Roku Right-to-Left Language support - internationalization

When internationalizing a Roku application, does the platform provide any built in support for RTL languages? With Android for example, you can define your UI element attributes to use start/end alignments, which are then aligned automatically (rtl, ltr) based on the users language setting.
I'm wondering if Roku provides anything like Android with regards to RTL support?
Edit: nevermind, looks like Roku only supports 4 languages right now, none of which are right to left

Related

Using the Mobile SDK for the Mavic 2 what language needs to be used for the iOS app?

I'm looking into the Mavic 2 Pro for autonomous flight. I just need to get some more information on what language I should use, and which SDK is the best: Mobile, Ux, Onboard, or the Windows SDK.
Thanks in Advance!
autonomous flight is a wide topic.
based on gps or gpsless there could be a huge difference.
when dealing with normal
MSDK
normal Java should be sufficient.
But when you dealing with research level vision-based navigation .e.g. SVO, then bottom layer has to be C++ and you need a corss compiler for it.
DJI
wsdk
also can give what you want. Below is the demo that I did use DJI WSDK alpha release and Windows UWP. As for what language it is, I think it is C#. but not sure(uwp not traditional C# anymore), I coded it without knowing what language it is. Just follow the sample style and API. You can code without knowing what language
https://www.youtube.com/watch?v=CcndnHkriyA&t=12s

Create custom styling in Xamarin

I'm about to start a new project in Xamarin, since we need to create a mobile app for Android and iOS. But we require that both platforms look exactly the same.
Is it possible to do this using Xamarin or is it only possible using something like Cordova?
Thanks!
require that both platforms look exactly the same
It depends upon what you mean by that statement.
In regards to Xamarin.Forms, "native" widgets are used on each platform so the "same" app's UI, deployed to a different platform, will look different (the difference can be slight or vary greatly based upon the controls used).
Web based / Hybrid apps tend to render fairly the same on each platform. Each platform does have its own HTML/CSS rendering engine so there are differences, and thus the CSS can vary from platform to platform to obtain the desired "sameness".
There are GUI frameworks that render their own controls/widgets and do not use the platform "native" ones. While a lot of these tend to be game related UI frameworks, there are many options available depending upon want you requirements are.
i.e.
OmniGUI : A Xamarin.Forms friendly cross-platform that renders its own controls and thus looks the same on each platform.
Flutter : Google's mobile UI framework that renders its own "widgets". While there are widget collections that have Material Design and Cupertino styles applied, you can use the basic widgets and style them in a "CSS" like analog using Google's Dartlanguage.
Many others...

Implement map into application

I would like to ask if there is any free solution ready to implement it to my application? I'm aiming into Open Street Map as I want free solution. I know about OsmSharp which is neat but lack of documentation and there is a question:
is there possibility to change for example pin design or map layout?
I heard that it's possible but you have to write your own render...
I am targeting iOS, Android and WP with our geolocalisation game app.
Xamarin Forms has a built in Map control. TKCustomMap is a third-party renderer that adds functionality to the built in map.
About leak documentation I have written a blogpost about it: http://zchpit.blogspot.com/2017/10/open-street-map-in-xamarin-forms.html
You can find source code on my github: https://github.com/zchpit/OPM_in_XamarinForms
About:
is there possibility to change for example pin design or map layout?
Yes. You can change map (one from many) or generate your own map (same like in standard xamarin)
As with other OSM library/framework solutions, you will need to provide your own tile server or use a commercial OSM tile service.
Mapsui is a C# map component for apps
Supported platforms: WPF, UWP, Android, iOS
https://github.com/pauldendulk/Mapsui

