Integrate Tesseract OCR engine in iOS? - ios

I am integrated Tessertact Engine in iOS. I used the following tutorial for integration. My code having no error use-tesseract
but i am getting the following error when i run the application

According with your error.
The file is being compiled instead of being copied to output bundle.
Therefore, make sure that in project settings file just copied, not compiled.
Also select that file & make its property as text file, or pure data - in such case it wouldn't be processed by external tool.

Related

Importing a .bundle for iOS with executable code

I am trying to make an application in Objective C where a user can download a .mlmodel file from Google Drive and then dynamically load this model as a class and run its methods that come from CoreML's MLModel interface.
Looking at Apple's documentation, it appears I should be able to do this using bundles: "You can make your application extensible by designing a plug-in architecture. This way, you or third-party developers can easily add new features without recompiling the whole application or even having access to its source code."
My existing code downloads their .mlmodel file from Google Drive and saves it to the Documents folder. However, not finding a way to instantiate this as a class, I switched approaches, and will instead download a .bundle file from their Google Drive and then try to make the class from the files within it. I am struggling to find any examples of how to do this. First, I do not know how to get a .bundle file after making an App, setting the principal class, and setting the BundleID as described here. Second, I am concerned that although the documentation seems to indicate that what I want to achieve is possible, I have run across several SO posts that say that running any sort of uncompiled code, dynamically linked code is impossible on iOS. I would appreciate any clarity on the matter.

How to generate "platform.h" in a Xilinx SDK Project?

I'm currently working on a Zynq-7000 Software project using Xilinx SDK toolchain.
I've noticed that nearly all of Xilinx's Demo projects automatically generate a "platform.h" file. However, when I start from an empty project in the SDK IDE it never generates "platform.h". This normally this would not be a problem, however, I want to cut and paste code from the "demo" project into my empty application project, and I can't do this because the "demo" projects rely on the "platform.h" header file. (I could create the demo project and delete every file from it, except platform.h, except this solution doesn't work because I need to modify the hardware away from the defaults with a custom FPGA image.)
What's the secret to get Xilinx SDK to auto-generate the "platform.h" file for an empty SDK Application?
For instance, is there an obscure checkbox that I need to click somewhere in the Board Support Package Project that says generate "platform.h"? or something like that? no idea...
It turns out that "platform.h" and "platform.c" are just normal c-code that are part of the Xilinx demo project. This code is not generated automatically generated as part of the Board Support Package. Thus, you can simply cut and paste these files into your new project without causing any problems. This is why an empty Application project doesn't contain these files.
The reason why they called it "platform.h" was just to hide the API differences between different Xilinx CPU types. Thus, the same demo code compiles on multiple platforms.
If you are like me an only using the Zynq-7000 platform, you can simply delete everything else in the platform files that's not related to Zynq-7000.

YouTube integration issue in iOS SDK

I am integrating YouTube in my app in which I have to login the user for authentication.I got a sample code that is working fine.When I started integrating that code in my app then I am getting some issues.
First:-
When I run the same code in a sample app I made then its telling GTLYouTube.h file missing.I am unable to know how that sample is working even though it does not have that file.
Second:-
Subsequently I added the downloaded file from svn checkout svn checkout http://google-api-objectivec-client.googlecode.com/svn/trunk/ google-api-objectivec-client-read-only and added the files in my app.
Then although the GTLYouTubeConstants.m is present as I can see in Services->Youtube->Generated I am getting error that GTLYouTubeConstants.m file not found.
I am unable to find while compiler is unable to find the file.Is there anything wrong in my implementation?
Finally I came up with the solution.I need to make a lot of changes in the code which I will write in steps so that it can be helpful for others.
The main problem I got in GTLYouTube_Sources.m,GTLCommon_Sources.m and GTLNetworking_Sources.m.When I used these files from the Sample App the files were missing and I was getting message like GTLYouTubeConstants.m file not found in GTLYouTube_Sources.m file.From the comments of developer in the GTLYouTube_Sources.m I came to know that I can't directly use these files.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
So I downloaded the files from svn checkout http://google-api-objectivec-client.googlecode.com/svn/trunk/google-api-objectivec-client-read-only and added the files in my app.Then again I got that error but when I removed the GTLYouTube_Sources.m,GTLCommon_Sources.m and GTLNetworking_Sources.m files form the project then the error gone(since I have already added the needed files).
Then again I got the duplicate symbol _OBJC_METACLASS_$ (linker error).Then I had to remove the GTLYouTube_Sources.m from Services->YouTube->Generated folder and the error gone.
I had made some other changes along with this:
I changed my header search path to same that used in Sample App.Also I changed my framework search path to $(SDKROOT)/Developer/Library/Frameworks $(inherited) $(DEVELOPER_FRAMEWORKS_DIR) and I removed all the test files and didn't use any test framework as we can see in the downloaded files.
May be my solution is not proper but it let the code running so please suggest me any improvement needed.

How do I get a Haxe OpenFL project to use an external swf library?

I've read documentation and tried to get my OpenFL project to use an external swf library and I keep getting an error that it can't find the classes when I run the project.
As a test I added a swf that has an actionscript lib for using Twitter. I created a github project here https://github.com/matthewswallace/TestOpenFL
The error I get when running the project is the following.
src/Main.hx:7: characters 7-34 : Class not found : com.swfjunkie.tweetr.Tweetr
Error: Command failed with error 1
Swf library deals with graphics only, Any actionscript will be dropped, you need to port your actionscript classes to haxe and use them in your project directly ..

Phonegap + JQM - Phonegap.js?

I am just getting into building a basic app using JQM and Phonegap.
I am using the Phonegap Cloud Builder and so far everything is OK!
But now I want to try and use some of the phones features e.g. the camera. I have read about people doing this successfully using JQM, but the hurdle I am stumbling on involves 'phonegap.js'
As I understand, this file is created typically when a new project is created (using Eclipse of XCode etc). My 'app' is being created by hand (hence using the Cloud Builder) and therefore I have no access to phonegap.js.
All the documentation I find is old and says the files are in the zip download, but they are not. I also figured that the Cloud Builder creates this file, but no idea where it places it in relation to the index page for me to reference it.
So, how can I get hold of the phonegap.js library to use the phones camera, when I am not using an IDE (this is likely to change if there is no way to get the file without one)
Download PhoneGap here: http://phonegap.com/download/, depending on platform you are developing follow appropriate tutorial included in documentation. Ether way you will be having www folder inside your project with phonegap.js file in it. Copy your jQm web application to www and append phonegap.js file in of your index.html. Now you will be able to compile native application that can access phone resources.

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