devworx>guide to building ultrabook Apps

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Guide to

Building Ultrabook Apps Target Intel Ultrabooks with responsive and interactive applications.

Introduction Build Touch apps Sensor and Location apps Under the hood Getting your hands dirty

A 9.9 Media Publication


Guide to

Building Ultrabook Apps Target Intel Ultrabooks with responsive and Interactive Applications.


*Contents

01

*Introduction

The latest addition to the bouquet of ultrabooks are complete with gyroscopes, proximity sensors and several others–enabling a fulfilling experience to the end user. 07

02 *Build Touch Applications

>>As a developer, why limit your target audience to smartphone and tablet users? With Windows 8, you can now target Intel Ultrabook users. 11


03 04

*Sensor and location apps >>With Windows 8 closely supporting various types of sensors, there more to explore than what meets the eye. 37

*Under the hood

>>In addition to touch, Intel ultrabooks support several sensor types. 65

05

*Get your hands dirty >>Here’s the real deal. Four sample apps to learn from. 95


> Your road to innovation, one line at a time >

Build Ultrabook Apps Editorial Assistant Editor Nash David Writers Kshitij Sobti with inputs from Intel

Design Sr. Creative Director Jayan K Narayanan Sr. Art Director Anil VK Associate Art Directors Atul Deshmukh & Anil T Sr. Visualisers Manav Sachdev & Shokeen Saifi Visualiser Baiju NV Contributing Designer Vijay Padaya

brand Product Manager Navneet Miglani Manager Online Shauvik Kumar Manager Product Marketing Chandan Sisodia Cover Design Manav Sachdev

Š 9.9 Mediaworx Pvt. Ltd. No part of this book may be reproduced, stored, or transmitted in any form or by any means without the prior written permission of the publisher.

October 2012 Free with Digit. If you have paid to buy this book from any source other than 9.9 Mediaworx Pvt. Ltd., please write to editor@devworx.in with details


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01

*Introduction The consumer electronics market is witnessing an unprecedented transition in product evolution–from smartphones, laptops, netbooks to tablets. The latest addition is the ultrabook–complete with gyroscopes, proximity sensors and several others–enabling interactive applications to be built around the device giving a fulfilling experience to the end user. As a developer, this book will guide you with the tools needed to enable this.


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here has been an astronomical rise in the use of mobile computing and our expectations from mobile devices are constantly increasing. What used to be simple communication devices are now full-fledged computers with their own software ecosystem. Simply a phone is no longer enough, it needs to have internet access, a good browser, multimedia capability, and an app store with a large number of good applications. You should be able to touch it, shake it, talk to it and it should understand what you do. Yet there are still some limitations that apply to smartphones, and even tablets. The form factor does not allow for many of the heavy computing tasks that we routinely perform on our laptops and desktops. On the other hand, even on the more powerful laptops, features such as touch input, geolocation, ambient light sensors, accelerometers—features staple of the mobile platform—have traditionally been absent.

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Prefer 140 characters? Follow us: @devworx. Mobiles are becoming increasingly powerful, but they will never be able to take on all the tasks that people need laptops for. What can happen however is that as mobile phones become more popular, and people begin to expect more from their devices, no longer is a simple portable computer enough, we want a computer that is sleek, light and stylish; can run for hours without recharging; performs well; and most importantly is always connected to the internet. We have come to expect all of this from mobiles and tablets, so the expectation from other portable devices are also similar. A modern device needs to be touch and voice capable, and have our favourite applications at our fingertips. A modern device needs to have access to an App store so we can discover, purchase and install new software. The Ultrabook platform, is Intel’s answer to this growing need or ultraOctober 2012 | www.devworx.in


