Is it possible to translate RoomCaptureView user instructions? - roomplan

I've been working on an app that uses the new RoomPlan API and I'm looking for a way to translate the "Scan Guidance" or User Instructions that are overlayed on the RoomCaptureView when the user is scanning a room. Instructions like "Move device to start" and "Move further away" are in English but I'd like them to be in Dutch in my case.
I can't seem to find a way to provide translations to these instructions myself and setting the device region or language doesn't seem to change anything.
Is this even possible currently?

Related

Determining location of text input caret location globally on screen in Windows

My aim is to display a little overlay, a flag icon, for the chosen keyboard layout, etc. at the exact location where one would type something, as to help the user immediately see which input layout is being used (for example US vs JP layout).
I would like to do this not per application, but globally.
My first attempt to do this was to listen for various Microsoft Windows specific events, when the caret changes, and so on, but apps like Slack for example work differently than native Windows apps so this is hard to do.
My other idea is to track the caret's blinking motion over the screen (taking screenshots periodically and detecting where the caret is blinking).
Not sure how sound these ideas are, but this question is attempt the find the best possible solution to do this.
Thank you for all your inputs.
A_CaretX and A_CaretY in autohotkey(V1 version) maybe help you
see https://www.autohotkey.com/docs/Variables.htm#misc

Which screen size should I start making a wireframe from?

Usually, browsing on Behance, Dribbble or other online stuff like those, we see wireframes only for desktop or only for mobile, so I'm still in doubt about something: when we need to make a wireframe (and considering the "mobile-first"), where should I start from? Desktop, tablet and mobile or the inverse?
"Mobile first" is a design philosophy of designing for a small screen and touch interactions first and then adding layout changes that need to happen as the display gets larger...
Start with the size/device your audience is most likely to use for interaction. Not all interactions are best on a small screen...
So as a designer who knows most users will be on a phone might go: "mobile first". In that case, you should start with mobile wireframes and then show the developers how it should change on a bigger screen by making additional wireframes (if that's your team's process).
Behance and Dribbble are bad examples of process since they're usually only showing you the end result, not the work that goes into getting there.

xamarin cross platform map with turn by turn

We have a need in our app where the user will get turn by turn navigation to a location then need the ability to tell the app, "hey I'm here, don't need the turn by turn anymore."
Obviously I'm trying to stay cross platform. I tried this control which extends on Forms.Maps:
https://github.com/TorbenK/TK.CustomMap
It's closer, but it doesn't do actual turn by turn, it draws a path between 2 pins then exposes a list of instructions with no location tracking, so it won't fit the requirement.
Then I found the openuri method here:
https://developer.xamarin.com/recipes/cross-platform/xamarin-forms/maps/map-navigation/
That works GREAT. The only issue is the application completely disappears. I get this is expected behavior from openuri, but I can't find any other way to get the full on turn by turn guided navigation. Is anyone aware of any way I could use guided navigation and expose a button, or anything really, like a button that says "Dismiss Map" and returns to the application? I'm open to other suggestions as well.
Thanks.

Is it possible to add custom Data Detectors to OSX Cocoa applications? (such as Mail.app / Safari)

