Cannot install sphinxbase (offline voice recognizer) on Windows - android

I am trying to develop an offline voice recognizer on android. After a few searching I found CMU Sphinx is used for this purpose.
I am trying to install it on Windows,
Here are the instructions that are quoted from its own web page:
Windows
In MS Windows (TM), under MS Visual Studio 2008 (or newer - we test with Visual C++ 2008 Express):
-load sphinxbase.sln located in sphinxbase directory
-compile all the projects in SphinxBase (from sphinxbase.sln)
-load pocketsphinx.sln in pocketsphinx directory
-compile all the projects in PocketSphinx
The problem is, there is no sphinxbase.sln anywhere! Am I understanding it wrong? Should I not see a file named sphinxbase.sln and execute it? Or what should I do? What are the steps?
This question may help other people who have also problem with installing Sphinx.

You do not need to compile sphinxbase on Windows in order to build applications for Android. You just need to unpack them. You can follow the instructions here to compile the sample application:
http://cmusphinx.sourceforge.net/2011/05/building-pocketsphinx-on-android/
To use sphixnbase on Windows you can download precompiled libraries here:
http://sourceforge.net/projects/cmusphinx/files/sphinxbase/0.8/sphinxbase-0.8-win32.zip
To compile Sphinxbase from sources, download sources here
http://sourceforge.net/projects/cmusphinx/files/sphinxbase/0.8/sphinxbase-0.8.tar.gz
and compile them according to the instructions. The sphinxbase.sln file in right in the top folder after you unpack the sources. Probably you need to enable extensions in explorer in order to see it.

Related

Love2D making self-executable with no unpacking

Im create simple game, remake my old ZX-Spectrum game "m2k"
Love2D is simple engine using LUA.
What i need:
Compile Love2D -> exe files, linux binary, android apk.
Goal is pack Win32, Linux64 bit and android apk WITHOUT possiblity of just unpacking .love file and WITHOUT manual installing love2d engine.
https://pp.userapi.com/c637425/v637425257/4a8a8/QCv9Q5dz_b4.jpg
I cannot found anything useful about it. I found LoveExporter 0.2 by shake but this utilite fails compiling normal binary. It fails with error.
All manuals tell me just create .love file and send it to all. No way.
It's no good for me.
Maybe i can run this utilite. I fails with 0.2 version maybe 0.1 works
http://snake174.github.io/html/programs/love_exporter.html
Partially it works, but it requires Microsoft Windows, and android support is broken. Developer not create new versions about a year +.
I don't want to pay for windows, reboot to windows or another using unsafe OS, and requires Native full work analog.
etc
Compile Love2D -> exe files, linux binary, android apk.
The wiki already has a guide for creating executables for Windows, Linux, Mac and Android. Unless I'm misunderstanding your request, you need this.

AOSP: How to build /platform/frameworks/base or /platform/frameworks/support separately in Android Studio

