Tesseract integration to my Project on xCode 6.3 iOS 8.3 - ios

I'm really digging the web and stackoverflow questions but none of them does not solve my problem.
I'm trying use Tesseract OCR in my iOS Project, but integration did not go what I expected. I follow the instructions in this blog and I did the all things but still I m not able to integrate it. May be because of the new updates, anyway I just want to solve my problem.
So I have added all files to my project about tesseract and leptonica and I have added tessdata to my project.
I also tried the run existing project on github but still the problem exists.
Error is
I checked eng.cube.lm file exists in project and I also linked it.
Please help!

I could not found my answer, but I found another way to do it. I used cocoapods to get OCR library . This is the simplest way to adding dependency to your project.
This very clear how to use cocoapods quick guide,
This is the pod that I used tesseract OCR pod
This is the installation guide to tesseract OCR
If you follow the tips, everything will be good.
On the other hand, I think my problem was file broken or out of date to new versions. My first way was very dirty and rough. To use tesseract on iOS , best way is the Cocoapods
I hope this will help someone!

Related

How to compile `.framework` file?

I searched through existing Stackoverflow questions related to this problem but didn't find any help to solve it.
So here's the problem:
I am trying to integrate .framework file into the project but it's giving me an error saying that module compiles with 4.0.3 can't be imported by swift 5.0 compiler.
I wanted to know how to compile that.framework file? so that it will become compilable to swift 5.0
Please help if you come across such a problem.
Note: .framework file is created by a third-party developer
If the framework you're trying to integrate is binary only, then your best option is to check with the 3rd party developer regarding their support for Swift 5.0.
In case there are sources available, you can try checking if there is any work being done in their repository (usually a separate branch), or you can try forking the sources yourself.
Note that with the source option, you'll have access to possibly unstable and untested code, and depending on the experience I'd be very careful in this case.

How to get the ImageMagick library working with Swift 4/iOS 11?

I'm trying to get ImageMagick to work in my iOS project. Unfortunately everything I have tried so far has not worked.
Cocoapods
The most obvious approach would be to use the cocoapod. Unfortunately after installing the cocoapod there doesn't appear to be anything exposed to swift to import. Maybe I'm missing something obvious and if anyone has any ideas that would be great. Unfortunately the documentation is lacking as far as specific examples go.
Static library - approach #1
The official ImageMagick docs provide some instructions to compile the latest version of ImageMagick and include a static library in your Xcode project. Unfortunately the first step of the instructions requires running a bash script imagemagick_compile.sh which I cannot find. Once again I could be missing something obvious.
Static library - approach #2
After some additional searching I found the ~Claudio guy which the ImageMagick docs mention as the maintainer of the iOS version of ImageMagick. He has a repo with similar instructions as provided by ImageMagick but this repo includes a bash script to compile and generate a static library of ImageMagick. I tried running the script directly ./all.sh 6.8.8-9 but soon realized I hadn't setup a build directory they way his instructions outlined and I got stuck getting libpng installed correctly.
Static library - approach #3
The same repo with the instructions to compile and generate a static library also includes an old sample iOS project with a static library already included for an older version of ImageMagick. This just about worked except the ImageMagick library has a class Timer that clashes with the Timer class provided by Swift4/iOS so I couldn't get my project to compile using this static library of ImageMagick.
ImageMagick iOS Questions on SO
There are a handful of other questions on Stack Overflow that deal with running ImageMagick on iOS so I know other people have done it but nothing very recent. If anyone has any ideas that would be greatly appreciated, thanks!
Un-answered question on how to use ImageMagick on iOS: ImageMagick iOS image Potentially useful comment that includes some of the same links that I provided above.
Someone already using ImageMagick for iOS but gives no details on how it was implemented: ImageMagick circular dstortion on iOS
Un-answered question from someone already using ImageMagick in their app: Ios - ImageMagick - No Image Created after Distortion
More recent question related to warnings using the cocoapod version: iOS: ImageMagick compiler warnings in Xcode
Other questions: https://stackoverflow.com/search?q=imagemagick+ios Unfortunately I haven't found any of these that have helped.
To integrate ImageMagick into iOS you will need to do the following:
Install the library available here https://www.imagemagick.org/download/iOS/
You will need a Swift-Objective-C bridging header that includes:
#import "ImageMagick.h"
#import "MagickWand.h"
You will need to modify any functions that reference Timer to Foundation.Timer, this will resolve any conflicts with the ImageMagick library
You will need to add under Your target > Build Phases > Link Binary With Libraries > "libxml2.tbd".
Hope this helps

Adding Mapbox to iOS project

So, ... I went through the tutorial, using the binary steps to go through this.
I went through some answers here and that's where it gets confusing as there are even more variations on which linker flags to add and header paths, etc.
I tried these: MapBox iOS SDK within your own Xcode no help.
The project doesn't find the classes/headers.
The only project I found that works is their sample XCode project. I replicated all those dependencies, no luck.
I could put all my code into the iOS example, but it over a year old and not indicated to include the latest version 1.6.1.
I hate cocoapods as they add too much setting up into the project and if I get the same issue with other 3rd party frameworks, (there's plenty ill documented out there) how woudl I add that?
So, anyone else having those issues of the Mapbox tutorial not working and what was your solution?

Binding Tesseract as a static Lib in Xamarin

I am trying to add tesseract to my iOS-App. Im doing the App with Xamarin.iOS.
I tried creating a .dll with btouch and used for that the ported version of tesseract on github(https://github.com/gali8/Tesseract-OCR-iOS). I created the bindings of tesseractOCR.h with Objective-Sharpie and created a
.dll with the TesseractOCR.a file.
Everything worked fine but when trying to build my app with the .dll referenced it gives me the attached Errors.
https://www.dropbox.com/s/w9cvzozgw4gffdx/Screen%20Shot%202014-03-31%20at%2012.46.24.png
How can I fix them?
Thanks in advance
Alex
This seems a good question and I came here looking for Xamarin bindings for Tesseract library, but there was none on this page. After searching, I found that there are a couple of bindings already for Xamarin:
Classic
1. https://github.com/sraiteri/Xamarin-Tesseract-OCR-iOS
Unified
2. https://github.com/jherby2k/Xamarin-Tesseract-OCR-iOS-Unified
Xamarin Forms
3. https://github.com/halkar/Tesseract.Xamarin
Also, there seems to be an active and modern porting to swift, and can be found here:
https://github.com/WhitneyLand/SwiftOpenCV
This discussion on Xamarin forum seems also very useful for anybody interested in this question:
https://forums.xamarin.com/discussion/3673/help-adding-tesseract-as-a-ios-binding-project
Disclaimer: I have not tried any of them yet, just finished my research, now gonna start my experimentation :)
This is because Tesseract uses c++ and the binding needs to know this.
I would suggest creating a binding project as per the tutorial at Xamarin. Then this Xamarin forum post gives great information on how to add c++ to the LinkWith attribute.

Adding Cocos2d to existing project

I would like to appologize in advance however I think this question is overlooked. I have a project I have been working on and I would like to incorporate coco2d. How can I implement the coco2d-iphone-2.0 download. All the tutorials I have tried have either been outdated or left me with errors.
I keep getting ARC Semantic Issue and ARC Restriction once I follow steps of other tutorials to add coco2d to an existing project.
Thus, could someone be so kind as to put a step but step approach to adding the latest stable version of coco2d to an already existing project.
Sorry if this seems trivial.
I think the easiest way would be through cocoapods. have a look at this web site http://cocoapods.org/

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