I'm starting with Kinect SDK 1.7, using KinectRegion and other controls like KinectTileButton and KinectScrollViewer from the toolkit. My questions are:
How to enable KinectRegion to work with left and right hands?
Does the SDK 1.7 have something ready to work with zooming?
How to detect grip and release?
Any code available on the Internet?
Thank you!
To Enable the Kinect Region :
Import "Microsoft.Kinect.Toolkit.Controls" project into your solution. (Use Add -> Existing Project)
Add Reference of "Microsoft.Kinect.Toolkit.Controls" into your project.
Add KinectRegion into your XAML using this code :
Import/Use "Microsoft.Kinect.Toolkit.Controls" in your xaml.cs file :
using Microsoft.Kinect.Toolkit;
Bind the sensor chooser's current sensor to the KinectRegion :
var regionSensorBinding = new Binding("Kinect") { Source = this.sensorChooser };
BindingOperations.SetBinding(this.kinectRegion, KinectRegion.KinectSensorProperty,
regionSensorBinding);
I don't get what you mean about "zooming". Please give more detail.
To detect hand gripping and hand release, you can add "AddHandPointerGripHandler" and "AddHandPointerGripReleaseHandler" to your KinectRegion. Please take a look to the KinectScrollViewer.cs.
You can explore the code about the hand pointer and stuff from the "Kinect Developer Toolkit Browser App".
As far as I can remember, KinectRegion works with both hand and automatically detects which one is the main one.
The grip and release detection is also automatic on KinectScrollViewer controls.
About the zooming I have no idea.
You'll find good tutorial on Kinect SDK 1.7 Interactions features on this link
Absolutely outstanding course is on the links below:
The first part shows the basic of Kinect SDK
The second part is similiar to firs part, but with use of MS Blend
And the third part is tutorial for interaction stream, where you can get information of both hands.
But if you´d like to use both hand at Kinect region, you have to edit Microsoft.Kinect.Toolkit.Controls -> KinectRegion.cs -> line 1000 (more info in MSDN Blog question)
It helped to me! (I have the same problem)!
For Grip detection is available in kinectRegion -> kinectRegion.HandPointers[idex of hand(0 is left, 1 is right)].IsInGripInteraction - it´s bool - I added some code:
private Skeleton []skeleton;
private void kinect_SkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e)
{
using (SkeletonFrame sf = e.OpenSkeletonFrame())
{
if (sf != null && this.skeleton != null) // check that a frame is available
{
sf.CopySkeletonDataTo(this.skeleton); // get the skeletal information in this frame
}
}
}
sensor.SkeletonFrameReady += new EventHandler<SkeletonFrameReadyEventArgs>(kinect_SkeletonFrameReady);
foreach (var sk in skeleton)
{
if (sk.TrackingId == 0) continue;
else
{
if (kinectRegion.HandPointers[0].IsInGripInteraction == true)
{
.......
}
}
}
Related
How to change the default camera app in Windows 10 desktop ? The option is available from Settings in Phones but not from Desktops
If you want to make 'advanced' photo capture, then you can use MediaCapture class. Everything about this you will find at MSDN. There are also quite nice samples at GitHub.
It also seems that my old post for WinRT is still quite relevant. You will find there that I'm using GetCameraID:
private static async Task<DeviceInformation> GetCameraID(Windows.Devices.Enumeration.Panel desired)
{
DeviceInformation deviceID = (await DeviceInformation.FindAllAsync(DeviceClass.VideoCapture))
.FirstOrDefault(x => x.EnclosureLocation != null && x.EnclosureLocation.Panel == desired);
if (deviceID != null) return deviceID;
else throw new Exception(string.Format("Camera of type {0} doesn't exist.", desired));
}
to choose a device to be used to capture the photo. In your app you can enumerate devices and choose the one that suits you.
I'm trying to implement free drawing in my windows 8 app but I keep getting this error:
"0x800a01bd - JavaScript runtime error: Object doesn't support this action
File: fabric.js, Line: 12857, Column: 7"
Adding images to the canvas etc. all works as it does in the demos but in VS when I hovered over "fabric" in this code, fabric.Shadow is not shown as an option in the list:
setShadow: function(options) {
return this.set('shadow', new fabric.Shadow(options));
},
Does anyone know why this isn't working for me? I created a build of the api from www.fabricjs.com and included all modules. I've copied the code from the free drawing demo (http://fabricjs.com/freedrawing/) but no joy. I also tried removing any reference to creating a shadow as I don't plan on using that functionality but it still crashes. Thank you
Thank you! It's working for me now. I did have to change the JavaScript provided by the demo to make it work though. Just as a reference to anyone who may want to use it with Windows 8 in future, the jquery code needs to be made more strict for it to update the selectors.
Provided code:
var $ = function(id){return document.getElementById(id)};
var drawingModeEl = $('drawing-mode'),
drawingOptionsEl = $('drawing-mode-options'),
drawingColorEl = $('drawing-color'),
drawingShadowColorEl = $('drawing-shadow-color'),
drawingLineWidthEl = $('drawing-line-width'),
drawingShadowWidth = $('drawing-shadow-width'),
drawingShadowOffset = $('drawing-shadow-offset'),
clearEl = $('clear-canvas');
I did away with the above and just used the standard jquery selector $('#drawing-mode') each time I needed it. Then the events were provided as:
drawingModeEl.onclick = function() {}
drawingColorEl.onchange = function() {}
so I changed the above to:
$('#drawing-mode').on('click', function () {});
$('#drawing-color').change(function (){});
Now everything works as it does in the demo. Love this API, thank you!