How are GUI frameworks actually developed

I worked mainly in web development but occasionally do some C/C++ or Java programming. I am very curious how these frameworks actually produce the graphics used in their GUI. Were the GUI elements (title bar, window frame, status bar, buttons, etc...) designed by a designer in Photoshop then a developer adds that graphic to the framework? Or do the developers actually build the elements programatically with the direction of a designer?
If someone could give me an overview that would be awesome!
Great question, Lark ! Since we're in Qt Framework branch, I'll tell you how its done in Qt, but I'm sure you can apply to similar frameworks or libraries like GTK, etc.
So Qt started a framework that would provide one API for a variety of platforms making it very easy to port your applications from one platform to another while providing native look and feel on those platform. So for example on MacOSX a push button would have this blue Aqua style while on Windows XP it would look like a button on Windows platform. Trolltech put a lot of effort and did a great job on making the GUI look native. So how it works ? Well, all Qt widgets use QStyle and its derivatives to render themselves. Depending on the style, a widget would look differently. All the standard widgets follow the guides of those platforms they are designed for. There are probably some small graphics designer work behind that, but I believe its not that significant. The main source of the look and feel is the platform guides that describe how UI elements on those platforms should look like and their behavior.
But Qt has been developing very fast and the trolls came with a very promising technology called Qt Quick. Its an amazing technology which allows designers and developers tightly work together providing the best UI. Its highly oriented on using artwork made in Photoshop, GIMP or similar tools in the code. And its much easier to use mock ups from designers with Qt Quick than with C++/Qt cause Qt Quick is initially designed for that.
Hope that helps
The basic low level functionality of most GUI frameworks is quite old, the result of a great deal of very hard work by earlier developers working with primitives - literally drawing things on terminal screens, etc, at very low levels, using C or Assembler. Slowly, libraries for abstraction of these processes, and frameworks and class hierarchies for refining them and organizing come into being. All Linux GUI's (in fact, nearly all contemporary GUI frameworks) are based on XWindows, for example:
X originated at the Massachusetts Institute of Technology (MIT) in
1984. The protocol version has been X11 since September 1987....X primarily defines protocol and graphics primitives - it deliberately
contains no specification for application user-interface design, such
as button, menu, or window title-bar styles. Instead, application
software – such as window managers, GUI widget toolkits and desktop
environments, or application-specific graphical user interfaces –
define and provide such details. As a result, there is no typical X
interface and several different desktop environments have become
popular among users.
See more there, for some good information about this topic.

What GUI toolkit does Valve use for Steam?

What GUI toolkit does Valve use for Steam? Is it Qt? I am interested in using the same toolkit for a project.
According to Valve itself:
"VGUI is Valve's proprietary Graphical User Interface. All Source and Steam applications use VGUI to draw windows, dialogs and menus. It also handles localization: the displaying of text in the user's preferred language. "
That's interesting, maybe if you guys do some research you can have it working in your programming language. I'll download the SDK to see if I can make it work with Java :)
http://developer.valvesoftware.com/wiki/VGUI_Documentation
Having had experience with the Source engine I know that Valve have an library called VGUI which they use for all their games and many of their tools (when in game the library sits on top of the Source renderer, when in tools it sits on top of the Windows API I believe). Although I can’t answer the question with 100% certainty I suspect that this is what they use for Steam as well (I seem to recall some Steam updates that mentioned VGUI) – I would be surprised if the new beta uses a different library.
Even if it is not using VGUI, given what I know of Valve I would think they will have written something else entirely in-house.
So, it is (almost certainly) proprietary and highly unlikely to ever be available for third party use (unless you have the funds to buy a Source engine license).
Steam only runs on Windows and predates QT for Windows, so I'd have to guess something else.
Since Steam has had the same GUI since 2003, chances are it uses some variant of MFC. It also uses an embedded Internet Explorer web browser for its Store and Community sections.
However, I can't give any guarantees about what the version currently in Beta uses. It looks quite a bit different and includs the Webkit rendering engine instead of using IE. It may use Webkit for everything rather than drawing their own GUIs.
Does this answer the question?
http://games.slashdot.org/story/10/02/25/0640233/Steam-UI-Update-Beta-Drops-IE-Rendering-For-WebKit

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