Is there a way to build AOSP's /platform/frameworks/base package source or support library source separately in Android Studio.
I wanted to read the framework (base and support) code in Android Studio and since I didn't want to be bothered about the rest of the packages in AOSP, I only imported the mirrored repo of these two packages as two separate projects in Android Studio. I want to browse through the code by using "jump to source" shortcut (cmd/ctrl+click) of the IDE. But this handy feature won't simply work properly in Android Studio. When I try to jump to the method definition which belongs to a different java source file (It says - "Cannot find declaration to go to"). This limitation of source editor is due to gradle build failure. The project just won't build and throws the following error.
Error:You need a symlink in prebuilts/sdk/99 that points to
prebuilts/sdk/current.Without it, studio cannot understand current
SDK. ln -s ../../prebuilts/sdk/current ../../prebuilts/sdk/99
Is there a way to fix this. I know I can simply browse the source code on http://androidxref.com/ too, but it's not as convenient and powerful as your IDE.
This is possible (having Android Studio be able to show you the framework code and let you use the usual IDE tools), though compiling won't work.
But the detail in your question seems to indicate you don't actually care about compiling, just about viewing/editing.
The first steps listed here:
http://ronubo.blogspot.com/2016/01/debugging-aosp-platform-code-with.html
might work for you. Basically:
Build your AOSP platform
( . build/envsetup.sh && lunch - && make ...)
Create the Android Studio project for importing to
( mmm development/tools/idegen && development/tools/idegen/idegen.sh )
Import the project
( open android.ipr from Android Studio)
Not without a huge effort.
For very many reasons.Ex:
1.the framework depends on different HALs and libraries from system/bionic/external
2.Compiling the framework uses specific tools from linux(flex,bison,libgl etc..)
3.Framework is built using the Android.mk system and needs a lot of flags and compilation macros from build/
I also can't imagine a motivation to do what you are trying to do. If it's going to run on any device, bare in mind device manufacturers modify the framework heavily, even the small ones. Actually the chipset manufacturers modify it and give it to manufacturers that modify it even more.
Error:You need a symlink in prebuilts/sdk/99 that points to prebuilts/sdk/current.Without it, studio cannot understand current SDK. ln -s ../../prebuilts/sdk/current ../../prebuilts/sdk/99
This notice already tell you should run the command:
ln -s ../../prebuilts/sdk/current ../../prebuilts/sdk/99
To tell build system use 'current version sdk' in prebuilts/sdk/current directory replace the temp sdk version 99.
could you try it?

Adobe Native Extensions: How do I package third party libraries (.jar) in a Android Native Extension for my Flex App?

This is not a duplicate question, I will post the links to the questions whose 'accepted' answers did not work for me.
I have been trying to integrate a third party library for my flex android application for a few weeks now, with no success. Unfortunately there is no reliable end-to-end documentation for the same. What little Adobe has documented on the topic is insufficient to say the least.
The tools I am using:
ADT to package ANE from command line on Windows 7.
Flash Builder to package the final APK (ANE with the flash part)
My directory structure for the ANE:
The ADT command I am using:
<Adt path>\adt -package -storetype PKCS12 -keystore ./cert.p12 -storepass <password> -target ane myane.ane ./build/ane/extension.xml -swc ./build/ane/*.swc -platform Android-ARM -platformoptions platform.xml -C ./build/ane/Android-ARM/ . -platform Android-x86 \ -C ./build/ane/Android-ARM/ .
Here are a few questions on Stack Overflow that I did refer to and which did not work for me:
Question#1: Accepted answer is to simply combine both JAR files using the JAR tool in java. It did not work for me, I get a NoClassDefFound error when trying to access any class inside ThirdPartyJar.jar. I export my Native Jar from Eclipse like this:
My doubt here is, in combining the two JARs where did I define the dependency? How is a simple combination of JARs working for others who have accepted the answer?
Question#2 : The accepted answer here talks about creating a platform options XML which defines the said 'packaged dependency'. Seems more logical. I tried to create it, as visible in my folder structure above and the adt command I am using. Here's how the 'platform.xml' looks:
<platform xmlns="http://ns.adobe.com/air/extension/4.0">
<packagedDependencies>
<packagedDependency>ThirdPartyJar.jar</packagedDependency>
</packagedDependencies>
<packagedResources>
</packagedResources>
</platform>
At first, I was getting an 'Namespace should be same as extension.xml' error while trying to build the ANE, but after I changed both of them to '...../4.0' I could build the ANE without any errors. However, when I included the ANE in my Flex Project, and tried to Run As > Mobile Application, it would give me this error:
I would then rename the strings.xml file in my Android Native Project, re-build the ANE, to get this error:
How do I get it to work? Between these two solutions I have tried myriad ways to package the two JARs together but it just would not work!
Your second method using the platform options method is the best method available.
Problem with packaged dependencies with Android and AIR are nearly always caused by the build tools in the AIR SDK. The versions included with older versions of the SDK are not recent enough to use the latest features from the Google Play Library nor use some of the more recent SDK's.
If you have the Android SDK build tools installed then you can copy the dx.jar file from build-tools/x.x.x/lib/dx.jar over the same file in your AIR SDK located here:
AIRSDK/lib/android/bin/dx.jar
You must replace the one in the AIR SDK with the one from the Android build tools and not the other way around.
I also highly suggest you update adb at this time. Updating adb can solve a lot of connection and debugging issues.
You should not use a version > 20.0 of the Android build tools. Anything higher than 20.0 currently has issues with the AIR packager.
If you use AIR 18+ the build tools have been updated to v20.0.0 and you shouldn't have to update the build tools unless you are using even more modern features (such as the android support v13 lib).
Reference: http://airnativeextensions.com/knowledgebase/tutorial/5