I have got a MVC4 application where I used 51Degrees (Lite) to detect device and accordingly select the mobile (.mobile.cshtml) or desktop (.cshtml) view. 51Degrees can properly do that job. However if I want to switch from Mobile to Desktop view (on a mobile device) using HttpContext.SetOverriddenBrowser(BrowserOverride.Desktop) it doesn't work. FYI, it works without 51Degrees.
Here is the code to select display mode (Application_Start() in Global.asax.cs):
DisplayModeProvider.Instance.Modes.Insert(0, new DefaultDisplayMode("mobile")
{ContextCondition = Context =>Context.Request.Browser["IsMobile"] == "True"
});
Here is the view switcher controller action code:
public class ViewSwitcherController : Controller
{
public RedirectResult SwitchView(bool mobile, string ReturnUrl="/Login/Login")
{
// If the mobile user has requested to view the mobile view
// remove any overridden user agent for the current request
if (Request.Browser.IsMobileDevice == mobile)
HttpContext.ClearOverriddenBrowser();
else
// Otherwise override the browser setting to desktop mode
HttpContext.SetOverriddenBrowser(mobile ? BrowserOverride.Mobile : BrowserOverride.Desktop);
return Redirect(ReturnUrl);
}
}
Here is the code in the view to switch to Desktop view:
#Html.ActionLink("Desktop view", "SwitchView", "ViewSwitcher", new { mobile = false, ReturnUrl = Request.Url.PathAndQuery }, new { rel = "external" })
Please let me know if I'm missing something.
Thanks in advance.
Sorry for my long delayed answer.
The following solution was provided by one of the developers at 51Degrees:
DisplayModeProvider.Instance.Modes.Insert(0, new DefaultDisplayMode("mobile")
{
ContextCondition = Context => Context.GetOverriddenBrowser()["IsMobile"] == "true"
});
So replacing Context.Request.Browser["IsMobile"] with Context.GetOverriddenBrowser()["IsMobile"] fixes my problem.
Hope that helps.
I know this is a bit dated, but I ran into this tonight. Same symptoms. Works without Mobi51, does not with. My working theory is that Request.Browser.IsMobileDevice is touched by Mobi51 and it takes control of that property and sets its value regardless of what you would expect .NET to do with it.
My current solution is this. When I check in my viewstart file to switch layouts I check that both Request.Browser.IsMobileDevice and Context.GetOverridenBrowser().IsMobileDevice are true.
When it's truly Mobile, both will be true. When it's truly desktop, both are false. When it's a mobile view requesting desktop, Request.Browser.IsMobileDevice will be true (because Mobi51 says so) and Context.GetOverridenBrowser().IsMobileDevice will be false. Here's my viewstart
#{
Layout = Request.Browser.IsMobileDevice && Context.GetOverriddenBrowser().IsMobileDevice
? "~/Views/Shared/_LayoutMobile.cshtml"
: "~/Views/Shared/_Layout.cshtml";
}
I'm still vetting this and have to add desktop to mobile switching still (which I can already see a problem, but the change to make that direction work as well is easy enough , but in my five minutes of testing so far tonight this has worked. I'm curious if you found another reason/way to work with this, or if this solution is satisfactory for you.
I am trying to get my brain around what I can and can't reasonably do UI-wise in a multi-platform app. Initially we are only concerned about iOS and Android, but may need a mobile Windows version eventually.
The specific question is: How do I replicate the Android ExpandableListView functionality in iOS? I've tried a few searches, but haven't found a hint. The key I need is collapsible sections. Is that doable with an iOS listview? If so, do you have/know of an example?
The related non-specific question is: What advice do you have for someone just starting out developing in multimobilemono? I've been working from Greg Shackles' excellent book, "Mobile Development in C#" (which has been wildly helpful!), so I've got some basics. But I'm sure there are some hidden landmines when you get into more complex UI design. Any advice would be greatly appreciated.
Thank you!
You can use the UITableView, and merely change the size of your cell to display more content as needed.
Let us discuss DialogViewController (part of MonoTouch.Dialog) which simplifies the setup of a UITableView.
What you could do is create a UIView that contains both the content, and the expanded content. It would be controller with some property, for example:
bool expanded;
public bool Expanded { get { return expanded; }}
set {
if (expanded == value)
return;
Frame = ComputeSize (value);
expanded = value;
}
}
Then, create a UIViewElement:
new RootElement ("My Root") {
new Section () {
new UIViewElement (new MyView ());
}
}
For your first question, perhaps you could try :
https://github.com/OliverLetterer/SLExpandableTableView
Here I'm implementing a sample.js file in which designing a floating component.
This sample.js file is independent of any other application. It means when i'm adding this file to sencha-touch project it should show the floating component and if i'm adding this sample.js to ext4.1 project then also it should show the component.
For this i want to know whether the application is using Sencha touch sdk or ext 4.1 sdk?
How can i achieve this?
Any help would be highly appreciated.
We can know whether it's touch or extjs by executing the following condition
if( Ext.versions.touch ){
//write your touch related code here
}else if( Ext.versions.extjs ){
//write your extjs code here
}
Ext.version is documented for Sencha Touch, Ext.versions is not. Alternative to url solution will be:
if(window.Ext) {
if(Ext.version) {
// Touch
}
else {
// Extjs
}
}