how to use tensorflow-lite nnapi on android 7 & 8 - tensorflow

NNAPI is available on android 8.1.
But I want to use the NNAPI on android 7&8(arm64).
the NNAPI is used by tensorflow-lite.
Where can I download libneuralnetworks.so?

Unfortunately NNAPI is only available on devices with Android 8.1 or later. And it currently does not have a support lib to work on older devices.
If your primary usecase is Tensorflow-Lite, you can rely on its CPU implementation on older devices. Actually, if you enabled NNAPI delegation in TFLite, it will try look for libneuralnetworks.so and use it when it's available. And it will fallback to its CPU implementation when libneuralnetworks.so is not available.

Related

TensorFlow HVX Acceleration support

I successfully built and ran the test application from https://github.com/tensorflow/tensorflow/tree/master/tensorflow/contrib/hvx. I'd now like to benchmark HVX against the CPU implementation of https://github.com/tensorflow/tensorflow/tree/master/tensorflow/tools/benchmark, and if possible, the Android camera demo, to see how much it would help, but I wasn't able to find any documentation describing how to build said apps with HVX support (my builds run on the CPU). I'm testing on the Open-Q 820 development board with Android 7.0.
Is utilizing HVX acceleration outside the HVX test application, preferably with the benchmark and maybe the Android camera demos supported yet? If so, could someone please point me in the right direction? Thanks!
Currently, the Android demo app does not support the HVX runtime. But I'm sure that you can use the runtime with Android demo app by replacing .so file with HVX version. If you can wait for the official support, that would be happening soon, but no promise. Let me know if you have any questions :)

Cordova globalization plugin not working on intel xdk emulator

i'm trying to get the preferred language set on the device as following:
navigator.globalization.getPreferredLanguage(
function (language) {
alert('language: ' + language.value + '\n');
},
function () {
alert('nope');
}
);
And when I click on emulator i'm getting this pop-up:
I installed the cordova plug-in to use globalization:
cordova plugin add org.apache.cordova.globalization
And I also added this line on the config.xml:
<plugin name="Globalization" value="org.apache.cordova.Globalization" />
I tested on the device and it's working.
Btw, I'm using cordova 3.5 version but when i launch the intel xdk emulator it shows 2.9 version. Maybe that's causing this problem? I'm also using Storage plugin for sql queries and it's working fine!
Cordova plugins generally consist of two parts: 1) JavaScript API and 2) underlying native code that is specific to the target platform (e.g., Java code for Android, Objective C code for iOS, etc.) The Intel XDK emulator is a simulator that simulates that native part, but only in a very generic way and only for a select number of Cordova APIs. For any APIs that it does not have an underlying "native simulation" it provides this message so you can at least exercise code. It doesn't actually simulate the underlying functionality, but it does allow you to trace through those parts of your code.
Ultimately, you need to run it on a real device with a real build, as you discovered.
Also, the APIs that the XDK emulator knows about, at this time, are the 2.9.0 APIs. It is being modified to support 3.x APIs in a future release. BTW, the emulator in the XDK is a customized implementation of the Ripple emulator.

Check if Kinect Camera is still available (OpenNI 1.5.4)

I try to detect if camera is still available so that my code won't crash if user unplug camera.
I also know that OpenNI version 2 supports the connection/disconnection events. But I am using OpenNi 1.5.4, and for some reasons, I can't upgrade to version 2.
So, is there anyway to implement this kind of functionality on version 1.5.4
Thanks

WebGL support in TideSDK

Does the webkit view used by TideSDK have WebGL support enabled?
Would it also be possible to configure the web view to use native OpenGL on Windows instead of ANGLE emulation for the shaders? (like the way you can start Chrome with the --use-gl=desktop option)
They are close to getting webgl support.
Follow this issue
Looks like it will be supported in 1.4 release according to their blog. I haven't found an expected release date for it yet

Reg:how to access the apis's of USB libaries in android

I am using android 2.2 version. I want to use the USB related API's in android application. but in android 2.2 version is not having the API's in the applicaition framework layer.It is available in 3.1 and newer version of android.
but in android source code i have seen libraries for USB (API 's in the format of .c and .h file).whether i can able to access the api in the application layer of the android. I want to use the USB device for example, Test CDC class.
For example : if i want to initalize the USB then i can able to call the USB_init() function which is in the USB.c.. Is this possible???? any one please help me.......
Regards
Ram