public LedWallViewport() { InitializeComponent(); _ledWall = new LedWallDriver(LedsPerStrip, StripCount); bw = new BackgroundWorker(); bw.WorkerSupportsCancellation = true; bw.DoWork += Bw_DoWork; }
static void Main(string[] args) { _ledWall = new LedWallHardwareDriver(LedsPerStrip, StripCount); //timer = new Timer(takeScreenshot, null, 0, FrameDelay); bw = new BackgroundWorker(); bw.WorkerSupportsCancellation = true; bw.DoWork += Bw_DoWork; bw.RunWorkerAsync(); while (true) { Thread.Sleep(50); } }
public MainWindow() { // get the kinectSensor object this.kinectSensor = KinectSensor.GetDefault(); // open the reader for the depth frames this.bodyIndexFrameReader = this.kinectSensor.BodyIndexFrameSource.OpenReader(); // wire handler for frame arrival this.bodyIndexFrameReader.FrameArrived += this.Reader_FrameArrived; this.bodyIndexFrameDescription = this.kinectSensor.BodyIndexFrameSource.FrameDescription; // allocate space to put the pixels being converted this.bodyIndexPixels = new uint[this.bodyIndexFrameDescription.Width * this.bodyIndexFrameDescription.Height]; // create the bitmap to display this.bodyIndexBitmap = new WriteableBitmap(this.bodyIndexFrameDescription.Width, this.bodyIndexFrameDescription.Height, 96.0, 96.0, PixelFormats.Bgr32, null); // set IsAvailableChanged event notifier this.kinectSensor.IsAvailableChanged += this.Sensor_IsAvailableChanged; // open the sensor this.kinectSensor.Open(); // use the window object as the view model in this simple example this.DataContext = this; InitializeComponent(); IsPlaying(false); // Initialize hardware driver _ledWall = new LedWallHardwareDriver(LedsPerStrip, StripCount); bw = new BackgroundWorker(); bw.DoWork += Bw_DoWork; bw.RunWorkerCompleted += Bw_RunWorkerCompleted; bw.WorkerSupportsCancellation = true; bw.RunWorkerAsync(); formClosing = false; }
public LedWallInteract() { InitializeComponent(); convTimes = new List <TimeSpan>(); // Initialize hardware driver _ledWall = new LedWallHardwareDriver(LedsPerStrip, StripCount); rainbow = new Color[LedsPerStrip]; int steps = LedsPerStrip / gamut.Length; for (int i = 0; i < gamut.Length; i++) { Color[] iter = InterpolateColors(gamut[i], gamut[(i + 1) % gamut.Length], steps); Array.Copy(iter, 0, rainbow, i * steps, Math.Min(iter.Length, LedsPerStrip - (i * steps))); } bw = null; avs = null; }