/// <summary>
 /// Cloning constructor
 /// </summary>
 /// <param name="v">Vector to clone</param>
 public Simple3DVector(Simple3DVector v)
 {
     if (v != null)
     {
         X = v.X;
         Y = v.Y;
         Z = v.Z;
     }
 }
Beispiel #2
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 /// <summary>
 /// Cloning constructor
 /// </summary>
 /// <param name="v">Vector to clone</param>
 public Simple3DVector(Simple3DVector v)
 {
     if (v != null)
     {
         X = v.X;
         Y = v.Y;
         Z = v.Z;
     }
 }
Beispiel #3
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        /// <summary>
        /// Calibrates the accelerometer on X and / or Y axis and save data to isolated storage.
        /// </summary>
        /// <param name="xAxis">calibrates X axis if true</param>
        /// <param name="yAxis">calibrates Y axis if true</param>
        /// <returns>true if succeeds</returns>
        public bool Calibrate(bool xAxis, bool yAxis)
        {
            bool retval = false;

            lock (_sampleBuffer)
            {
                if (CanCalibrate(xAxis, yAxis))
                {
                    ZeroAccelerationCalibrationOffset =
                        new Simple3DVector(
                            xAxis ? -_averageAcceleration.X : ZeroAccelerationCalibrationOffset.X,
                            yAxis ? -_averageAcceleration.Y : ZeroAccelerationCalibrationOffset.Y,
                            0);
                    // Persist data
                    AccelerometerCalibrationPersisted = ZeroAccelerationCalibrationOffset;
                    retval = true;
                }
            }
            return(retval);
        }
        /// <summary>
        /// Called on accelerometer sensor sample available.
        /// Main accelerometer data filtering routine
        /// </summary>
        /// <param name="sender">Sender of the event.</param>
        /// <param name="e">AccelerometerReadingAsyncEventArgs</param>
        private void sensor_ReadingChanged(object sender, SensorReadingEventArgs<AccelerometerReading> e)
        {
            _rawAcceleration.Set(e.SensorReading.Acceleration.X, e.SensorReading.Acceleration.Y, e.SensorReading.Acceleration.Z);

            lock (_sampleBuffer)
            {
                if (!_initialized)
                { // Initialize file with 1st value
                    _sampleSum = _rawAcceleration * SamplesCount;
                    _averageAcceleration = _rawAcceleration;

                    // Initialize file with 1st value
                    for (int i = 0; i < SamplesCount; i++)
                    {
                        _sampleBuffer[i] = _averageAcceleration;
                    }

                    _previousLowPassOutput = _averageAcceleration;
                    _previousOptimalFilterOutput = _averageAcceleration;

                    _initialized = true;
                }

                // low-pass filter
                _lowPassFilteredAcceleration.Set(
                    LowPassFilter(_rawAcceleration.X, _previousLowPassOutput.X),
                    LowPassFilter(_rawAcceleration.Y, _previousLowPassOutput.Y),
                    LowPassFilter(_rawAcceleration.Z, _previousLowPassOutput.Z));
                _previousLowPassOutput = _lowPassFilteredAcceleration;

                // optimal filter
                _optimalFilteredAcceleration.Set(
                    FastLowAmplitudeNoiseFilter(_rawAcceleration.X, _previousOptimalFilterOutput.X),
                    FastLowAmplitudeNoiseFilter(_rawAcceleration.Y, _previousOptimalFilterOutput.Y),
                    FastLowAmplitudeNoiseFilter(_rawAcceleration.Z, _previousOptimalFilterOutput.Z));
                _previousOptimalFilterOutput = _optimalFilteredAcceleration;

                // Increment circular buffer insertion index
                _sampleIndex++;
                if (_sampleIndex >= SamplesCount) _sampleIndex = 0; // if at max SampleCount then wrap samples back to the beginning position in the list

