Set different language on assistant using hotword sample script - raspberry-pi3

I am running the Google Assistant SDK on a Raspberry PI 3.
With the recent update to the Google Assistant SDK, it is mentioned that we should now be able to change the language of the assistant running on our device.
After registering the model and creating an instance of the device (as per the instructions), I can now see the device under the "My Devices" section of the Google Assistant App. I set the language to French but still the assistant is listening and speaking in English.
After looking at the sample code on Github, I see that there is a --lang flag that can be used for the textinput.py and pushtotalk.py scripts. This flag works perfectly fine for those scripts, but is not available for the hotword.py script.
Anyone was able to set a language other than English for the Google Assistant SDK with the hotword?

We published a new release that should address the language selection issue with the hotwording sample:
https://pypi.python.org/pypi/google-assistant-sdk/0.4.1
Can you give it another try using the instructions in the bug report?
https://github.com/googlesamples/assistant-sdk-python/issues/146#issuecomment-354217352

Related

How to run un-signed System Extensions in OSX catalina?

How to run un-signed System Extensions in OSX catalina?
I'm trying to load SimpleFirewall which is a system extension given by apple, ment to demonstrate packet filtering capabilities.
The project compiles, but I get this error during run:
OSSystemExtensionErrorDomain error 8
Looked it up, it means -
Invalid code signature or missing entitlements
I have SIP disabled, and turned off code signing in the xcode project.. what else can I do to have this run? I dont have a developer ID.. just testing the code..
As per Eskimo answer on Apple Developer Forums you might additionally to
disabling SIP and
enabling SYSX developer mode (systemextensionsctl developer on)
need to disable AMFI:
nvram boot-args="amfi_get_out_of_my_way=0x1”
This has to be done in the cmd from the Recovery Mode.
AFAIK you only need to do it, if you don't have a developer provisioning profile with com.apple.developer.endpoint-security.client entitlement.
Apple's Documentation on 'Debugging and Testing System Extensions' has some information on this subject.
In theory, disabling SIP should take care of the signing requirements. You may still need to sign the extension with a free Mac Developer certificate so that the entitlements can be embedded.
Are you trying to use the extension from outside an app? If so, the command
systemextensionsctl developer on
Should help.
I have a same issue with #tuti.
I am testing a hello world System Extension base on Driver Kit. I am using free developer account, Mac mini Catatila, Xcode 11 to development.
In my Xcode, I setting to don't sign my code for both application and system extension. I am also disable SIP and run command "systemextensionsctl developer on".
But when I load my system extension from Swift application, it still show me the log "The operation couldn’t be completed. (OSSystemExtensionErrorDomain error 8.)". When I look up the error 8, it means invalid signature. But in my computer, I can load an unsigned Kernel extension normally.
So, I don't know why? I think the OS still check code signing for system extension regardless I disable SIP.

Desktop App Converter/Submit to Windows Store

I have an older application that I've converted using Microsoft's "Desktop App Converter" to create a UWP application. The application appears to convert fine, and I can install and run it on my local machine. Unfortunately, when I try to submit the application to the Windows App Store, I get the following errors:
Package acceptance validation error: We don't allow the capability you've specified: runFullTrust.
Package acceptance validation error: You don't have permissions to specify the following namespaces in the appx manifest file of the package DownloadManager.appx: http://schemas.microsoft.com/appx/manifest/foundation/windows10/restrictedcapabilities.
Are there any ideas what is causing this and what the fix is?
I'm running Windows 10 Enterprise Preview Version 1511, Build 14352.1002
According to this article from the official blog, you cannot submit your Centennial apps to the Store just yet. You have to follow the process they mention in their article:
Windows 10 Anniversary Update SDK Now Available! Windows Store Open for Submissions
"Windows Store Open for Submissions; Including Process for Submitting Desktop Bridge Apps:
In addition, we will begin the process of accepting apps using the Desktop Bridge. While we build the pipeline into the Windows Store to publish these apps, our team will work directly with developers to get their converted apps and games into the Windows Store. Contact our team here if you are interested in submitting an app using the Desktop Bridge to the Windows Store."
You can find in this article Preparing your desktop app for conversion to UWP features that should be removed from codebase.
As I see there is one Your app always runs with elevated security privileges.
Check this one ar may be your app contains some another feature from list

Parse SDK Windows 8.1 : Device not getting registered on Parse.com portal

I followed the documentation(https://parse.com/docs/dotnet/guide#push-notifications-setting-up-push) by Parse for sending Push to Windows 8.1 device. But, I am not able to get through the first step ie. "Installation". As per the documentation I followed , the channel should get registered instantly. I have enabled "Toast capable" within the Package.appxmanifest file in my Windows 8.1 Universal App(C#).
I have also authenticated the App by adding the Package Security Identifier and the Client Secret to the Parse.com Windows Push Credentials settings. But still no success. Can anyone tell me if I am missing anything or if Parse SDK is supported for Universal Windows 8.1 C# App.
I previously had Parse working for WP8 as per instructions here. So this is to say it is definitely doable, follow those steps there to see if you missed any steps.
Caveat
We are using Cordova, but I had to end up doing this part natively. It was working in December 2015 but mysteriously this year we had issues with Parse on all 3 device platforms (iOS, Android, WP8). I'm still spending time trying to figure out why WP8 just doesn't work now, can't even get the device to register to a channel anymore...

How to install application on real android phone

I have created one SMSapplication and i need to test it on my android phone.
i have already tried other options like enable USB debugging in manifest file and also device
but it's not working.. any other option. pls help me..
Install USB drivers on system, you can use following link for refence of steps and driver links:
http://developer.android.com/sdk/win-usb.html
If you still facing issue, see following article.
http://appsandroid.in/connect-android-phone-to-pc-laptop-computer-mac-vi-usb-cablea
Once connected to system, To install application on device see, link:
http://www.talkandroid.com/guides/beginner/install-apk-files-on-android/#.TzZn2chG2nA
first of all, you need to get the driver of your phone.
then, you need to set your phone on debugging mode as follows:
settings > applications > development > check the debugging mode box.
if you are using eclipse then, go to run > debug configurations > testing >under the target tap make it manual to be able to choose your device ....
if still not working, connect your phone to the pc as a mass storage and copy the .apk file to it and then install it.
You have to package the application to an .apk file.
About that, the best solution is probably to take a look at the developpers' documentation -- the Preparing for release section should be kind of a good start.
Then, upload that .apk to your phone (using the USB-mass storage feature, for example ; or using FTP/samba applications) like you would do for any other file.
And, finally, open that .apk using some file-explorer application ; which will propose you to install it.
Note that it is also possible to debug on a real device (instead of using the emulator) ; Using Hardware Devices should be what you'll want to read, about that.

XNA Framework application requirements

I'm using Windows 7 (all latest updates installed), and currently have DirectX 11 installed (according to dxdiag).
I'm trying to follow this tutorial: http://msdn.microsoft.com/en-us/library/ff472340(VS.92).aspx and I can successfully compile the code (Build Solution produces no errors). The emulator starts successfully showing on IE icon on the main screen.
When I try to "Start Debugging" I get an error "The current display adapter does not meet the emulator requirements to run XNA Framework applications."
I've read The current display adapter does not meet the emulator requirements to run XNA Framework applications but it seems that all discussion in the links provided in that thread are for Windows Vista.
Please suggest what I can do. I'll be glad to provide more information if needed. Thanks!
Your display driver also needs to be WDDM1.1 compliant per the system requirements.
Search for WDDM in the text output of DXDiag.
Display driver update may be an option, if not replace adapter with compliant card.

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