9 portable devices that can still perform most of the computing tasks that one can accomplish on a laptop or desktop, while not compromising on the kind of mobile computing experience that people can get from tablets and smartphones. All of these factors have led Intel to design Ultrabooks, which it believes, is a new category of devices. They have a few key requirements/specifications for an Ultrabook device: Thin/light designs: Less than 0.8 inches in thickness; some current systems are much thinner. Ultra-fast start-up. Systems must wake from a very deep sleep state (hibernate) to full use (keyboard interaction) in less than 7 seconds and wake from “sleep” mode even faster. Extended battery life: Ultrabook devices offer at least 5 hours of battery life with many providing 8 hours or more, even in the sleekest form factors. Security enabled: Ultrabook systems come enabled with such security features as Intel® Identify Protection technology to provide a more secure online experience for activities like shopping, banking or gaming online; and Intel anti-theft technology to deter theft. Processor: Powered by second and third generation Intel Core Processor Family for Ultrabook. Ultrabooks for dozens of manufacturers Acer, Asus, Dell, HP, Lenovo, LG, Samsung and Toshiba among others are already available and yet other are coming soon. Ultrabooks using Intel’s 3rd generation (“Ivy Bridge”) Intel Core processors are coming soon with support for advanced technologies such as USB 3.0 and Thunderbolt. These devices will also be touch enabled so people can use touch in addition to keyboard and mouse interaction. Still further ahead in the future lies “Haswell” which will aim to curtail microprocessor power consumption to 10-20 watts – half the current figure. Mobile devices have also had the advantage of offering people a range of inputs that go beyond just touch, and the standard mouse and keyboards. Modern mobile devices (tablets and smartphones) usually offer features such as accelerometers, to detect movement of the device; gyroscopes, to detect the orientation of the device; digital compasses, to get obtain information about the direction of the device; GPS sensors, for locating the device on Earth; and ambient light sensors, to measure ambient lighting conditions. The presence of these sensors opens a whole new range of interactions for software; the kind of interactivity that is missing on traditional laptops. October 2012 | www.devworx.in


10

Ultrabooks using Intel’s 3rd generation (“Ivy Bridge”) Intel Core processors will also be touch enabled so people can use touch in addition to keyboard and mouse interaction

Ultrabooks will come equipped with these sensors and developers need to be aware of what these sensors are capable of and take advantage of them while writing software. Additionally, Ultrabooks will include a range of new Intel technologies that improve the experience for mobile users. These are: Intel® Rapid Start Technology returns the Ultrabook™ to full operational power within seconds. This ultra-responsive capability gives the device the power to resume in a flash, and ultra-low power consumption when on standby. Intel® Smart Response Technology quickly recognises and stores the most frequently used files and applications where they can accessed right away. Intel® Smart Connect Technology keeps email, favourite apps, and social networks continually and automatically updated even when the system is asleep. (Available on select systems). Intel® Anti-Theft Technology (Intel® AT) is smart security hardware that helps protect data by disabling a lost or stolen Ultrabook™ from anywhere in the world. When the Ultrabook™ is returned, it can be easily reactivated without harm to any data or digital content. (Available as an option on designated Intel® Core™ processor-based Ultrabook™ devices). Intel® Identity Protection Technology (Intel® IPT) helps protect our identity and assets online by adding a trusted link to the system, the accounts, and the favourite online places (available on select systems). A developer creating applications for Ultrabooks can count on these technologies, and should build applications accordingly.

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02

*Build Touch Applications

>>As a developer, why limit your target audience to smartphone and tablet users? With Windows 8, you can now target Intel Ultrabook users


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e’re used to interacting with our smartphones and tablets using touch. Yet, when we use a desktop or a notebook, we typically use a keyboard or mouse. With touch capability becoming available in an increasing number of devices, it became important to understand how exactly touch affects users and their productivity. This is important in understanding if touch is something that is only useful on mobiles and tablets, or whether it could be of use in more traditional devices as well. To this end, Intel undertook a research program to better understand if and how people might use touch capabilities in more traditional, notebook form-factor devices. To spoil the ending, the results were positive—very positive, in fact. Users who were presented with a way to interact with their computers via touch, keyboard, and mouse found it an extremely natural and fluid way of working. Let’s look at the research Intel’s team undertook, and then at how we can bring the lessons learnt from that information forward into our applications. Scoping the Problem It’s easy enough to be dazzled by the appeal of developing applications for smart phones or building a new, snazzy website. However, the reality is that most of the software development that happens in the corporate arena relates to internal, proprietary, line-of-business applications. Mirroring the trends of the rest of the world, businesses are increasingly taking advantage of highly portable notebooks and tablets for using internal business-centric applications. Being able to optimise existing applications for touch can realise real benefits, as can being able to engineer new applications with touch capability in mind.