                // Add new and remove old at _sampleIndex
                Simple3DVector newVect = _optimalFilteredAcceleration;
                _sampleSum += newVect;
                _sampleSum -= _sampleBuffer[_sampleIndex];
                _sampleBuffer[_sampleIndex] = newVect;

                _averageAcceleration = _sampleSum / SamplesCount;

                // Stability check
                // If current low-pass filtered sample is deviating for more than 1/100 g from average (max of 0.5 deg inclination noise if device steady)
                // then reset the stability counter.
                // The calibration will be prevented until the counter is reaching the sample count size (calibration enabled only if entire
                // sampling buffer is "stable"
                Simple3DVector deltaAcceleration = _averageAcceleration - _optimalFilteredAcceleration;
                if ((Math.Abs(deltaAcceleration.X) > _maximumStabilityDeltaOffset) ||
                    (Math.Abs(deltaAcceleration.Y) > _maximumStabilityDeltaOffset) ||
                    (Math.Abs(deltaAcceleration.Z) > _maximumStabilityDeltaOffset))
                { // Unstable
                    _deviceStableCount = 0;
                }
                else
                {
                    if (_deviceStableCount < SamplesCount) ++_deviceStableCount;
                }

                // Add calibrations
                _rawAcceleration += ZeroAccelerationCalibrationOffset;
                _lowPassFilteredAcceleration += ZeroAccelerationCalibrationOffset;
                _optimalFilteredAcceleration += ZeroAccelerationCalibrationOffset;
                _averageAcceleration += ZeroAccelerationCalibrationOffset;
            }

            if (ReadingChanged != null)
            {
                AccelerometerHelperReadingEventArgs readingEventArgs = new AccelerometerHelperReadingEventArgs();

                readingEventArgs.RawAcceleration = _rawAcceleration;
                readingEventArgs.LowPassFilteredAcceleration = _lowPassFilteredAcceleration;
                readingEventArgs.OptimallyFilteredAcceleration = _optimalFilteredAcceleration;
                readingEventArgs.AverageAcceleration = _averageAcceleration;

                ReadingChanged(this, readingEventArgs);
            }
        }
 /// <summary>
 /// Calibrates the accelerometer on X and / or Y axis and save data to isolated storage.
 /// </summary>
 /// <param name="xAxis">calibrates X axis if true</param>
 /// <param name="yAxis">calibrates Y axis if true</param>
 /// <returns>true if succeeds</returns>
 public bool Calibrate(bool xAxis, bool yAxis)
 {
     bool retval = false;
     lock (_sampleBuffer)
     {
         if (CanCalibrate(xAxis, yAxis))
         {
             ZeroAccelerationCalibrationOffset =
                 new Simple3DVector(
                     xAxis ? -_averageAcceleration.X : ZeroAccelerationCalibrationOffset.X,
                     yAxis ? -_averageAcceleration.Y : ZeroAccelerationCalibrationOffset.Y,
                     0);
             retval = true;
         }
     }
     return retval;
 }
        /// <summary>
        /// Private constructor,
        /// Use Instance property to get singleton instance
        /// </summary>
        private AccelerometerHelper()
        {
            // Determine if accelerometer is present

            _sensor = new Accelerometer();
            if (_sensor == null)
            {
                NoAccelerometer = true;
            }
            else
            {
                NoAccelerometer = (_sensor.State == SensorState.NotSupported);
            }
            _sensor = null;

            //Set up buckets for calculating rolling average of the accelerations
            _sampleIndex = 0;
            ZeroAccelerationCalibrationOffset = new Simple3DVector();
            _lowPassFilteredAcceleration = new Simple3DVector();
            _optimalFilteredAcceleration = new Simple3DVector();
            _averageAcceleration = new Simple3DVector();
            _rawAcceleration = new Simple3DVector();
        }
        /// <summary>
        /// Process still signal: calculate average still vector
        /// </summary>
        private void ProcessStillSignal()
        {
            Simple3DVector sumVector = new Simple3DVector(0, 0, 0);
            int count = 0;

