/// <summary>
 /// Create deep copy of this sequence.
 /// </summary>
 /// <returns>Copy of sequence.</returns>
 public DirectionSequence Clone()
 {
     DirectionSequence newSeq = new DirectionSequence(this.type);
     newSeq.sequence = new List<DirectionRecognition.Directions>(this.sequence);
     newSeq.type = this.type;
     return newSeq;
 }
        /// <summary>
        /// Try to recognize single poitn gesture. Used instead of RecognizeGestureForMultipleSequences, unless propper gesture end detection with multiple points isnt finished.
        /// </summary>
        /// <param name="joint">Type of tracked joint.</param>
        /// <param name="seq">Recognized sequence.</param>
        private void RecognizeGestureForSingleSequences(JointType joint, DirectionSequence seq)
        {
            Dictionary<JointType, int[]> observations = new Dictionary<JointType, int[]>();

            //is not sequence "empty"
            if (!seq.IsMostlyStill())
            {
                //cleanup sequence
                seq.Trim();

                //emit evet on sequence ready
                OnSequenceReady(seq);

                //fill up observation field
                observations.Add(joint, seq.ToArray);

                //recognize
                if (observations.Count > 0)
                    RecognizeGesture(observations);
            }

            //clear sequence
            seq.Clear();
        }
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 /// <summary>
 /// Creates new instance by passing sequence data.
 /// </summary>
 /// <param name="seq">Should be copy of recorded sequence data (original data can be erased after this call).</param>
 public SequenceEventArgs(DirectionSequence seq)
 {
     Sequence = seq;
 }
 /// <summary>
 /// Emits SequenceReady event.
 /// </summary>
 /// <remarks>Create copy of passed sequence, so it can be changed/cleared after call.</remarks>
 /// <param name="sequence">Sequence to be added into event arguments.</param>
 private void OnSequenceReady(DirectionSequence sequence)
 {
     //create copy of sequence (sequence is recycling in normal case) only if there if any listener
     if (SequenceReady != null)
         SequenceReady(this, new SequenceEventArgs(sequence.Clone()));
 }