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13 Who and Where The research was led by Daria Loi, Ph.D. Daria holds the position of UX Innovation Manager at Intel and has a specialist interest in how people use and adapt to new technologies in user interaction. Daria’s research took place with individuals in the United States, Brazil, Italy, and China. In each case, she and her team took pains to reproduce the subject’s environment as closely as possible. For example, in China, it’s typical for users to use their device in bed, Device interaction by input type so the test environment was rearranged to simulate a bedroom. The subject was taken through the same suite of exercises—specifically, changing settings, creating a Microsoft Office PowerPoint slide, writing an email message, browsing and searching, online purchasing, video calling, and cropping an image. Subjects were a mix of those who had experience with touch on a day-to-day basis (e.g., with a smart phone or tablet) and those who were new to working with touch. The team found that users would naturally move among using touch, mouse, or trackpad entry, or keyboard entry depending on the task at hand. This finding was really the key takeaway of the research. Unconscious cues instructed the subject as to the optimal approach on a step-by-step basis. This behaviour occurs in normal, non-touch scenarios anywhere. Consider situations in which you might press a keyboard shortcut to save a document but use the mouse to click an icon on a toolbar. Introducing touch brings in another vector that users can choose at each step in a complex task. Touch is a basic, organic thing to do, making it sympathetic to users’ needs. Users will conceive of a need to activate a given button; they can then simply reach out and touch it, much as they might an object in the real world, if that approach suits them at the time. Remember that although people often talk about touch as “sophisticated,” it’s not. It’s the most basic of our capabilities as humans. A child may need to be taught how a mouse works, how moving the mouse moves a small icon on screen, and what pressing different button on it do. Touch however is not October 2012 | www.devworx.in


14 something that one has to learn; it is after all how we interact with the rest of the world. It is perhaps the most natural way to interact with a computer. Likely because touch is such a natural thing to use, users reported that touch transforms the notebook from a work device into a play device. Daria and her team felt that this was because touch enables people to feel immersed, transforming a laptop into something delightful to use. (Despite the implied association with work, they still wanted the keyboard.) The figure above shows the breakdown among interaction types. Touch also allows a new form of interaction: “flicking.” Using “momentum scrolling,” a fast and urgent flick of the finger can scroll a list a great distance compared to using the wheel on a mouse. Scrolling long distances using a mouse wheel is often tedious. Using a scroll bar with a trackpad is often both tedious and fiddly. However, flicking is neither. It’s simple and effective at moving large distances quickly. Portability Importantly for this class of devices, users reported that although they would be willing to get rid of their trackpads—and to an extent, mouse devices— they were not willing to get rid of their keyboards. An on screen keyboard reduces the available screen area, which in turn reduces productivity. On the other hand, an screen keyboard also lacks tactile feedback. Intel took these lessons to heart while developing the Ultrabook devices, and has been working to make the notebook proposition even more portable. Touch helps with this. Rather than having to transport the notebook as well as a mouse, the user just carries the notebook. This is, of course, analogous to the way that keyboards on laptops have always worked. Intel’s researchers had found in the past that users are generally hostile toward trackpads because of the fussy and unnatural way in which they operate. Trackpads represent a compromise in notebook form factors, whereas touch is not. Touch is a first-class input capability, just as the keyboard is. As part of this element of the work, the team wanted to understand how subjects would feel about convertibles and, by extension, tablet computers. The subjects were generally not keen to do away with their keyboards, even if it was just a temporary disconnection from the device. Convertible devices, although not directly tested, were considered appropriate by the test subjects. What was clear is that the subjects generally wanted to keep the work productivity space, yet have it enriched.