            // going over vectors in still signal
            // still signal was saved backwards, i.e. newest vectors are first
            foreach (Simple3DVector currentStillVector in _stillSignal)
            {
                // make sure current vector is very still
                bool isStillMagnitude = (Math.Abs(_lastStillVector.Magnitude - currentStillVector.Magnitude) < StillMagnitudeWithoutGravitationThreshold);

                if (isStillMagnitude)
                {
                    // sum x,y,z values
                    sumVector += currentStillVector;
                    ++count;

                    // 20 samples are sufficent
                    if (count >= MaximumStillVectorsNeededForAverage)
                    {
                        break;
                    }
                }
            }

            // need at least a few vectors to get a good average
            if (count >= MinimumStillVectorsNeededForAverage)
            {
                // calculate average of still vectors
                _lastStillVector = sumVector / count;
            }
        }
        /// <summary>
        /// Classify vector shake type
        /// </summary>
        private ShakeType ClassifyVectorShakeType(Simple3DVector v)
        {
            double absX = Math.Abs(v.X);
            double absY = Math.Abs(v.Y);
            double absZ = Math.Abs(v.Z);

            // check if X is the most significant component
            if ((absX >= absY) & (absX >= absZ))
            {
                return ShakeType.X;
            }

            // check if Y is the most significant component
            if ((absY >= absX) & (absY >= absZ))
            {
                return ShakeType.Y;
            }

            // Z is the most significant component
            return ShakeType.Z;
        }
        private void AddVectorToStillSignal(Simple3DVector currentVector)
        {
            // add current vector to still signal, newest vectors are first
            _stillSignal.AddFirst(currentVector);

            // if still signal is getting too big, remove old items
            if (_stillSignal.Count > 2 * MaximumStillVectorsNeededForAverage)
            {
                _stillSignal.RemoveLast();
            }
        }
        /// <summary>
        /// Add a vector the shake signal and does some preprocessing
        /// </summary>
        private void AddVectorToShakeSignal(Simple3DVector currentVector)
        {
            // remove still vector from current vector
            Simple3DVector currentVectorWithoutGravitation = currentVector - _lastStillVector;

            // add current vector to shake signal
            _shakeSignal.Add(currentVectorWithoutGravitation);

            // skip weak vectors
            if (currentVectorWithoutGravitation.Magnitude < WeakMagnitudeWithoutGravitationThreshold)
            {
                return;
            }

            // classify vector
            ShakeType vectorShakeType = ClassifyVectorShakeType(currentVectorWithoutGravitation);

            // count vector to histogram
            _shakeHistogram[(int)vectorShakeType]++;
        }
Beispiel #11
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        /// <summary>
        /// Called on accelerometer sensor sample available.
        /// Main accelerometer data filtering routine
        /// </summary>
        /// <param name="sender">Sender of the event.</param>
        /// <param name="e">AccelerometerReadingAsyncEventArgs</param>
        private void sensor_ReadingChanged(object sender, AccelerometerReadingEventArgs e)
        {
            Simple3DVector lowPassFilteredAcceleration;
            Simple3DVector optimalFilteredAcceleration;
            Simple3DVector averagedAcceleration;
            Simple3DVector rawAcceleration = new Simple3DVector(e.X, e.Y, e.Z);

            lock (_sampleBuffer)
            {
                if (!_initialized)
                { // Initialize file with 1st value
                    _sampleSum           = rawAcceleration * SamplesCount;
                    _averageAcceleration = rawAcceleration;

                    // Initialize file with 1st value
                    for (int i = 0; i < SamplesCount; i++)
                    {
                        _sampleBuffer[i] = _averageAcceleration;
                    }

                    _previousLowPassOutput       = _averageAcceleration;
                    _previousOptimalFilterOutput = _averageAcceleration;

