Has anyone used the Papyrus toolkit in an iPhone / iPad application to view DICOM images? - iphone

Does anyone have any experience integrating the Papyrus toolkit in an iPhone / iPad application in order to display DICOM medical images?
I have the Papyrus toolkit integrated with my Objective-C code, but I am struggling to get it to display a DICOM image. Does anyone have any tips they can share?

Papyrus is severely outdated, as it was last updated in 1996. Here's a link for the manual.
Instead, I recommend porting the DCMFramework currently bundled with OsiriX to the iOS instead. This takes many of the advantages of CoreData, Objective-C, and Mac OS X portability.

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Getting an editable text from UIImage of text in Xcode

I want to develop an application in which I capture an image of text (a business card, for example), and now I want it to be scanned and converted into an editable text. Is it possible? Something like optical character recognition.
Here are some examples
OpenCV library for Apple iOS. It includes two XCode projects: one for iPhone, the other one for iPad Try OpenCV with iOS
demo application that utilizes the Tesseract library as a static library compiled under Mac OS 10.6 Try Tesseract with iOS
And Here is good question realte to this.
Hope this information should be useful for you.
Thanks

iOS only 3D engine/SDK for C++

I'm researching which engine/sdk I should use for 3D iOS development in C++
Although there have been questions like this, I haven't found the best solution for my requirements so I'm looking forward to hear your experiences.
Unity and UDK are not what I'm looking for, due to lack of control.
Shiva3D looks interesting but don't need the extra editor
ninevehgl no skinned models and no C++
Marmalade perfect but multi-platform not required
requirements:
licensed or open source, preferably licensed which means a more extended sdk/engine
iOS iPhone/iPad, multi platform with android not preferred.
fast loading of both rigid and skinned/rigged 3d models
C++
My current choice would be Marmalade which I have been testing for a while now but I've had some issues where results differ from device to device so that's why i prefer an iOS only option. And most games I see using Marmalade are just using it to port an existing iOS app to android and not publishing to iOS.
Perhaps you can try PowerVR Insider SDK.
It contains an app framework
It's in C++
It contains modules to load 3d models
Nice math lib with vector and matrix support
http://www.imgtec.com/powervr/insider/powervr-insider.asp
Also consider cocos3d library. It is free and robust for iPad/iPhone and utilizes OpenGLES 1.1/2.0. You can load models from Wavefront OBJ format or directly into the interface.

Anything similar to XNA for Android or IOS?