Using libVLC for Android on windows platform

I'm trying to explore libVLC for Android that's why setting up VLC android project on windows 7 but i'm facing problems. When i import the project and setup all helping libraries and try to compile using NDK it gives following error
make.exe: *** No rule to make target `jni/..//modules/codec/omxil/iomx.cpp',
needed by `obj/local/armeabi/objs-debug/iomx gingerbread/__//modules/codec/omxil/iomx.o'. Stop.
While when i try to search the file in my folder i only able to find iomx.h and iomx.cpp is actually missing but i downloaded the project from official repository.
git clone git://git.videolan.org/vlc-ports/android.git
I'm willing to follow a tutorial with proper configurations to setup and compile android application of VLC but i'm not able to find any tutorial and the official one says that it is for Linux and you will require a Linux or Mac OSX to follow this tutorial Tutorial Link. So my first question is
Can we Compile VLC android project Using all mentioned tools like (Android SDK, NDK, ant etc) on a windows platform.
Secondly i'm not able to find a detailed or much easy Documentation except this one VLC Documentation link, Are there any other easy to understand libVLC documentation more specific to android usage
Please help me or guide me in right direction. I want to develop an application for Docked DVD device for android.
I found my answer about this by myself and today watched this question unanswered so thought to answer it so that it can be helpful for others.
For the first part the answer is 'NO' we cannot compile the libVLC code on Windows OS using NDK as due to complex compilation process of libVLC. it Cannot be compiled using NDK tools that's why VLC released a script to compile libVLC which is in main directory when you download code from Git repository named Compile.sh and it can be run only on linux or mac as both based on Unix. i.e for libVLC compilation you need to run compile.sh which requires alot of linux based tools as mentioned in their official tutorial for compilation. you can try all those packages through cygwin on windows but i have not tried that rather i switched to Ubuntu 13.04 so that i can also explore linux environment...:). One thing i like to mention here if your target is just to use the compiled C++ code of libVLC in your project through java then you can do this on windows OS using libVLC.so file but if you need to change the libVLC code and recompile it then you will need to run compile.sh which requires linux or mac.
For the Second one the answer is same that as far as i know the only documentation i found was that i mentioned in my question.

Build Android Applications Based on FFmpeg getting Error

I have download code this link
Import this project and convert it in to C / C ++ native project.
And also set Builder Settings to Build Command
bash C:\tools\android-ndk-r8b-windows\android-ndk-r8b\ndk-build
After run project then i am getting below Error.
make: *** Android NDK: Aborting . Stop. FFmpegTest
C:\tools\android-ndk-r5b\build\core\prebuilt-library.mk
I am develop above application in Windows 7 64 bit and Eclipse Juno.
Please guide me to resolved my Error.
Thanks
I was never able to compile ffmpeg for Android following the link you have posted (though I've heard others did succeed) same as I was never able to compile ffmpeg for Android under windows.
I have easily compiled ffmpeg under ubuntu using the following code
http://code.google.com/p/dolphin-player/.
Just go to
dolphin-player/p/native/ffmpeg/ffmpeg-0.11.1 and run build_android_r8.sh from there
Once compiled under unix you can then use the resulting *.so under windows.
You can emulate unix under windows using something like the free VirtualBox.
You can avoid compiling altogether by grabbing one of dolphin-player's apks (suitable for your architecture) renaming it into zip and extracting libffmeg.so from there.

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