                    _initialized = true;
                }

                // low-pass filter
                lowPassFilteredAcceleration = new Simple3DVector(
                    LowPassFilter(rawAcceleration.X, _previousLowPassOutput.X),
                    LowPassFilter(rawAcceleration.Y, _previousLowPassOutput.Y),
                    LowPassFilter(rawAcceleration.Z, _previousLowPassOutput.Z));
                _previousLowPassOutput = lowPassFilteredAcceleration;

                // optimal filter
                optimalFilteredAcceleration = new Simple3DVector(
                    FastLowAmplitudeNoiseFilter(rawAcceleration.X, _previousOptimalFilterOutput.X),
                    FastLowAmplitudeNoiseFilter(rawAcceleration.Y, _previousOptimalFilterOutput.Y),
                    FastLowAmplitudeNoiseFilter(rawAcceleration.Z, _previousOptimalFilterOutput.Z));
                _previousOptimalFilterOutput = optimalFilteredAcceleration;

                // Increment circular buffer insertion index
                _sampleIndex++;
                if (_sampleIndex >= SamplesCount)
                {
                    _sampleIndex = 0;                               // if at max SampleCount then wrap samples back to the beginning position in the list
                }
                // Add new and remove old at _sampleIndex
                Simple3DVector newVect = optimalFilteredAcceleration;
                _sampleSum += newVect;
                _sampleSum -= _sampleBuffer[_sampleIndex];
                _sampleBuffer[_sampleIndex] = newVect;

                averagedAcceleration = _sampleSum / SamplesCount;
                _averageAcceleration = averagedAcceleration;

                // Stablity check
                // If current low-pass filtered sample is deviating for more than 1/100 g from average (max of 0.5 deg inclination noise if device steady)
                // then reset the stability counter.
                // The calibration will be prevented until the counter is reaching the sample count size (calibration enabled only if entire
                // sampling buffer is "stable"
                Simple3DVector deltaAcceleration = averagedAcceleration - optimalFilteredAcceleration;
                if ((Math.Abs(deltaAcceleration.X) > _maximumStabilityDeltaOffset) ||
                    (Math.Abs(deltaAcceleration.Y) > _maximumStabilityDeltaOffset) ||
                    (Math.Abs(deltaAcceleration.Z) > _maximumStabilityDeltaOffset))
                { // Unstable
                    _deviceStableCount = 0;
                }
                else
                {
                    if (_deviceStableCount < SamplesCount)
                    {
                        ++_deviceStableCount;
                    }
                }

                // Add calibrations
                rawAcceleration             += ZeroAccelerationCalibrationOffset;
                lowPassFilteredAcceleration += ZeroAccelerationCalibrationOffset;
                optimalFilteredAcceleration += ZeroAccelerationCalibrationOffset;
                averagedAcceleration        += ZeroAccelerationCalibrationOffset;
            }

            if (ReadingChanged != null)
            {
                AccelerometerHelperReadingEventArgs readingEventArgs = new AccelerometerHelperReadingEventArgs();

                readingEventArgs.RawAcceleration               = rawAcceleration;
                readingEventArgs.LowPassFilteredAcceleration   = lowPassFilteredAcceleration;
                readingEventArgs.OptimallyFilteredAcceleration = optimalFilteredAcceleration;
                readingEventArgs.AverageAcceleration           = averagedAcceleration;

                ReadingChanged(this, readingEventArgs);
            }
        }
        /// <summary>
        /// Main orientation change detection logic
        /// </summary>
        /// <param name="filteredAcceleration">current filtered acceleration</param>
        private void CheckOrientation(Simple3DVector filteredAcceleration)
        {
            DeviceOrientation currentOrientation = DeviceOrientation.Unknown;

            double xAcceleration = filteredAcceleration.X;
            double yAcceleration = filteredAcceleration.Y;
            double zAcceleration = filteredAcceleration.Z;

