How to rerun Tesseract OCR? - tesseract

Tesseract OCR is running on iOS 8.x, on an iPhone 5.
It typically does well on the first image (from camera),
but subsequently produces garbage (as the "recognized text").
I presume there is some kind of internal state in
the Tesseract library that needs to be cleared before
each re-run (i.e., same app instance, but for all OCR
runs after the first). Does anybody know off-hand what, if any,
special steps should be taken before a re-run of Tesseract?
Thanks.

Call api.Clear() or api.ClearAdaptiveClassifier().
https://code.google.com/p/tesseract-ocr/issues/detail?id=935

Related

Launch installed app on tethered iPhone

I'm working on trying to launch an automated testing solution for some iOS applications. I'm using fruitstrap to transfer and install a compiled app over to the connected iPhone, but I'm struggling to find a way to automatically launch the application after the installation is complete.
Fruitstrap has an option to run the app in the GDB debugger, which works. Unfortunately there are some test cases which will require the app to be run without the debugger attached (special crash handling). I've spent a good amount of time muddling through the resources available on MobileDevice Library which is what Fruitstrap uses, but I haven't been able to turn anything up on launching an App.
Any ideas?
You can do what you want by using fruitstrap or Xcode to start a "bootstrap" program that causes your target application to run via a custom URL as described by Michael.
While the bootstrap program would be running under the debugger the URL-invoked program would be running normally.
Creating a bootstrap program and using URL Schemes may be an option for some people, and certainly should be considered, but it doesn't fit into my requirements.
What I ended up doing was to launch the app with the debugger through fruitstrap. I re-compiled fruitstrap to include the following prep commands (In the GDB_PREP_CMDS define):
handle all noprint pass nostop
continue
The handle will pass the signal on to the program so the custom signal handler (crash handler in this case) will handle the signal. The continue was something I needed so that the app would actually run once the debugger started.
There is one unfortunate flaw in this, which unfortunately I do not know a workaround for. The ARM7 version of GDB does not have the 'set dont_handle_bad_access' command like the darwin version does. For some reason passing EXC_BAD_ACCESS signals to the program does not work and the app hangs. This is significant since this is the signal for most crashes. But as it stands now, its the best I can do, and at least its handling uncaught exceptions.
I believe you may be looking for some sort of Custom URL Scheme.
Have a look at the following document and scroll down to: Implementing Custom URL Schemes
http://developer.apple.com/library/ios/#DOCUMENTATION/iPhone/Conceptual/iPhoneOSProgrammingGuide/AdvancedAppTricks/AdvancedAppTricks.html
You can also google URL Schemes in iOS to see if you come across something similar to what you are trying to do.
Let me know if this helped you out. Would be interesting to hear if you had any success.
Cheers.

Profiling a running iOS app without a computer attached

I would like to profile a running app without a computer attached. Pretty much what the sample command does on Mac OS X. Is it possible ?
I would like to do this without any computer attached because my app gets into an endless loop only at certain GPS locations. I tried reproducing the problem by faking GPS fixes but I couldn't. Yet the issue is 100% reproductible in the field…
You can try logging suspected method and loop entry/exits to a file, and recover the file later using iTunes Document sharing or Xcode.
No - I'm pretty sure it isn't, as Apple does not allow developers to use any iOS-development tools on the platform itself. You might be able to build analytical stuff into your own app (RAM monitor etc.), but not by using another app.
Anyway, your computer is much better suited to the task than a device - so sick with it.
Maybe some day Apple will let us test/write iPhone apps from iPads...

output different from simulator and iphone device

The output from simulator and iphone device is different. what is the actualy problem?can download the sample code from below link. the path of the road is not the same for both. i also need to move the car from start to end with the validation. currently my validation is not working.all the details are in Readme
Link Download (1.3MB)
There are a lot of situations where the behavior of the simulator and the device differs. Mostly they are triggered by bugs in your code, like messing up your memory management or trying to write to a file that isn't writable on the device.

Running BASH script from iPhone app?

