Adding a regional language to Android speech - android-speech-api

I am new to android development in speech. I want to know whether it is possible to add a new regional language to android speech package (may be by creating new language model and dictionary and adding it to android). Plz help...

Related

Does Jitsi has Language change in ios swift?

Jitsi not showing any option to change language in arabic in swift.I have checked many ways but not able to find any solution for it.

How to create a React-Native mono-language app?

I am trying to create a react-native app that only supports german as primary language.
The system language on my test device is set to German. But the back buttons and the camera usage notifications are shown in English. Any idea how to fix this?
thx

What is meant by Flutter's widgets aren't really adaptive

I have been trying my hands for POC on an idea and trying to find languages which can support Mobile app development (Android/IOS) via single source code.
I zeroed on React-Native and Flutter.
What I found that for React-Native you still have to write code which is platform specific. Components need to be written differently for IOS and Android.
Then I looked in FLutter and I found that - "Flutter's widgets, however, while there are more of them, aren't really adaptive".
I am not able to understand it and what it means.
It would be really helpful if someone can help me with example or guide me to good reference.
In Flutter you have different sets of Widget Collection:
Material Widgets: Android-style
Cupertino Widgets: iOS-style
And lots of Widgets which aren't bound to one of those styles.
With this you are able to create a application looking like any style on any of the available platform. Therefore you can also have iOS-style Widgets on Android and vice versa.
If you want to have iOS Widgets on iOS and Android Widgets on Android, you'll have to create some conditional rendering, which decides wether to render iOS or Android components.
Sidenote: The Material-style Widgets look also really good on iOS. Also you can use a ton of other Widgets to create an UI in your own style.

Different UI for Android/iOS in interpreted JS cross-platform tools

Some cross-platform tools (like Xamarin native and RubyMotion) allow the development of two separate views for Android and iOS, while keeping the business logic shared for both of them. Others (like Apache Cordova or Xamarin.Forms) share both UI and business layer, with the option to use platform-specific overrides when necessary.
What is the state of the interpreted JavaScript frameworks (NativeScript, React Native or Appcelerator)? Are they all focused on creating single UI with platform overrides, or do they allow creating two separate views for each platform? For example, is it possible to create a view using Fragments in Android, but a different view on iOS (since Fragments do not exist there)?
Cordova uses WebView, that mean GUI level will be the same for both Android and iOS but different per Device version. In case of Android each client has own Chronium version and it can break UI behaviour. So developers use Crosswalk to set fixed Chronium version. (extra 20M to your application).
BTW Ionic that uses Cordova architecture uses native behaviour per platform. For example for Android Tabs located at the top, on iOS - at the bottom
On other hand Xamarin (C#), React-Native(JS) and NativeScript(JS) call native APIs. They don't use WebView but generate Native code.
For example if you create button - it will look different: on Android - material theme, on iOS - iPhone theme
Anyways, the bottom line is: everything depends on resources and time. If you want to build application fast, with the same view - I would go on Ionic2+ Angular2 + Cordova.
If you you have more time - go on React-Native or NativeScript (Still has poor documentation) or Xamarin (C#).
React-native's slogan is Learn once, write everywhere. So, you can choose what suits your needs, you can:
Share UI between platforms.
Share Only business logic.
So, the answer for react-native is yes. You can create separate UIs or you can share it.
Since you are writing components, one way of separating this logic is to write component.android.js and component.ios.js and the platform loads the appropriate one for you. Note that you can also do that programmatically.
You can see that in action in the official f8 app made by facebook using react-native

Google Map Integration in OS X Application

I would like to use use Google Map in my MAC application.
I found the iOS SDK of Google Maps but not for OS X.
I want to show two annotation and a line connecting them on Google Map. Coordinate of both annotation are dynamic as per user selection.
Below is the way I find out that can work:
Call a API and pass the location coordinate for both annotation.
Now Server side a html form is generate using javascript and create a page which is showing the 2 annotation and line connecting them.
In Api Response I will get the URL of that html page.
I will show this page in UIWebView.
I want to know is there any other way I can achieve this.
I want to distribute application outside the mac app store and to distribute outside mac store I need to sign app with Developer ID which does not support the MAPs.
I didn't find anything related to this that's why I created this thread.
Thanks in advance.
I recently ported the Mapbox iOS SDK over to OS X. It has a lot of the features of MapKit, but it’s open source and should also work in a developer-signed application such as yours. To use the Mapbox OS X SDK, download the latest release from the GitHub repository (look for releases beginning with “osx-”) and follow the instructions in README.md. An API reference is included.
I want to show two annotation and a line connecting them on Google Map. Coordinate of both annotation are dynamic as per user selection.
To display the annotations on-screen, you’ll need the MGLPointAnnotation and MGLPolyline classes. You can move the point annotations dynamically by setting their coordinate properties. The polyline, however, is immutable; to change its path, remove the existing polyline and add a new one with the new coordinates.
You will have to make it with WebKit and the Google Maps API.
MapKit is available in OS X 10.9 Mavericks: https://developer.apple.com/library/mac/documentation/MapKit/Reference/MapKit_Framework_Reference/index.html
There are of course many ways of hiding the fact that you're using WebKit but if they violate Apple's or Google's TOS then submission to the App Store won't be possible.
Hope this will be helpful!