            // Normalize acceleration to 1g
            double magnitudeXYZ = Math.Sqrt(xAcceleration * xAcceleration + yAcceleration * yAcceleration + zAcceleration * zAcceleration);
            xAcceleration = xAcceleration / magnitudeXYZ;
            yAcceleration = yAcceleration / magnitudeXYZ;
            zAcceleration = zAcceleration / magnitudeXYZ;

            if (_currentOrientation == DeviceOrientation.Unknown)
            { // No pre-existing orientation: default is flat 
                if (zAcceleration < 0)
                {
                    currentOrientation = DeviceOrientation.ScreenSideUp;
                }
                else
                {
                    currentOrientation = DeviceOrientation.ScreenSideDown;
                }
            }

            if (yAcceleration < -tiltAccelerationThreshold)
            {
                currentOrientation = DeviceOrientation.PortraitRightSideUp;
            }
            else if (yAcceleration > tiltAccelerationThreshold)
            {
                currentOrientation = DeviceOrientation.PortraitUpSideDown;
            }
            else if (xAcceleration < -tiltAccelerationThreshold)
            {
                currentOrientation = DeviceOrientation.LandscapeLeft;
            }
            else if (xAcceleration > tiltAccelerationThreshold)
            {
                currentOrientation = DeviceOrientation.LandscapeRight;
            }
            else if (zAcceleration < -tiltAccelerationThreshold)
            {
                currentOrientation = DeviceOrientation.ScreenSideUp;
            }
            else if (zAcceleration > tiltAccelerationThreshold)
            {
                currentOrientation = DeviceOrientation.ScreenSideDown;
            }

            DeviceOrientation previousOrientation = DeviceOrientation.Unknown;
            bool fireEvent = false;

            if (currentOrientation != DeviceOrientation.Unknown)
            {
                lock (this) // Keep the lock as brief as posible
                {
                    _currentOrientation = currentOrientation;
                    if (_previousOrientation != _currentOrientation)
                    {
                        previousOrientation = _previousOrientation;
                        _previousOrientation = _currentOrientation;
                        fireEvent = true;
                    }
                }
            }

            if (fireEvent)
            {
                DeviceOrientationChangedEventArgs orientationEventArgs = new DeviceOrientationChangedEventArgs();
                orientationEventArgs.CurrentOrientation = currentOrientation;
                orientationEventArgs.PreviousOrientation = previousOrientation;
                if (OrientationChanged != null)
                {
                    OrientationChanged(this, orientationEventArgs);
                }
            }
        }
Beispiel #13
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        private void sensor_ReadingChanged(object sender, AccelerometerReadingEventArgs e)
        {
            Simple3DVector simple3Dvector1 = new Simple3DVector(e.X, e.Y, e.Z);
            Simple3DVector simple3Dvector2;
            Simple3DVector simple3Dvector3;
            Simple3DVector simple3Dvector4;

