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I'm totally new to windows development.I'm coming from Objective-c but now i wanna start to develop for the solution Kinect-Windows. I have to choose between C++ and C# , one of this languages is more appropriate to kinect development? I'm inclined to C++ but i don't know if C# will made all things easier, maybe more support for kinect?
EDIT
Another question, i need to buy the Kinect window sensor ? Or to develop i can use a standard xbox Kinect sensor?
Assuming you are using the official Kinect SDK, it supports C++, C# and VB. Use the language which best suites your needs.
To answer your second question, you can use the Kinect for Windows sensor or the Kinect for Xbox 360 sensor. The choice is yours.
However, there are some notable differences. This blog post does a good job of explaining them. Below are the main features that the Windows sensors offers over the Xbox sensor, taken from the blog encase the link breaks in the future.
Near mode: Enables the camera to see objects as close as 40 centimeters
in front of the device without losing accuracy or precision, with
graceful degradation out to 3 meters.
Seated or “10 joint” mode: Skeletal tracking which provides the
capability to track the head, neck and arms of either a seated or
standing user.
USB cable: Ensures reliability across a broad range of computers and
improves coexistence with other USB peripherals.
Extended camera settings: Provides extra settings such as brightness,
exposure, etc. so you can tune it even more.
Kinect Fusion: Maps the environnement to 3D on the fly or lets you use
object replacement.
Handgrip: Hand detection enables you to implement gestures like
pinch-to-zoom, grab, etc. to improve your apps and build whole new
kind of applications.
Licensing: When you want to go public with you’re application you’ll need to use a Kinect for Windows. Kinect for Xbox 360 isn’t legal.
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I'm making a multitouch-screen app that for its function will just have to get positions of objects on the screen, have them ordered, be able to select them and drag them (sounds basic). I will also have to have a kind of history of actions so I could press the typical "Ctrl+z" and get X number of actions undone
The only language I know is C++ and I have made two simple GUI programs for Windows 7 in the past. For the porpoise of my app which is meant to be used by professionals, the screen should be 14inchs or bigger, considering there are 2 O.S. that support touch-screen events: W8 and Android, and how the app needs to be (explained in the first paragraph):
Should I have to learn another language to get this done?
If yes, what should it be: C# or Java? By what reasons?
If no, could you recommend any C++ libraries to: manage touch-events, make the GUI (both libraries should be free for commercial use).
Have you considered using libgdx to write multiplatform stuff: http://libgdx.badlogicgames.com/features.html
there is a C++ plugin for it here:
http://aevumlab.com/libgdx-cpp/
The beauty of libraries like this (and there are quite a lot when you google them) is that if you haven't got the time to learn a new language you can work around it this way. That being said if you see yourself working closely with Android in the future it wouldn't hurtto dip your toe in Java.
First of all, what do you mean there are two operating systems that support touch-screen events? What about iPhone and Blackberry? Or Google Chrome OS?
In any case, I think you've got your question backwards, or I don't understand it. You do not choose a programming language and then decide your target platform. That hardly makes sense. You will usually have requirements by customers dictating the target platform, and only then you start to think about programming languages.
If there are multiple target platforms, then you may choose to reimplement the same application in different programming languages for each system. Or it may turn out better to use shared native C++ or C code which can be reused, at least partially, on several platforms. These are classical software-engineering tradeoffs, and it's impossible to tell you in general what's easier or more efficient.
You've tagged your question as "Android". For an Android app, you will usually want to implement as much as possible in Java and resort to native C++ or C code only if necessary. You do not use C# on Android. Mind that the often-heard assumption that native code is automatically faster is typically wrong and is made by people who do not measure but guess. Native code may be faster, but it may also be slower because of the extra indirection. However, as I said, reusability of native code on other platforms may be an important advantage and beat related disadvantages, such as reduced robustness or harder development.
C# does have some nice support for touch screen, and it is a great next step from C++. Learning an extremely object oriented language such as C# or Java is almost a must these days. Though a touch screen application isn't exactly 'Hello World', making a small, touch-based app is a good way to get into the WPF side of C#.
To get you started, see this MSDN article: http://msdn.microsoft.com/en-us/library/ee649090(v=vs.110).aspx
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I'm developing a Windows application that would allow the user to fully interact with his computer using a Kinect sensor. The user should be able to teach the application his own gestures and assign each one of them some Windows event. After the learning process, the application should detect user's movements, and when it recognizes a known gesture, the assigned event should be fired.
The crucial part is the custom gesture recognizer. Since the gestures are user-defined, the problem cannot be solved by hard-coding all the gestures directly into the application. I've read many articles discussing this problem, but none of them has given me the answer to my question: which algorithm is the best for learning and recognizing user-defined gestures?
I'm looking for algorithm that is:
Highly flexible (the gestures can vary from simple hand gestures to
whole body movements)
Fast & effective (the application might be used
with video games so we can't consume all of the CPU capacity)
Doesn't require more than 10 repetitions when learning new gesture (repeating gesture more than 10 times to teach application is in my opinion not very user friendly)
Easy to
implement (preferably, I want to avoid struggling with two-page
equations or so)
Note that the outcome does not have to be perfect. If the algorithm recognizes wrong gesture from time to time, it is more acceptable than if the algorithm runs slow.
