void System.Windows.Markup.IComponentConnector.Connect(int connectionId, object target) {
     switch (connectionId)
     {
     case 1:
     
     #line 14 "..\..\..\MainWindow.xaml"
     ((PedestrianTracker.MainWindow)(target)).Loaded += new System.Windows.RoutedEventHandler(this.Window_Loaded);
     
     #line default
     #line hidden
     
     #line 14 "..\..\..\MainWindow.xaml"
     ((PedestrianTracker.MainWindow)(target)).Closed += new System.EventHandler(this.Window_Closed);
     
     #line default
     #line hidden
     
     #line 14 "..\..\..\MainWindow.xaml"
     ((PedestrianTracker.MainWindow)(target)).Closing += new System.ComponentModel.CancelEventHandler(this.Window_Closing);
     
     #line default
     #line hidden
     return;
     case 2:
     this.MainGrid = ((System.Windows.Controls.Grid)(target));
     return;
     case 3:
     this.menu1 = ((System.Windows.Controls.Menu)(target));
     return;
     case 4:
     
     #line 30 "..\..\..\MainWindow.xaml"
     ((System.Windows.Controls.MenuItem)(target)).Click += new System.Windows.RoutedEventHandler(this.mnuFileOpen_Click);
     
     #line default
     #line hidden
     return;
     case 5:
     
     #line 36 "..\..\..\MainWindow.xaml"
     ((System.Windows.Controls.MenuItem)(target)).Click += new System.Windows.RoutedEventHandler(this.mnuFileSaveAs_Click);
     
     #line default
     #line hidden
     return;
     case 6:
     
     #line 42 "..\..\..\MainWindow.xaml"
     ((System.Windows.Controls.MenuItem)(target)).Click += new System.Windows.RoutedEventHandler(this.mnuFileExit_Click);
     
     #line default
     #line hidden
     return;
     case 7:
     
     #line 45 "..\..\..\MainWindow.xaml"
     ((System.Windows.Controls.MenuItem)(target)).Click += new System.Windows.RoutedEventHandler(this.mnuViewShowTrackedData_Clicked);
     
     #line default
     #line hidden
     return;
     case 8:
     
     #line 46 "..\..\..\MainWindow.xaml"
     ((System.Windows.Controls.MenuItem)(target)).Checked += new System.Windows.RoutedEventHandler(this.mnuViewShowPastTrajectories_Checked);
     
     #line default
     #line hidden
     
     #line 46 "..\..\..\MainWindow.xaml"
     ((System.Windows.Controls.MenuItem)(target)).Unchecked += new System.Windows.RoutedEventHandler(this.mnuViewShowPastTrajectories_Unchecked);
     
     #line default
     #line hidden
     return;
     case 9:
     
     #line 47 "..\..\..\MainWindow.xaml"
     ((System.Windows.Controls.MenuItem)(target)).Checked += new System.Windows.RoutedEventHandler(this.mnuViewShowRoadAxis_Checked);
     
     #line default
     #line hidden
     
     #line 47 "..\..\..\MainWindow.xaml"
     ((System.Windows.Controls.MenuItem)(target)).Unchecked += new System.Windows.RoutedEventHandler(this.mnuViewShowRoadAxis_Unchecked);
     
     #line default
     #line hidden
     return;
     case 10:
     
     #line 48 "..\..\..\MainWindow.xaml"
     ((System.Windows.Controls.MenuItem)(target)).Click += new System.Windows.RoutedEventHandler(this.mnuViewShow3DTrajectory_Clicked);
     
     #line default
     #line hidden
     return;
     case 11:
     
     #line 51 "..\..\..\MainWindow.xaml"
     ((System.Windows.Controls.MenuItem)(target)).Click += new System.Windows.RoutedEventHandler(this.mnuViewOptions_Clicked);
     
     #line default
     #line hidden
     return;
     case 12:
     this.Expander = ((System.Windows.Controls.Expander)(target));
     
     #line 59 "..\..\..\MainWindow.xaml"
     this.Expander.Expanded += new System.Windows.RoutedEventHandler(this.Expander_Expanded);
     
     #line default
     #line hidden
     
     #line 59 "..\..\..\MainWindow.xaml"
     this.Expander.Collapsed += new System.Windows.RoutedEventHandler(this.Expander_Collapsed);
     