Basically I am wondering if it is possible to run a console script (.sh) from an iPhone App. The script is written to download a program from a repository that I set up, respring, then after a set time delete the program and respring again, so it needs root privileges, and is interactive in that the user can set how long the program will be kept. I have the bash script written, and it works fine when called from mobile terminal, but is there any way to do this from within a (jailbroken) app (without using mobile terminal / SSH / Bossprefs)? Or is there an overall better way to achieve this?
Thanks
Jasarien is right here it is pretty resticted and as we all know that all apps are sandboxed. But it is not impossible since Objective-C is just build on C you can use
system("ls");
to execute a basic ls command and it works if you look in your gdb output. Altho you can also use popen to get the streams to app to work with the data.
Since you're working with a Jailbroken phone, you're pretty much unrestricted. Whether or not there's anything in the iPhone APIs that allows for script execution is another matter though. Also anything you do use will be unsupported, and is likely to change, stop working or be removed in a software update.
Also, you probably already know this, or don't care, but you won't get past Apple's review process for the App Store if you start running BASH scripts. Interpreted code is forbidden.
I would look up how to do it on OSX, chances are that'll be how it's done on the iPhone, but you probably won't find any iPhone specific documentation about it because it's not allowed on a "normal" iphone (one that is not jailbroken)
something you may consider is using NSTask if you want to get output and error messages from the shell.
Actualy
system('ls /'); gives a better result as system('ls');

Debugging j2me on a Device

Has anybody had any success ever attaching a debugger to a tethered device? I am able to debug my j2me application in the emulator, but have a lot of trouble sorting out phone-specific problems when they come up. The phone I'm using is a Nokia N95, but ideally the debug process would work on any phone.
Is this possible? If so does anyone have steps they've used to set it up?
Sony Ericsson supports debugging on ebery phone at least since K700, this is done by using KDWP. UIQ 3 communicators also can be debugged the same way.
By the way, it the latest phones by SE it is even possible to monitor memory consumption and CPU profiling. So if you wanna debug your apps on real phones, I would suggest also using SE phones, they are really good at it. I use Netbeans, and it works without any problems with any SE phone.
Motorola phones support a debugging interface called KDWP(Motodev registration required).Their MIDway tool can also be useful for getting debug trace information from a midlet running on a device.
As other stated, on device debug is something that strictly depends on manufacturer's will and often it's nearly impossible. However, i can address you to Gear Java Mobile Framework that gives you the opportunity to use an on-device debug console to print your messages and thus read phone specific issues. If you need some explanation on how to use it, take a look to this tutorial
Unfortunately this is not generally possible. Some makers (like Sony-Erricson) support this on some of their phones but not all. I am not sure if there is on-device-debugging tool for N95 but you can use Nokia's emulator which should be pretty close to the device. The new Java ME SDK comes with promise of real ODD in near future. But it still very much depends on OEM cooperation.
I find a good debugging method is to control a string value which gets painted on top of everything else when it is not null. This will work anywhere, though obviously isn't ideal, but can be used to catch Exceptions, print values etc. Of course you're limited to the small screen, but in theory you could even code some scrolling functionality.
Some people use RMS logging but personally I could never be bothered.
As others have said here, Motorola have Midway which I think is great.
Others are correct here in that on-device debugging is very much device specific. I haven't done anything with Series 60, but at least on Series 40 phones, I had to open up a CommConnection and write out to it in order to see much of anything going on. The device emulators are again a mixed bag, but you usually can get 90% of the way to your application working on them and can usually get your debugger connected to them. If you aren't making use of any of the hardware on the phone, that should get you most of the way there.
I've used the Blackberry tools on occasion to debug J2ME applications (without using RIM APIs) but it is very slow and still is only emulation, not the actual device (but it sometimes does help to shake the odd thing out). I agree it is frustrating when you have something running on an emulator only to find that it doesn't run on the hardware.
You can not debug step by step like android or other SDK.
In J2ME you can trace the error by adding the log statement in the code and add another midlet and display that log screen in that midlet.
Example: add Log.p("Log statement.....");
LogMidlet.java
// Add the following line in the startup method of this midlet.
Log.getInstance().showLog();
This way you can somehow track the error in j2me.
I think it is possible to add additional debugging information on preprocess step. Like this:
public void myMethod() {
Debug.traceMethod("myMethod");
int var = 1;
Debug.newLine();
var++;
Debug.newLine();
...
}