As the title suggests...
Is it possible to add custom Data Detectors to Cocoa apps?
If so, a gentle nudge in the right direction would be great.
Note: To be clear. I want to add new detectors to currents apps. I am not writing a new app.
Thankyou
W
It's not even possible to build a custom data detector on anything but iOS 4. NSDataDetector is only available on iOS 4 and above.
If they existed on OS X and were a plug-in class like Spotlight importers, that'd be a nice feature. Perhaps filing a request at bugreport.apple.com would help it along?
Later update
I think the reason this hasn't been opened up with an API is because they're only meant to find common data (contact info, dates, URLs) for which there is only one (or just a few) uses. That is, contact info can be stored or used in "the" system-designated app. URLs can be auto-highlighted so they're linkable (clicks invoke the system-designated handler - Safari, an app registered to a protocol, etc.). But there's only one direction to funnel those actions and the endpoint is always a major "convenience app" meant to manage this common information (contacts, calendar, browser, email app, phone app...)
On the other hand, consider app-specific information. Data formatted a certain way for use with one app or platform might mean something else entirely to another application. In fact, this is rather common. So what happens when a string like %%SOMESTRING%% is detected? To one app, it might be a placeholder token. To another, it might be a user name. To another still, it might be interpreted as %%USERNAME followed by %%. Suddenly the simple system-wide UI for handling basic data types has to account for multiple actions and/or multiple "data detector plugins" claiming all or part of a format.
I'm not sure we'll ever see custom data detector APIs on iOS or Mac for this reason alone.
While custom data detectors aren't available at the OS level, there is a mechanism that will get you almost there. One possibility is to create a Workflow in Automator and save it in the Services menu.
It can be configured to be active when text is highlighted. You'd either go to the current app's main menu and select the Workflow under "Services", or else right click on the text and go to the "Services" menu from there. Not as easy as clicking on the text as you would a URL, but pretty close.
Create a workflow in Automator on Mac

