google API assistant SDK - google-assistant-sdk

googlesamples-assistant-pushtotalk --project-id --device-id
I use this code to try and get the project running and I get this error:
ERROR:root:Option --device-model-id required when registering a device instance.
I have tried lots of different versions of the device ID and I feel that I may just not understand what it is.

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Can't get debug token for Firebase App Check for my Flutter iOS App

So I recently started setting up app check for my existing Flutter project (for both android and iOS platforms). I've had no problem with android's "Play Integrity", got the necessary debug token, and can successfully send and retrieve data to/from firestore (app check for firestore is currently enforced for my project).
The problem is, I can not get such a debug key for my iOS app. I will list the sources I've used and what I've tried so far.
I have firebase_app_check: ^0.1.1+8 installed via pubspec.yaml
I also added pod 'FirebaseAppCheck' to my Podfile
I have the necessary initialization code in my main.dart: await FirebaseAppCheck.instance.activate(...);
For "DeviceCheck", I am using THE SAME private key that I am using
for "Sign in With Apple" (which I have implemented successfully). I
have also enabled the checkbox for DeviceCheck in the settings of
that private key (in Apple Developer).
For my App ID (Apple Developer > Identifiers > App IDs), I have also
enabled the checkbox for "App Attest".
I have put "-FIRDebugEnabled" as an argument passed on launch in
XCode > Product > Scheme > Edit Scheme.
I always uninstall my app from my iOS simulator (iOS 16.2) or real device (iOS 16.1.2),
before trying again, because I have read across multiple forums that
the debug token only gets printed to the output the first time you
run your app.
I have also added these 4 lines of code in my AppDelegate.swift from here:
#if DEBUG
let providerFactory = AppCheckDebugProviderFactory()
AppCheck.setAppCheckProviderFactory(providerFactory)
#endif
Official firebase docs "iOS+ (App Attest)":
I have NOT copied ANY code from this page of the official docs, as I assume it's for native iOS apps only, and not for flutter, and I don't know where exactly I would have to put that code. I have only added the pod dependency and run pod install.
I don't have a .entitlements file.
So after all those steps, I'm apparently supposed to expect to find a debug token in my run output, as in:
Yet the only relevant output I can find is the following:
Runner[72719:33546579] 10.3.0 - [FirebaseFirestore][I-FST000001] AppCheck failed: 'The operation couldn’t be completed. (com.apple.devicecheck.error error 1.)'
If it matters:
I have NOT YET uploaded my iOS app to apple developer, app store connect or whatever (I'm not yet familiar with the process of publishing to the app store).
Neither have I uploaded my android app to Google Play console or created an app there (for this project).
Don't tell me anything about firestore rules. I already had that set up long ago, and everything worked just fine before I started integrating App Check.
Don't recommend any 3rd party plugins to me, I will only use official ones.
The firebase documentation says:
Tip: Confirm in your Xcode project's build settings that it passes the DEBUG flag to the Swift compiler
Try removing the '#if DEBUG' and '#endif' and run the app.
If it works, it mean you have missed that step
I was not able to find that build setting, so i just removed those lines from the AppDelegate, but i need to keep in mind to remove the other 2 lines while building the release mode
See this answer on the flutterfire Github issues page. Basically, call setAppCheckProviderFactory before GeneratedPluginRegistrant.register(with: self) in the app delegate file. I was investigating the same issue and it fixed it for me (the debug token was instantly printed out in Xcode's debug output). Hope it helps you as well!

Visual Studio Deploying to Hololens Access is Denied

I am trying to deploy to Hololens 2. I followed all of the documentation located here for deploying from USB, but when I go to Debug .> Start without Debugging, I get the following error message:
Unable to activate Windows Store app. 'Template3D__pzq3xp76mxafg!App'.
The activation request failed with error 'Access is Denied'.
Has anyone else gotten this error before? How did you solve it? There doesn't seem to be any documentation anywhere.
The error message may be caused by various different reasons. And for now, we guess that the issue may happens when VS is trying to activate another app with the same package name on your HoloLens. So, we think the following steps worth trying for you.
Uninstall the existing app with the same name on your HoloLens.
Rebuild your Unity project to another empty folder, then open the UWP project with VS.
Update the DisplayName and Package name property in the Package.appxmainfest file with another name.
In my case, uninstalling the app and deleting the existing build folder didn't help. The solution was very simple: You need to be signed in on the Hololens 2 and keep it on your head. I'm using a PIN for my account and also paired the Hololens and allowed the developer options. I just tried several times to confirm and without logging in, I get exactly the described error. I'm deploying over USB.

