to use for inception v3.

How to correctly load XML files on mobile devices using unity3d

I have some level definitions in xml format (with .txt extension) inside (without any subfolders) my project's rescources folder
I for more scalability, I have a plain text file naming all these level definition XMLs
I read that file using
TextAsset WorldList = (TextAsset)Resources.Load("WorldList");
And then I load the needed world:
TextAsset TA = (TextAsset)Resources.Load(/*"LevelDefs/" +*/ Worlds[worldToload]);
xps.parseXml(TA.text);
loadLevel(levelToLoad);
(you see that I have moved these rescources out of subfolder to reduce the chance of them not loading)
worldToload here is the index number of that world
program works fine on windows but nothing loads on my android test device.
I seem to have problems debugging on device so I only guess something went wrong in loading phase.
any suggestions?
From Unity Documentation:
Most assets in Unity are combined into the project when it is built.
However, it is sometimes useful to place files into the normal
filesystem on the target machine to make them accessible via a
pathname. An example of this is the deployment of a movie file on iOS
devices; the original movie file must be available from a location in
the filesystem to be played by the PlayMovie function.
Any files placed in a folder called StreamingAssets in a Unity project
will be copied verbatim to a particular folder on the target machine.
You can retrieve the folder using the Application.streamingAssetsPath
property. It’s always best to use Application.streamingAssetsPath to
get the location of the StreamingAssets folder, it will always point
to the correct location on the platform where the application is
running.
So below snippet should work:
// Put your file to "YOUR_UNITY_PROJ/Assets/StreamingAssets"
// example: "YOUR_UNITY_PROJ/Assets/StreamingAssets/Your.xml"
if (Application.platform == RuntimePlatform.Android)
{
// Android
string oriPath = System.IO.Path.Combine(Application.streamingAssetsPath, "Your.xml");
// Android only use WWW to read file
WWW reader = new WWW(oriPath);
while ( ! reader.isDone) {}
realPath = Application.persistentDataPath + "/Your"; // no extension ".xml"
var contents = System.IO.File.ReadAll(realPath);
}
else // e.g. iOS
{
dbPath = System.IO.Path.Combine(Application.streamingAssetsPath, "Your.xml");
}
Thanks to David I have resolved this problem.
for more precision I add some small details:
1-As David points out in his answer (and as stated in unity documentations), we should use StreamingAssets if we want to have the same folder structure. One should use Application.streamingAssetsPathto retrieve the path.
However, files are still in the apk package in android's case, so they should be accessed using unity android's www class.
a good practice here is to create a method to read the file (even mandatory if you are going to read more than one file)
here is one such method:
private IEnumerator LoadDataFromResources(string v)
{
WWW fileInfo = new WWW(v);
yield return fileInfo;
if (string.IsNullOrEmpty(fileInfo.error))
{
fileContents = fileInfo.text;
}
else
fileContents = fileInfo.error;
}
This is a coroutine, and to use it we need to call it using
yield return StartCoroutine(LoadDataFromResources(path + "/fileName.ext"));
Yet another remark: we can not write into this file or modify it as it's still inside the apk package.

Can I Stop OCR on JPEG Files?