I want to start creating games for Android/IOS. I have already created 2D games using XNA and I want to publish them on other platforms even PCs but my highest priority is Mobile platforms. As I said I am familiar with XNA so I need a similar Engine for 2D. It would be great if I could write once and publish on many platforms. Please dont suggest Unity or Unreal. They are not that easy when it comes to 2D.
By similar I mean, for example, how easy to draw a sprite on the screen.
Note: I am working on Windows so no Mac suggestions please.
Regards,
You may also want to consider MonoGame ( https://github.com/mono/MonoGame/ ) as that is also an Open Source, OpenGL implementation of XNA that currently has support for iOS, Android, MacOS X, Windows and recently Linux. It is now all ES 2.0 on the mobile platforms. Our biggest change is that we now support Windows 8, and have a DirectX 11 backend thanks to SharpDX. We now also have initial PlayStation mobile support.
Actually ExEn, is a fork of MonoGame( originally called XNATouch ).
For a list of games on the AppStore or Android Market place and even NaLC, currently using MonoGame look here -
http://monogame.codeplex.com/
I hope this helps.
D.
You might want to keep up on the project called ExEn, which has already successfully ported some XNA samples and smaller games to iPhone and Android. It requires relatively little work to port and refactor to these platforms.
I suggest you check out AndEngine, its an open-source 2d open-gl based game engine that has a strong community. If you want something that you can make cross platform games with check out LibGDX It too is free, open source and based on openGl but it also allows for 3d games. It is also cross platform so a game you write for android can be compiled for, Windows, MacOS (see below), Linux. It also has a really strong community.
Regarding iOS and OSX games you really can't make them unless you buy a Mac. Apple doesn't distribute their SDK for use on any other platform but their own. That said you could maybe get something working under VMWare
Check out MOAI SDK. It's completely free and open-source. It is in beta right now but it is still pretty good. Crimson Pirates for iOS was developed with it.
Right now it supports iOS, Android, Mac, Windows, and Linux. Really good. I thought I liked Cocos2D-x, which is a C++ variant of Cocos2d-iphone supporting windows, iOS (not Mac), and Android but not truely supporting desktop kinda made me like MOAI more.
You can use C++ with MOAI or you can use Lua (they highly encourage using Lua). Being built in C++ is really great because you get access to a vast amount of libraries and you can easily bind them to Lua.
You should try games development with cocos2d.
Cocos2d is one of the best 2d engines for ios/Android I have come across.
http://www.cocos2d-iphone.org/
It is openGL based free engine.
Regards,
Sam
These might be useful to you. However, the first two aren't free, but they have editions for both iOS and Android.
iOS:
http://ios.xamarin.com/
Android:
http://android.xamarin.com/
I've never used either of them, but it's something I've been looking into a bit.
Apparently it lets you run C# and .NET code on both iOS and Android which is pretty cool considering how much easier drawing and things like that are in XNA compared to Open GL ES 2.0. Not to mention the fact that you'd be using C# instead of objective C.
There's also a free open source version sponsored by the same people who make the two I listed above. This one lets you run C# and .NET code on Windows, Linux, and Mac OS X.
http://www.mono-project.com/Main_Page
I have been researching this topic intensively over the last few weeks.
I think the best solution for you is Marmalade, formerly known as Airplay SDK. It is actually more Windows-oriented than Mac (work in Visual Studio), although you still need a Mac for the final step of getting a signed app onto the store. It sounds like a very capable pure C++ product with iOS and Android as well as a bunch of other platforms, Personal license with splash screen $150 pa, single seat Professional $500 pa for all platforms. They have a 45 day trial license which I'm currently using.
I was tempted by MonoGame, could live with the $400 price tag for each platform (for the needed MonoTouch) but it is just way too buggy. The final straw was a combination of a bug causing it to crash all the samples on iOS5 and that keyboard input is broken on iOS.
Too be fair, I'm pretty sure that is all on the MonoGame side and was very impressed with how well MonoTouch worked and was looking forward to programming in c# with LINQ et al.
Since it is not obvious from the other answers, it should be noted to those who are unaware that the ExEn project and the MonoGame projects both build on the Monotouch platform from Xamarin (formerly from Novell) - which is a prerequisite for both for iOS games.
The Xamarin projects was mentioned in another answer as an alternative to Xna, but is really not. Monotouch and Mono for Android are a way to run C# and .NET on iPhone/iPad and Android.
Game development at least on the iPhone side, is typically done using OpenGL and OpenGL is also wrapped in Monotouch. The Xna implementations in Exen and MonoGame also uses OpenGL as the foundation as far as I know.
It should also be noted that Monotouch and Mono for Android are commercial products.
BTW: Exen also compiles to other platforms e.g. silverlight.

Where can I find an iPhone chart library?

I'm looking for a good charting library in Objective-C and iOS compliant (iPad mostly).
I've a requirement to display rich bar-charts (touch-flyouts to indicate the values on x and y axis), pie-charts, line graph etc.
I've explored sm2dgraphview and Core Plot and it appears they are not complete.
If there are any good commercial libraries out there, I would be happy to explore them.
Based on Eiko's link I found threedgraphics as a nice interface for charting.
One option is to use Google Charts in a UIWebView.
CorePlot is a very good library for the ios and mac as well you can download from this location:
http://code.google.com/p/core-plot/downloads/list

Quartz Composer in iPhone UIView

I am trying to embed a Quartz Composer document in an iPhone app. I know Quartz Composer support was added in iPhone OS 3.1 (at least, that's what Wikipedia says) but I can't find any good resources on how to do this. Do I use CGContext? Or are there more friendly ways to add a Quartz Composer composition?
Thanks!
Quartz Compositions do not run on iPhone.
The Quartz Composer Editor application is included with the iPhone SDK download (and with the basic Xcode Developer Tools package) — which is where you may have seen it mentioned in proximity to iPhone — but compositions only run on the desktop OS.