Keyboard to analog - digital-analog-converter

I have not found any resource that helps me in what I am trying to do. I want to make a simple program that, when running, will convert a key press to an analog input. For example, if I hold A with a game open, it will move my character slowly to the left. I don't need the analog to be dynamic, it can output at a constant amount. To add more clarity, this is so a friend without a controller can sneak in a Pokemon game on his emulator. I'd love it if someone had any ideas or could point me in the right direction. I'm familiar with programming, so I don't need much more than the method of how or where I can accomplish this. Thank you!

Do this,
you can make a program having key event listener, in that listener check whether w,
a,s,d is pressed if so then use API to press analog keys (like in java Robot API) and return true as a Response, run this program in the background.
I don't know this will worth doing but give it a try.

Related

how to make it so a proximity prompt removes something from your inventory but can also give it back to you if pressed again on roblox?

I dont really know how to code that well with lua and im trying to take classes but I haven't gotten to proximity stuff.
I didnt really try anything.

How to change the VoiceOver pronunciation in swift?

I am trying to implement the accessibility to my ios project.
Is there a way to correct the pronunciation of some specific words when the voice-over is turned on? For example, The correct pronunciation of 'speech' is [spiːtʃ], but I want the voice-over to read all the words 'speech' as same as 'speak' [spiːk] during my whole project.
I know there is one way that I can set the accessibility label of any UIElements that I want to change the pronunciation to 'speak'. However, some elements are dynamic. For example, we get the label text from the back-end, but we will never know when the label text will be 'speech'. If I get the words 'speech' from the back end, I would like to hear voice-over read it as 'speak'.
Therefore, I would like to change the setting for the voice-over. Every time, If the words are 'speech', the voice-over will read as 'speak'.
Can I do it?
Short answer.
Yes you can do it, but please do not.
Long Answer
Can I do it?
Yes, of course you can.
Simply fetch the data from the backend and do a find-replace on the string for any words you want spoken differently using a dictionary of words to replace, then add the new version of the string as the accessibility label.
SHOULD you do it?
Absolutely not.
Every time someone tries to "fix" pronunciation it ends up making things a lot worse.
I don't even understand why you would want screen reader users to hear "speak" whenever anyone else sees "speech", it does not make sense and is likely to break the meaning of sentences:
"I attended the speech given last night, it was very informative".
Would transform into:
"I attended the speak given last night, it was very informative"
Screen reader users are used to it.
A screen reader user is used to hearing things said differently (and incorrectly!), my guess is you have not been using a screen reader long enough to get used to the idiosyncrasies of screen reader speech.
Far from helping screen reader users you will actually end up making things worse.
I have only ever overridden screen reader default behaviour twice, once when it was a version number that was being read as a date and once when it was a password manager that read the password back and would try and read things as words.
Other than those very narrow examples I have not come across a reason to change things for a screen reader.
What about braille users?
You could change things because they don't sound right. But braille users also use screen readers and changing things for them could be very confusing (as per the example above of "speech").
What about best practices
"Give assistive technology users as similar an experience as possible to non assistive tech users". That is the number one guiding principle of accessibility, the second you change pronunciations and words, you potentially change the meaning of sentences and therefore offer a different experience.
Summing up
Anyway this is turning into a rant when it isn't meant to be (my apologies, I am just trying to get the point across as I answer similar questions to this quite often!), hopefully you get the idea, leave it alone and present the same info, I haven't even covered different speech synthesizers, language translation and more that using "unnatural" language can interfere with.
The easiest solution is to return a 2nd string from the backend that is used just for the accessibilityLabel.
If you need a bit more control, you can pass an AttributedString as the accessibilityLabel with a number of different options for controlling pronunication
https://medium.com/macoclock/ios-attributed-accessibility-labels-f54b8dcbf9fa

Use both GPS and Scan function in same channel with Junaio AR

As the title says, im simply wondering if it is possible to use the GPS tracking and POI part of junaio, and att the same time use the scan functionality to scan and recognize images. Im working with a group at a project which demands that we use both functionalities, and we are at the moment stuck on trying to send 2 XML documents, causing the server to return nothing at all. I simply want to know if it is possible to use both functionalities in the same channel, and I would greatly appriciate if someone would point me in a direction which could help me solve our problems, since I've been able to find absolutley nothing on my own. Thanks beforehand!
Scan + GPS/compass is not possible at the moment.
However, it's possible to use GPS/compass tracking and continuous visual search at the same time. This might be the closest thing to your requirements.
You might find more information on http://helpdesk.metaio.com

Recognizing keys of piano on the image

I am newbie in image processing, so sorry if it will seem dumb to you.
I am building app that will show user the keys that he/she must press.
I want to recognize the keys on piano.
How can I achieve this? What can you advise me(tutorials, online courses)?
Try openCV tutorials, it is free and well documented. Just read all and think how can you use this feature for your task. Spend 1-2 month, and ask here again but more distinctly, like: I use binarization and morphology operations and Hough line detectors but now I have this problem...
You may use terms "binarization", "morphology operations" and "Hough line detector" as a hint.
Instead of recognizing all keys, try something simpler that wiil just do.
For instance recognizing the piano as a whole would be enough I presume. Just ask the user to press C key then each time one octave upper C or whatever. It would be easy to divide 7, the distance between the two keys, even on 2D image of 3D perspective.

Reverse engineering and patching a DirectX game?

Background
I am playing Imperishable Night, one of the Touhou series of games. The shoot button is 'z', moving slower is 'shift', and the arrow keys move. Unfortunately for me, using shift-z ghosts my right arrow key, so I can't move to the right while shooting. This ghosting happens in all applications, and switching keyboards fixes it.
Goal
I want to locate in the disassembled code the directx function that gets the keyboard input and compares it against the 'z' key, and change that key to 'a'. I'm considering this a fun project. Assuming the size of the scan codes are the same, this should be fairly simple. And because the executable is only 400k, maybe this will provide a unique opportunity for me to explore the dark side of the computing underworld (kidding).
Relevant experience
I have some experience with coding in assembly, but not in the disassembly of such. I have no experience with the DirectX apis.
Question
I need some guidance. I've found a listing of directx keyboard scan codes, and a program called PEExplorer that looks like it will do what I need.
Is there a means by which I can turn some of the assembly with C function calls so it's more easily read? I will need to locate where the game retrieves the currently pressed keys, compares those against a list, and it's that list I need to modify.
Any input would be greatly appreciated.
You might be interested in the Detours library from Microsoft Research, it allows you to hook function calls and alter their arguments. Doing that your code can change the scan codes of keys that don't ghost into the ones the game expects.

Resources