flutter google ml kit android APK size reduce solution - flutter

I would like to ask for a little help here, so for our application there is this feature of face detection and for its implementation we have used google ml kit, but the problem we are facing with that is, it generates the huge APK file size, I would really appreciate your help here if you have got some alternatives for the same, if not the alternative can u please let us know the way around it so that the APK size would not be this big. Thank you!
we are developing a flutter app, plugin reference is from https://pub.dev/packages/google_ml_kit

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Thingspeak to Flutter

So I planned to create an Android app using the Flutter plugin in Android Studio. I'm still a beginner, so I'm trying a few codes, but I'm not sure if I would be able to transmit the data from my Arduino sensors to the ThingSpeak IoT platform and then to my app. I saw answers about this, maybe on java, I think, but I haven't seen a single solution to Flutter, so if anybody knows, please tell me. I'm not asking for the code, but please do enlighten me if it's possible and, if yes, how? Thank you.

Using an Audio Library in a Flutter project?

I'm considering building my app with Flutter because of the attractive cross-compilation features, native feel, and speed of development.
I need to use an advanced audio processing library to be able to make my app, so the options I was considering are either to use JUCE through CocoaPods (a C++ audio library) or AudioKit (a Swift audio library) with Flutter.
I think JUCE is definitely possible to use with Flutter as I've seen two github projects which seemed to implement it (https://github.com/audiooffler/JucyFluttering and https://github.com/tomduncalf/juce-flutter-integration). I haven't been able to get it running on my own setup though, the build succeeds but when I use the first link (JucyFluttering) but I get an error as follows: https://justpaste.it/9c8xe. I've tried to look into it for a while and couldn't figure out what is going wrong. If anyone has an idea or approach to move from here
The other option I was considering is building an iOS only app for my prototype using Flutter and AudioKit (Swift-based), and then reusing the Flutter UI code with JUCE when I want to move to cross-platform. However, I'm totally clueless on how to go about bringing AudioKit into my Flutter project. The library is not on pub.dev so including it in my pubspec.yaml file, I get the following: "Because audiokit_flutter depends on audiokit any which doesn't exist (could not find package audiokit at https://pub.dartlang.org), version solving failed." when I try to run "flutter pub get".
I'm not even sure if the AudioKit approach is viable, but if anyone has any relevant knowledge, please share it with me! I've been trying to figure this out for weeks and it has been very frustrating! I would very very much appreciate the help.
Thank you so much!

need help for Firebase Face detection and recognition on Android can anyone guide me (Programming Language :- JAVA)?

I'm developing an Android app with java and I need some help. I want to store the user's face data in Firebase with the help of Firebase Face Detection and my app will recognize the user's face whenever the user tries to log in to the system if it matches then it will allow the user to access the app otherwise the app will close.
Welcome on SO! Firebase Face Detection is part of ML Kit for Android and according to its documentation is old version of SDK. New version was split into Firebase ML and ML Kit.
As Face Detection is part that can be used without Firebase it is currently included into ML Kit.
In the documentation there is detailed guide with example how to implement it on Android/Java. You may find there as well link to github with ML Kit quick-start sample.
First you should get familiar with those documentation and try to implement the sample on your side. Than when you will know what do you want to store create appropriate database for it.
If you will get any problems with during those implementation please create new question with issue exact details. Please follow the instruction to create good question.

Building Mapbox in Unity

I don't know if this has already been asked but I am trying to build an app in unity using the Mapbox SDK. The problem is that when I try building it in a WebGL format, then it says this:
"Build completed with a result of 'Failed'
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)"
Does anyone if Mapbox supports building in WebGL and if not, what another way can I use to share my app as an online game?
I hope this is enough info. Please try and make it simple, I don't know much about this kind of stuff.
Thank you!
WebGL is still under preview and alot of things don't work in it, to share your game over the web you could build as Windows application, then zip the output folder, put it in a github repo and link the repo to people you want to share your game to. If its a mobile game you can build as an APK and share you apk via github as well. Of course there is other options too but just to give you some ideas.
From below 2 posts, it appears that in order to build it on WebGL, you would have to get rid of the AR folders and files.
https://github.com/mapbox/mapbox-gl-js/issues/7531
https://medium.com/#jonathanwitcoski/day-20-making-a-webgl-game-in-unity-with-mapbox-sdk-31aeb147df15

Unity3d share screenshot and link error on android 6 up to

Please tell me how to share screenshot and link in Unity? I used some way and error when test on android 6 up to. thanks so much!
In spite of poorly asked question, my skill of psychic tells me that your problem is caused by changes in Android security paradigm. In order to support new versions of Android system you have to adapt your sharing method to use FileProvider.
You can read about it here or google more info youself. Hope it will point you to right direction.