Window docking advice for Mac

I'm from a Windows programming background when writing tools, but have been programming using Carbon and Cocoa for the past year. I have introduced myself to Mac by, I admit it, hiding from UI programming. I've been basically wapping my OpenGL code in a view, then staying in my comfort zone using my platform agnostic OpenGL C++ code as usual.
However, now I want to start porting one of my more sophisticated applications to Mac OS.
Typically I use the standard Visual Studio dockable MDI approach, which is excellent, but very Windows-like. From using a Mac primarily now for a while, I don't tend to see this sort of method used for Mac UIs. Even Xcode doesn't support the idea of drag and drop/dockable views, unfortunately. I see docked views with splitter panels, but that's about it.
The closest thing I've seen to the Visual Studio approach is Photoshop CS4, which is pretty nice.
So what is the general consensus on this? Is there are more Mac-like way of achieving the same thing that I haven't seen? If not, I'm happy to write a window manager in Cocoa myself, so that I can finally delve in an learn what looks like an excellent API.
Note, I don't want to use QT or any other cross-platform libraries. The whole point is that I want to make a Mac app look like a Mac app, leave the Windows app looking like a Windows app. I always find the cross-platform libraries tend to lose this effect, and when I see a native Mac UI, with fancy Cocoa transitions and animations, I always smile. It's also a good excuse for me to learn Cocoa.
That being said, if there is an Open Source Cocoa library to do this, I'd love to know about it! I'd love to see how someone else achieves this, and would help smooth the Cocoa learning curve.
Cheers,
Shane
UPDATE: I forgot to mention a critical point. I support plugins, which can have their own UI to display various plugin specific information. I don't know which plugins will be loaded and I don't know where their UI will live, if I don't support docking. I'd love to hear people's thoughts on this, specifically: How do I support a plugin view architecture, if the UI can't change? Where do I put the plugin views?
Coming from a Windows background, you feel the need to have docking windows, but is it really essential to the app? Apple's philosophy (in my opinion) is that the designer knows better than the user how things should look and work. For example, iTunes is a pretty sophisticated app, but it doesn't let you change the UI around, change the skin, etc., because Apple wants to keep it consistent. They offer the full view, the mini player, and a handful of different viewing options, but they don't let you pull the source list off into a separate window, or dock it in other positions. They think it should be on the left, so there it stays...
You said you "want to make a Mac app look like a Mac app", and as you pointed out, Mac apps don't tend to have docking windows. Therefore, implementing your own docking windows is probably a step in the wrong direction ;)
+1 to Ken's answer.
From a user perspective unless its integral to the app like it is in Adobe CS or Eclipse i want everything as concise as possible and all the different options and displays out of my way so i can focus on the document.
I think you will find with mac users that those who have the "user skill" to make use of rearranging panels will in most cases opt for hot key bindings instead, and those who dont have that level of "skill" youre just going to confuse.
I would recommend keeping it as simple as possible.
One thing that's common among many Mac apps is the ability to hide all the chrome and focus on your content. That's the point behind the "tic tac" toolbar control in the top right corner of many windows. A serious weakness of many docking UIs is that they expect you to have the window take up most of the screen, because the docked panels can obscure content. Even if docked panels are collapsable, the space left by them is often just wasted and filled with white space. So, if you build a docking panel into your interface, you should expect it to be visible most of the time. For example, iTunes' source list is clearly designed to be visible all the time, but you can double-click a playlist to open it in a new window.
To get used to the range of Mac controls, I'd suggest you try doing some serious work with some apps that don't have a cross-platform UI; for example, the iWork apps, Interface Builder or Preview. Take note of where controls appear and why—in toolbars, in bottom bars, in inspectors, in source lists/sidebars, in panels such as IB's Library or the Font and Color panels, in contextual HUDs. Don't forget the menu bar either. Get an idea of the feel of controls—their responsiveness, modality, sizing, grouping and consistency. Try to develop some taste—not everything is perfect; just try iCal if you want to have something to make fun of.
Note that there's no "one size fits all" for controls, which can be an issue with docking UIs. It's important to think about workflow: how commonly used the control would be, whether you can replace it with direct manipulation, whether a visible indication of its state is necessary, whether it's operable from the keyboard and mouse where appropriate, and so forth. Figure out how the control's placement and behavior lets the user work more efficiently.
As a simple example of example of a good versus bad control placement and behavior in otherwise-decent applications, compare image masking in OmniGraffle and Keynote. In OmniGraffle, this uses the Image inspector where you have to first click on an unlabeled button ("Natural size") in order to enable the appropriate controls, then adjust size and position away in a low-fidelity fashion with an image thumbnail or by typing percentages into fields. Trying to resize the frame directly behaves in a bizarre and counterintuitive fashion.
In Keynote, masking starts with a sensibly named menu item or toolbar item, uses a HUD which pops up the instant you click on a masked image and allows for direct manipulation including a sensible display of the extent of the image you're masking. While you're dragging a masked image around, it even follows the guides. Advanced users can ignore the HUD entirely, just double-clicking the image to toggle mask editing and using the handles for sizing. It should be easy to see, with a few caveats (e.g. the state of "Edit Mask" mode should be visible in the HUD rather than just from the image; the outer border of the image you're masking should be more effectively used) Keynote is substantially better at this, in part because it doesn't use an inspector.
That said, if you do have a huge number of options and the standard tabbed inspector layout doesn't work for you, check out the Omni Group's OmniInspector framework. Try to use it for good, and hopefully you'll figure out how to obsess over UI as much as you do over graphics now :-)
(running in slow motion, reaching out in panic) Nnnnnoooooooo!!!!!
:-) Seriously, as I mentioned in reply to Ken's excellent answer, trying to force a "Windowsism" on an OS X UI is definitely a bad idea. In my opinion, the biggest problem with Windows UI is third-party developers inventing new and inconsistent ways of presenting UI, rather than being consistent and following established conventions. To a Mac user, that's the sign of a terrible application. It's that way for a reason.
I encourage you to rethink your UI app's implementation from the ground up with the Mac OS in mind. If you've done your job well, the architecture and model (sans platform-specific implementation) should clearly translate to any platform.
In terms of UI, you've been using a Mac for a year, so you should have a pretty good idea of "the norm". If you have doubts, it's best to post a question specifically detailing what you need to present and your thoughts on how you might do it (or asking how if you have no idea).
Just don't whack your app with the ugly stick by forcing it to behave as if it were running in Windows when it's clearly not. That's the kiss of death for an app to Mac users.

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