            lock (this._sampleBuffer)
            {
                if (!this._initialized)
                {
                    this._sampleSum           = simple3Dvector1 * 25.0;
                    this._averageAcceleration = simple3Dvector1;
                    for (int index = 0; index < 25; ++index)
                    {
                        this._sampleBuffer[index] = this._averageAcceleration;
                    }
                    this._previousLowPassOutput       = this._averageAcceleration;
                    this._previousOptimalFilterOutput = this._averageAcceleration;
                    this._initialized = true;
                }
                simple3Dvector2                   = new Simple3DVector(AccelerometerHelper.LowPassFilter(simple3Dvector1.X, this._previousLowPassOutput.X), AccelerometerHelper.LowPassFilter(simple3Dvector1.Y, this._previousLowPassOutput.Y), AccelerometerHelper.LowPassFilter(simple3Dvector1.Z, this._previousLowPassOutput.Z));
                this._previousLowPassOutput       = simple3Dvector2;
                simple3Dvector3                   = new Simple3DVector(AccelerometerHelper.FastLowAmplitudeNoiseFilter(simple3Dvector1.X, this._previousOptimalFilterOutput.X), AccelerometerHelper.FastLowAmplitudeNoiseFilter(simple3Dvector1.Y, this._previousOptimalFilterOutput.Y), AccelerometerHelper.FastLowAmplitudeNoiseFilter(simple3Dvector1.Z, this._previousOptimalFilterOutput.Z));
                this._previousOptimalFilterOutput = simple3Dvector3;
                this._sampleIndex                 = this._sampleIndex + 1;
                if (this._sampleIndex >= 25)
                {
                    this._sampleIndex = 0;
                }
                Simple3DVector simple3Dvector5 = simple3Dvector3;
                this._sampleSum = this._sampleSum + simple3Dvector5;
                this._sampleSum = this._sampleSum - this._sampleBuffer[this._sampleIndex];
                this._sampleBuffer[this._sampleIndex] = simple3Dvector5;
                simple3Dvector4           = this._sampleSum / 25.0;
                this._averageAcceleration = simple3Dvector4;
                Simple3DVector simple3Dvector6 = simple3Dvector4 - simple3Dvector3;
                if (Math.Abs(simple3Dvector6.X) > AccelerometerHelper._maximumStabilityDeltaOffset || Math.Abs(simple3Dvector6.Y) > AccelerometerHelper._maximumStabilityDeltaOffset || Math.Abs(simple3Dvector6.Z) > AccelerometerHelper._maximumStabilityDeltaOffset)
                {
                    this._deviceStableCount = 0;
                }
                else if (this._deviceStableCount < 25)
                {
                    this._deviceStableCount = this._deviceStableCount + 1;
                }
                simple3Dvector1 += this.ZeroAccelerationCalibrationOffset;
                simple3Dvector2 += this.ZeroAccelerationCalibrationOffset;
                simple3Dvector3 += this.ZeroAccelerationCalibrationOffset;
                simple3Dvector4 += this.ZeroAccelerationCalibrationOffset;
            }
            // ISSUE: reference to a compiler-generated field
            if (this.ReadingChanged == null)
            {
                return;
            }
            // ISSUE: reference to a compiler-generated field
            this.ReadingChanged(this, new AccelerometerHelperReadingEventArgs()
            {
                RawAcceleration               = simple3Dvector1,
                LowPassFilteredAcceleration   = simple3Dvector2,
                OptimallyFilteredAcceleration = simple3Dvector3,
                AverageAcceleration           = simple3Dvector4
            });
        }
Beispiel #14
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        private void CheckOrientation(Simple3DVector filteredAcceleration)
        {
            DeviceOrientation deviceOrientation1 = DeviceOrientation.Unknown;
            double            x    = filteredAcceleration.X;
            double            y    = filteredAcceleration.Y;
            double            z    = filteredAcceleration.Z;
            double            num1 = Math.Sqrt(x * x + y * y + z * z);
            double            num2 = x / num1;
            double            num3 = y / num1;
            double            num4 = z / num1;

            if (this._currentOrientation == DeviceOrientation.Unknown)
            {
                deviceOrientation1 = num4 >= 0.0 ? DeviceOrientation.ScreenSideDown : DeviceOrientation.ScreenSideUp;
            }
            if (num3 < -0.8)
            {
                deviceOrientation1 = DeviceOrientation.PortraitRightSideUp;
            }
            else if (num3 > 0.8)
            {
                deviceOrientation1 = DeviceOrientation.PortraitUpSideDown;
            }
            else if (num2 < -0.8)
            {
                deviceOrientation1 = DeviceOrientation.LandscapeLeft;
            }
            else if (num2 > 0.8)
            {
                deviceOrientation1 = DeviceOrientation.LandscapeRight;
            }
            else if (num4 < -0.8)
            {
                deviceOrientation1 = DeviceOrientation.ScreenSideUp;
            }
            else if (num4 > 0.8)
            {
                deviceOrientation1 = DeviceOrientation.ScreenSideDown;
            }
            DeviceOrientation deviceOrientation2 = DeviceOrientation.Unknown;
            bool flag = false;