I'm currently deciding between 3 approaches:
Hidden Markov Models - these seem to be very popular when comes to gesture recognition, but also seem pretty hard to understand and implement. Besides, I'm not sure if HMM are suitable for what I'm trying to accomplish.
Dynamic Time Warping - came across this site offering gesture recognition using DTW, but many users are complaining about the performance.
I was thinking about adapting the $1 recognizer to 3D space and using movement of each joint as a single stroke. Then I would simply compare the strokes and pick the most similar gesture from the set of known gestures. But, in this case, I'm not sure about the performance of this algorithm, since there are many joints to compare and the recognition has to run in real-time.
Which of these approaches do you think is most suitable for what I'm trying to do? Or are there any other solutions to this problem? I would appreciate any piece of advice that could move me forward. Thank you.
(I'm using Kinect SDK.)
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I need to make an aplication for windows phone that uses augmented reality inside a building.
It's just for one building.
Can anyone tell me if is that even possible, because is indoors and GPS wont work.
I'm thinking on doing a Matrix were i put manualy all divisions and points of interest and so on (i will need to apply dijstrka or A* so the matrix is needed anyway).
But how can i navigate and use AR with that matrix in windows phone? Is it possible?
If so can anyone provide some tutorial or sample? Or some clues to get me in the right direction.
Thank you all in advance
I've written quite a few AR apps for WP. There are one major problems with this: to do AR on such a small scale, points of interest within such a small area like a building requires very high accuracy for both location and orientation to be useful. As you say your GPS isn't really working inside and even if it did on that scale you need at least accuracy down to ~1 foot. Secondary you need pretty accurate angular precision, but again the motion sensor in the phone isn't that accurate even in an outside environment. It gets way worse inside a building because the metal in the construction can significantly offset the compass (I often see errors >90° inside).
so unless you find some external location and orientation sensor that can work at that accuracy inside, I would say its not possible to make anything that's really useful.
I do have an article how to at least do AR rendering on a windows phone at my blog http://www.sharpgis.net/post/2011/12/07/Building-an-Augmented-Reality-XAML-control.aspx but again I wouldn't expect that great a result in your case.
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I've been trying to make a sample webcam app in c#, and I discovered the app cannot run at the same time Skype or Oovoo or any other application is running? (and vice versa) Why do applications get exclusive locks over a webc
Video capture APIs come from time when adding layers to share video hardware was unreasonable in terms of performance. Also, with 2+ apps working with a camera one would have to make them agree on capture format in some way that both are satisfied. So it was made the simplest and straightforward way: you grabbed the camera, it's yours and you can set it up for your own needs. However others would wait for you to release the hardware before anyone else can use it.
You can find third party software that shares a camera, which internally grabs it exclusively and then exposes virtual camera that is shareable. This trades off performance for flexibility.
Audio APIs were also locking hardware exclusively some time ago, but then at some point OS APIs introduced hardware abstraction layers to share hardware and do mixing from multiple applications behind the scene.
This is probably intended to avoid an application spying on people while they are using their webcam through skype or whatever.
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I want to connect to a USB Webcam in .NET, specifically using C#. Being new to .NET I don't know what kind of support there is in the standard libraries for doing so. I found one example on the web that copies bitmaps through the clipboard, but that seems very hacky (and probably slow). Is there a better way?
You will need to use Windows Image Acquisition (WIA) to integrate a webcam with your application. There are plenty examples of this readily available. Here is a C# Webcam User Control with source.
Here are some more articles and blog posts from people looking to solve the same problem you are:
MSDN Coding4Fun: Look at me! Windows Image Acquisition
CodeProject: WIA Scripting and .NET
CodeProject: WebCam Fast Image Capture Service using WIA
clausn.dk: Webcam control from C# and WIA
Interesting side note, WIA isn't supported by Vista for doing Captures from Webcams anymore. They mainly targeted it towards Scanners and pulling stills from cameras.
Also, larger manufacturers like logitech have abandoned WIA is favor of DirectShow.
Here is nice example of doing this. It's using DirectShow.Net (http://directshownet.sourceforge.net/), which is propably better than using "clipboard" :D.
https://www.codeproject.com/Articles/18511/Webcam-using-DirectShow-NET
Theres a package with functions with a lot of things to do with computer vision systems called AForge. And they have an easy way to get webcam images from a USB camera if you're still looking.
Just check out the sample code for computer vision motion sensor example code. I'm sure you can pull out the function calls you need from it as I did.
[sorry to necro, but this could be of use to someone in the future]
On my computer, WIA was painstakingly sloooow... so i decided to give the Windows Multimedia Video Capture a try.
You can find a demo here.
It really depends on what you want to do. WIA is primarily for capturing stills from imaging devices, and DirectShow (used either through directshow.net or managed DirectX) is for access to fuller video features.
The other option is to create a WPF application. It has a huge amount of built in support for video (to the extent that having a looping video clip as a button is pretty trivial), and should be quick and easy to develop.