     #line default
     #line hidden
     return;
     case 13:
     this.C1 = ((System.Windows.Controls.Canvas)(target));
     return;
     case 14:
     this.image1 = ((System.Windows.Controls.Image)(target));
     return;
     case 15:
     this.viewport = ((System.Windows.Controls.Viewport3D)(target));
     return;
     case 16:
     this.camera = ((System.Windows.Media.Media3D.PerspectiveCamera)(target));
     return;
     case 17:
     this.model = ((System.Windows.Media.Media3D.ModelVisual3D)(target));
     return;
     case 18:
     this.group = ((System.Windows.Media.Media3D.Model3DGroup)(target));
     return;
     case 19:
     this.trajectoryCanvas1 = ((PedestrianTracker.Trajectory)(target));
     return;
     case 20:
     this.trajectoryCanvas2 = ((PedestrianTracker.Trajectory)(target));
     return;
     case 21:
     this.trajectoryCanvas3 = ((PedestrianTracker.Trajectory)(target));
     return;
     case 22:
     this.trajectoryCanvas4 = ((PedestrianTracker.Trajectory)(target));
     return;
     case 23:
     this.trajectoryCanvas5 = ((PedestrianTracker.Trajectory)(target));
     return;
     case 24:
     this.trajectoryCanvas6 = ((PedestrianTracker.Trajectory)(target));
     return;
     case 25:
     this.pastTrajectories = ((System.Windows.Controls.Image)(target));
     return;
     case 26:
     this.MessageGrid = ((System.Windows.Controls.Grid)(target));
     return;
     case 27:
     this.TotalPlayersLabel = ((System.Windows.Controls.TextBlock)(target));
     return;
     case 28:
     this.TotalPlayersDisplay = ((System.Windows.Controls.TextBlock)(target));
     return;
     case 29:
     this.PedestrianCountsDisplay = ((System.Windows.Controls.TextBlock)(target));
     return;
     case 30:
     this.TrackingAngleDisplay = ((System.Windows.Controls.TextBlock)(target));
     return;
     case 31:
     this.errorBox = ((System.Windows.Controls.TextBlock)(target));
     return;
     }
     this._contentLoaded = true;
 }
        void myKinect_SkeletonFrameReady(object sencer, SkeletonFrameReadyEventArgs e)
        {
            using (SkeletonFrame skeletonFrame = e.OpenSkeletonFrame())
            {

                //Make sure skeleton frame is not empty
                if (skeletonFrame == null)
                {
                    return;
                }

                //Create Trajectory Canvases

                if (trajectories == null)
                {
                    this.CreateTrajectoryCanvases();
                }

                //Copy skeleton data
                try
                {
                    skeletonFrame.CopySkeletonDataTo(skeletons);
                }

                catch
                {
                    errorMessage += "Unable to copy over skeleton data";
                }

                //Retrieve floor clipping plane parameters
                this.A = skeletonFrame.FloorClipPlane.Item1;
                this.B = skeletonFrame.FloorClipPlane.Item2;
                this.C = skeletonFrame.FloorClipPlane.Item3;
                this.D = skeletonFrame.FloorClipPlane.Item4;

                //Make sure counter starts from 0 every frame
                TotalPlayers = 0;

                int trackedSkeleton = 0;

                ////Make retarded transparent brush so that you can paint on it
                //Brush TransparentBrush = new SolidColorBrush();
                //TransparentBrush.Opacity = 0;
                //dc.DrawRectangle(TransparentBrush, null, new Rect(0, 0, RenderWidth, RenderHeight));

                if (skeletons.Length != 0)
                {
                    foreach (Skeleton s in skeletons)
                    {
                        this.trajectoryCanvas = trajectories[trackedSkeleton++];

                        if (s.TrackingState != SkeletonTrackingState.NotTracked)
                        {

                            //If has been tracking for too long 
                            //if (trajectoryCanvas.pointList.Count > 100)
                            //{
                            //    s.TrackingState = SkeletonTrackingState.NotTracked;
                            //    trajectoryCanvas.Reset();
                            //    continue;
                            //}

                            //set tracking state to Position Only and increment player count
                            s.TrackingState = SkeletonTrackingState.PositionOnly;
                            TotalPlayers++;

                            trajectoryCanvas.RefreshTrajectory(s, SkeletonPointToScreen(s.Position), trackedSkeleton);

                        }

                        //Either not tracking yet or leaving tracking state
                        else
                        {
                            //Minimum distance threshold to count those that have been tracked long enough
                            if (trajectoryCanvas.Distance > DistanceThreshold)
                            {
                                PedestrianCounts++;

                                trajectoryCanvas.updateTrajectory();
                                //Debug.WriteLine("number of rows added: " + trajectoryCanvas.updateDatabase());
                            }

                            trajectoryCanvas.Reset();
                        }
                    }

                }
            }

            UpdateFrameRate();
        }