Google Map IOS sdk Error

I downloaded the google map IOS sdk and then i crated the project from https://console.developers.google.com and then i created an API key.
Also i added the bundle identifier of the demo app in SDK.
But everytime i am running the app i am getting this error.
Google Maps SDK for iOS (M4B) cannot connect or validate APIKey: Error Domain=com.google.HTTPStatus Code=400 "The operation couldn’t be completed. (com.google.HTTPStatus error 400.)" UserInfo=0x15f04e00 {data={length = 145, capacity = 256, bytes = 0x3c48544d4c3e0a3c484541443e0a3c54 ... 3c2f48544d4c3e0a}}
Your key may be invalid for your bundle ID
I created the key multiple times and also checked the bundle identifier but they are correct.
So i am not able to figure out what exactly i am doing wrong.
Please let me know if any one can help regarding this.
Regards,
Arvinder
Make sure that you have the generated key for your iOS app in the developer console in the line
[GMSServices provideAPIKey:#"<INSERT API KEY HERE>"];
The error seems to complain that you are having an invalid Key which might be your case as you are directly trying to run demo code that you have downloaded. Example code do not usually contain valid keys as it can be misused by anyone else or exhaust the original authors API-call limits.
Also make sure that you have entered/authorized your current app's bundle id to use this API Key when you have generated it in your Google developer console.
First Create key for ios device from here
copy your bundle id form project so there is no chance for mistake
https://console.developers.google.com/project/plated-courier-95607/apiui/credential#pending_key
after that clean xcode , reset simulator ,close xcode ,open project run again it definitely going to work
you need to use the framework. Please find the instructions to download it via cocoa pods on the answer given by me on this link :
not able to use Google map sdk in ios
I also faced the same issue. Actually the problem is Google M4B Framework comes under premium plan. You need to purchase it from the Google's Developer Portal because it provides some new classes like GMSAutoComplete,
GMSAutoPredict etc.
You should rather use Google Standard Framework. It will run completely fine. Also you will not find some classes that come under Google M4B(only 5 new classes).
Implement the required steps and have fun.

Google plus SDK for iOS gives error file not found?

I'm using Google plus sdk for login using Google plus in my app. Every thing is working perfectly on my machine(i tested even other machine in my office), but i gave the source code to client. Where project failed to build, giving Google plus files not found.I checked source code on remote machine via TV and it seems every thing ok for me.But code failed to build.
Any help or suggestion would be appreciated.
here is screenshot of framework search path in target build setting
Edit: I found that the same code not running in one of my machine which we don't use for iOS developement, just installed xcode 6.1 and tried to build and i got same problem which my client facing.
So is it some xcode setup related problem(also my client is not technical guy he just want to be sure that i given him correct code so i think he is also using xcode very first time in his machine :P).
As you have not posted full error message,
I can only predict that "Library Search Paths" is set to your local path.
So, check if it's set relatively, like in this screenshot (NOT full path like "/Users/Bharat/Documents/XcodeProjects/YourProject/Libraries")

error starting xxxx: Module xxxx attempts to access a secure API

I have checked other questions around but no one seems to have exactly the same error. I'm using phonegap+jqm to create an application, initially tested on my android phone, now i'm trying to build-deploy to a blackberry. To build the app i used the phonegap starting guide, with:
ant blackberry load-device
I DID sign the application with the RIM provided keys. Still getting the error. Some help?
The problem was with the Signing Tool + JAVA SDK 1.7: it is a known issue that these two dont get along well.
Download and install the BlackBerry Signature Tool and run your compiled .cod file through it to check whether it is really signed or not.

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