I have created an agent in French in API.AI. After that when I go to the web simulator the other langugaes are greyed out.
Even the things I typed in french are pronounced in english.Does any one know what is the root cause for this ?
The reason is that currently only english (both US and GB) is supported.
In the future you will be able to use the other languages.
Currently, only English (en-US, and sorta en-UK) are supported for Actions on Google. Additional language support was announced at I/O and should be available later this year. It looks like the Simulator has gotten some changes recently to anticipate these updates.
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Is there a way to support "Latin" Spanish and "Castilian" Spanish in the same app? And if there is, how do you test it?
I'm currently supporting several languages, and I have all the language files in the app, but I can't seem to get the language to switch in the simulator or on a device by changing the region.
Thanks for the help!
Just in case someone comes across this post, I found that iOS only supports one version of Spanish. The list is found in the international language settings on each device and the region controls the display of time and dates.
I want to make a Fortran editor in iPhone. User can code with Fortran in an iOS app and are also able to run that code on iPhone.
Can anyone guide me with correct approach?
I had a look to the gFortran, but its not available for ARM architecture.
Thankyou..
Apple doesn't allow for compilers or interpreters on the iPhone, but there technically isn't any reason you can't setup a server based compiler, that also allows users to run their compiled apps. In fact, there are multiple sites that already do just this, but it wouldnt be a good idea to write an app that points to their site or uses their services; you would need to setup your own service.
Not insurmountable, but I would move onto other app ideas.
Given Apple's snarly attitude about language interpreters running under iOS you're better off coding this as service that runs on a remote server, maybe with the editing part on the phone or tablet.
Updating this old thread for the sake of current and future searches:
Apple has changed their attitude over the past year or so. There are currently many interpreters available for iOS, including for Lua (https://itunes.apple.com/us/app/iluabox/id398073834?mt=8) and several for Python (https://itunes.apple.com/us/app/python-2.7-for-ios/id485729872?mt=8, http://itunes.com/apps/pythonmath).
One significant remaining restriction is that these apps may not load scripts from outside the app, for example, from Dropbox or iTunes file sharing. (This is part of Apple's efforts -- along with code signing and 100% app review -- to minimize malware.) Such apps are allowed to have an editor that allows the user to copy and paste code into the editor from outside the app.
As far as I know, there aren't any apps for compiled languages such as FORTRAN.
Meanwhile, FORTRAN compiler is available for iOS only as a jailbroken application.
[Disclaimer: I am the author of Python Math. Apple removed it from the store for a short time until I removed iTunes file sharing and "Open In..." capability. I then added a script editor.]
I am developing an iPhone game and want to sell it in different regions, making it available in a number of languages.
Should the app be repackaged in each different version for each language, (e.g. Japanese, English, Chinese etc), or would one game package all the art and language and then detect where it is and display accordingly?
Does Apple allow mutliple versions of one game to be submitted, each game with a different language?
By all means go for a single app. And if done correctly - which is very easy - the system will chose the correct language automatically. So don't use a language setting, either.
Having many different versions can easily get a pain, both to support and for the customer, who will simply be frustrated because he easily buys the wrong version.
If I were Apple (which I'm not) I'd say this is a typical case of spamming the AppStore and would ban you from there...
So do the reasonable thing -> one app for all.
As Eiko said, go for one app, although I disagree that Apple would ban you.
Look at the Apple documentation for "Internationalization" for help on how to do so.
I am about to create a light version of an app of mine.
My idea is to have the same application and limit its functionality. For example: suppose my application allows 4 modes of operation. The lite version would contain the first mode unlocked and then, if the user selects one of the other modes, show a message saying these other modes are just available in the full version. Then a BUY NOW button would be provided.
Is this possible to do? I mean, is it against Apple rules?
That's not OK. See https://developer.apple.com/iphone/news/archives/september2009/
"Only display the UI for what your "Lite" version will do. Grayed out menu commands, "more track/car choices" you can see but not select, etc. makes your "Lite" version feel more like a commercial than a product, and an annoying and ineffective one at that."
So you can only display the mode the application actually contains. You can have an 'Upgrade to Pro' screen that lists the modes available in the full application but you can't have the same UI and the buttons to nothing.
Limited functionality applications are fine, but a time limited or use limited application is not.
Also, iPhone development questions should be posted on stackoverflow.com
Having a light version of your application that is for free is a common pattern. You should opt to use the same codebase for both applications as this will significantly reduce your development overhead.
Disabling certain features can be easily done via plist configuration or checking the bundle identifier which will be different for your light/full version. Combine this with an automated build process and there is almost no friction.
You can allow users of your light version to buy the full version via an In-App-Purchase. Here's the Apple docs on that.
NeilInglis has it right. In addition, I would suggest spending 10 bucks and download both the lite and full versions of some of the most popular apps. That will show you how to manage light versions.
I'm just recalling the days when Radio Shack used to sell pocket computers. (Many moons ago, w/ only a few K of memory.) They had the ability to write small programs on Pocket computer. Maybe it's just nostalgic, but I alway thought that was handy. (Through the fog of my memory.) Is there any capability like that for an Iphone?
Edit:
I can kinda understand not allowing a like a GameBoy emulator on the App-store, it's kinda like saying your ok with people loading "ROMs" and could get them in trouble. When you start profitting from an Emulator the license holders get pissy, just think about "Bleem" and Sony. Sony buried those guys. I suppose Javascript is better than nothing. What about Java in a sandbox? Or if they want something they aren't afraid is going to cannibalise there market, a BASIC interpreter.
I don't believe that you are allowed to in the terms of service for the App store. Isn't this why mono programs have to be staticly compiled if they are going up to the App store.
If you are looking to go off the beaten path, James Long's blog details how to run Gambit Scheme code on the iPhone. Load the application once and then load code changes progressively as needed.
In a following blog post, he details how to debug your applications remotely with an REPL. Very cool stuff. Between the simplicity of Scheme and the existing work he's done on his blog, a lot of the work/difficulty involved with developing in a "non-standard" way on the iPhone is taken care of for you. It's worth a shot!
Python is possible:
http://mail.python.org/pipermail/python-list/2008-November/686098.html
The only thing remotely close to that (without Jailbreaking) is Javascript/HTML in Mobile Safari.
While "on" your iphone is relative www.tilestack.com is a web based development environment that can produce webapps.
Terminal.app can be compiled for limited distribution (w/o jailbreaking). /bin/sh is a valid programming language. QED.
Yes, it is possible to set up a node.js programming environment that lets you run your own server on the iPad. It's also possible to run javascript using the textastic code editor. See Is it possible to do programming using iPhone?.