            if (deviceOrientation1 != DeviceOrientation.Unknown)
            {
                lock (this)
                {
                    this._currentOrientation = deviceOrientation1;
                    if (this._previousOrientation != this._currentOrientation)
                    {
                        deviceOrientation2        = this._previousOrientation;
                        this._previousOrientation = this._currentOrientation;
                        flag = true;
                    }
                }
            }
            if (!flag)
            {
                return;
            }
            DeviceOrientationChangedEventArgs e = new DeviceOrientationChangedEventArgs();

            e.CurrentOrientation  = deviceOrientation1;
            e.PreviousOrientation = deviceOrientation2;
            // ISSUE: reference to a compiler-generated field
            if (this.OrientationChanged == null)
            {
                return;
            }
            // ISSUE: reference to a compiler-generated field
            this.OrientationChanged(this, e);
        }
Beispiel #15
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        /// <summary>
        /// Main orientation change detection logic
        /// </summary>
        /// <param name="filteredAcceleration">current filtered acceleration</param>
        private void CheckOrientation(Simple3DVector filteredAcceleration)
        {
            DeviceOrientation currentOrientation = DeviceOrientation.Unknown;

            double xAcceleration = filteredAcceleration.X;
            double yAcceleration = filteredAcceleration.Y;
            double zAcceleration = filteredAcceleration.Z;

            // Normalize acceleration to 1g
            double magnitudeXYZ = Math.Sqrt(xAcceleration * xAcceleration + yAcceleration * yAcceleration + zAcceleration * zAcceleration);

            xAcceleration = xAcceleration / magnitudeXYZ;
            yAcceleration = yAcceleration / magnitudeXYZ;
            zAcceleration = zAcceleration / magnitudeXYZ;

            if (_currentOrientation == DeviceOrientation.Unknown)
            { // No pre-existing orientation: default is flat
                if (zAcceleration < 0)
                {
                    currentOrientation = DeviceOrientation.ScreenSideUp;
                }
                else
                {
                    currentOrientation = DeviceOrientation.ScreenSideDown;
                }
            }

            if (yAcceleration < -tiltAccelerationThreshold)
            {
                currentOrientation = DeviceOrientation.PortraitRightSideUp;
            }
            else if (yAcceleration > tiltAccelerationThreshold)
            {
                currentOrientation = DeviceOrientation.PortraitUpSideDown;
            }
            else if (xAcceleration < -tiltAccelerationThreshold)
            {
                currentOrientation = DeviceOrientation.LandscapeLeft;
            }
            else if (xAcceleration > tiltAccelerationThreshold)
            {
                currentOrientation = DeviceOrientation.LandscapeRight;
            }
            else if (zAcceleration < -tiltAccelerationThreshold)
            {
                currentOrientation = DeviceOrientation.ScreenSideUp;
            }
            else if (zAcceleration > tiltAccelerationThreshold)
            {
                currentOrientation = DeviceOrientation.ScreenSideDown;
            }

            DeviceOrientation previousOrientation = DeviceOrientation.Unknown;
            bool fireEvent = false;

            if (currentOrientation != DeviceOrientation.Unknown)
            {
                lock (this) // Keep the lock as brief as posible
                {
                    _currentOrientation = currentOrientation;
                    if (_previousOrientation != _currentOrientation)
                    {
                        previousOrientation  = _previousOrientation;
                        _previousOrientation = _currentOrientation;
                        fireEvent            = true;
                    }
                }
            }

            if (fireEvent)
            {
                DeviceOrientationChangedEventArgs orientationEventArgs = new DeviceOrientationChangedEventArgs();
                orientationEventArgs.CurrentOrientation  = currentOrientation;
                orientationEventArgs.PreviousOrientation = previousOrientation;
                if (OrientationChanged != null)
                {
                    OrientationChanged(this, orientationEventArgs);
                }
            }
        }