I have yet another hurdle to climb with my GOOGLE DRIVE SDK Android App. I am uploading scanned images with tightly controlled index fields - user defined 'tags' from local dictionary. For instance XXX.JPG has index words "car" + "insurance". Here is a simplified code snippet:
...
body.setTitle("XXX.JPG");
body.setDescription("car, insurance");
body.setIndexableText(new IndexableText().setText("car insurance"));
body.setMimeType("image/jpeg");
body.setParents(Arrays.asList(new ParentReference().setId(...)));
FileContent cont = new FileContent("image/jpeg", new java.io.File(fullPath("xxx.jpg")));
File gooFl = _svc.files().insert(body, cont).execute();
...
Again, everything works great, except when I start a search, I get results that apparently come from some OCR post process, thus rendering my system's DICTIONARY unusable. I assume I can use a custom MIME type, but then the JPEG images become invisible for users who use standard GOOGLE DRIVE application (local, browser-based ... ). So the question is: Can I upload MIME "image/jpeg" files with custom indexes (either Indexable, or Description fields) but stop GOOGLE from OCR-ing my files and adding indexes I did not intend to have?
Just to be more specific, I search for "car insurance" and instead of my 3 files I indexed this way, I get unmanageable pile of other results (JPEG scanned documents) that had "car" and "insurance" somewhere in them. Not what my app wants.
Thank you in advance, sean
...
Based on Burcu's advise below, I modified my code to something that looks like this (stripped to bare bones):
// define meta-data
File body = new File();
body.setTitle("xxx.jpg");
body.setDescription(tags);
body.setIndexableText(new IndexableText().setText(tags));
body.setMimeType("image/jpeg");
body.setParents(Arrays.asList(new ParentReference().setId(_ymID)));
body.setModifiedDate(DateTime.parseRfc3339(ymdGOO));
FileContent cont =
new FileContent("image/jpeg",new java.io.File(fullPath("xxx.jpg")));
String sID = findOnGOO(driveSvc, body.getTitle());
// file not found on gooDrive, upload and fix the date
if (sID == null) {
driveSvc.files().insert(body, cont).setOcr(false).execute();
driveSvc.files().patch(gooFl.getId(), body).setOcr(false).setSetModifiedDate(true).execute();
// file found on gooDrive - modify metadata and/or body
} else {
// modify content + metadata
if (contentModified) {
driveSvc.files().update(sID, body, cont).setOcr(false).setSetModifiedDate(true).execute();
// only metadata (tags,...)
} else {
driveSvc.files().patch(sID, body).setOcr(false).setSetModifiedDate(true).execute();
}
}
...
It is a block that uploads or modifies a Google Drive file. The two non-standard operations are:
1/ resetting the file's 'modified' date in order to force the date of file creation - tested, works OK
2/ stopping the OCR process that interferes with my apps indexing scheme - will test shortly and update here
For the sake of simplicity, I did not include the implementation of "findInGOO()" method. It is quite simple 2-liner and I can supply it upon request
sean
On insertion, set the ocr parameter to false:
service.files().update(body, content).setOcr(false).execute();

Android fill PDF form

I have .pdf file and multiple forms are there.
I want to open my .pdf file, fill the forms and save it from Android development.
Is there any API for Android Rendering.
I found iText but I just manage to create new pdf and than i can fill form. means which .pdf file i created that will be filled out. I need to fill my form in my own .pdf.
Thanks in Advance...any help will be appreciated...
DynamicPDF Merger for Java allows you to do just that. You can take an existing PDF document, fill out the form field values and then output that newly filled PDF.
There was a recent blog post on dynamicpdf.com on setting up DynamicPDF for Java in an Android application and creating a simple PDF from it, http://www.dynamicpdf.com/Blog/post/2012/06/15/Generating-PDFs-Dynamically-on-Android.aspx.
You can easily take that example one step further and use it to accomplish your task of form filling. The following (untested) code is an example of what it would take to form fill an existing PDF on an Android device using DynamicPDF Merger for Java:
InputStream inputStream = this.getAssets().open("PDFToFill.pdf");
long avail = inputStream.available();
byte[] samplePDF = new byte[(int) avail];
inputStream.read(samplePDF , 0, (int) avail);
inputStream.close();
PdfDocument objPDF = new PdfDocument(samplePDF);
MergeDocument document = new MergeDocument(objPDF);
document.getForm().getFields().getFormField("FormField1").setValue("My Text");
document.draw("[PhysicalPath]/FilledPDF.pdf");
The native PDF support on current Android platforms (including Android P) doesn't expose any controls for filling forms. 3rd-party PDF SDKs such as PSPDFKit fill this gap and allow programmatic PDF form filling:
List<FormField> formFields = document.getFormProvider().getFormFields();
for (FormField formField : formFields) {
if (formField.getType() == FormType.TEXT) {
TextFormElement textFormElement = (TextFormElement) formField.getFormElement();
textFormElement.setText("Test " + textFormElement.getName());
} else if (formField.getType() == FormType.CHECKBOX) {
CheckBoxFormElement checkBoxFormElement = (CheckBoxFormElement)formField.getFormElement();
checkBoxFormElement.toggleSelection();
}
}
(If you click on above link there's also a Kotlin PDF form filling example.)
Note that most SDKs on the market focus on PDF AcroForms, and not the XFA specification, which has been deprecated in the PDF 2.0 spec.

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