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16 Conventional wisdom Conventional wisdom when approaching touch suggests that it’s a failure right out of the gate because people will find it uncomfortable to keep reaching up to the screen. The team found that this was actually not the case, and all of the subjects adapted their behaviour to support this new input approach by shifting their body around to be comfortable, leaning on the available work surface, and so on. In fact, because of the duality of working with touch or the mouse or trackpad, subjects were able to switch between one mode and the other depending on how they felt. Far from introducing so-called gorilla arm, users reported dramatically increased comfort levels working in this way. Another piece of conventional wisdom that Daria—the conductor of this research—was keen to explore was the idea that tapping the screen would tip the whole device back. What the team actually found was that subjects were careful, yet confident and would touch with appropriate pressure to register their intent without tipping the device back or pushing the screen back on its hinges. Applications in the enterprise Enterprises generally have a mix of applications that are developed in-house or purchased from third-party vendors (perhaps with customisation) and those applications that are web-based intranet / extranet applications or desktop applications. The ability to optimise the applications for touch varies by application class. In addition, applications have different audiences within the business who in turn have access to different forms of hardware. Employees who spend a lot of time on the road usually have notebooks while those who work from an office typically have desktops. An important secondary consideration is whether the audience for the application consists entirely of people who use notebooks or whether there is a mix of notebook and desktop. If the usage is exclusively notebook based, you don’t have to consider being able to turn on or off touch optimisation. Touch optimisation is not necessarily about making something touchable, however. For example, when using touch, the user interface (UI) “targets” (buttons, fields, etc.) need to be larger to compensate for the lack of accuracy. But, when you make things bigger, you lose real estate, and can display lesser data and UI elements on screen. In applications that need a mixed approach to input, it’s desirable to turn on touch optimisation (for example, make everything bigger) or turn it off. October 2012 | www.devworx.in


17 Whether the application is a legacy application or a new engineering effort has no direct relevance on touch optimisation work. You’ll be able to construct a quantified business case around touch optimisation regardless of whether you’re modifying existing software or undertaking a new project. The next two sections look at ways to introduce touch optimisation to desktop applications and web applications. Touch for desktop apps First of all, let us clarify desktop applications here doesn’t just mean applications developed for non-portable traditional desktop machines. What we mean to convey is that these are applications that are delivered via the traditional desktop model. The user downloads or otherwise acquires the software, and then installs it. The software runs directly on the machine rather than in a web browser. The machine itself could be a desktop, notebook or netbook. In fact what we are talking about is more relevant to portable devices with touch screens, not actual desktops. Looking back at the way the research subjects approached touch capability, they tended to move between touch and the mouse depending on subtle factors in addition to conscious awareness. What this tells us is that the most comfortable mode of operation is not one where we are insisting that they use one method or another; rather, it is indeterminate. A user may click a button on a form using the mouse 80 percent of the time and use touch 20 percent of the time one day and entirely reverse this pattern the following day. Whatever you design has to suit either input mode. Do not decide for the user, or force the user to use only touch for certain tasks and only the mouse for other task. Of course, if you fail in your design and end up making the user’s input decision for him or her, frustration will certainly ensue. Incidentally, the choice of platform and framework used in the application’s construction is probably not relevant when talking about touch optimisation. For example, Java and Microsoft’s dot NET are equally capable of supporting developers introducing touch in that neither platform considers touch a first-class way of providing input into an application. Over time though, this view is likely to change as touch works its way backwards from post-PC devices to PC hardware. Microsoft’s Metro for example, is entirely touch based and focused. Hence, any work you have to do you’ll have to do yourself, although such work tends not to be onerous. Really, all you’re trying to do is be sympathetic to the user. After all if October 2012 | www.devworx.in


18 they are frustrated by using your application on a touch device they will look for an alternative that works. And the chances of this—that is a person using your device on a computer—are only going to increase. Targets For desktop applications, the major consideration is target size. Many business applications are form based, and such, applications tend to have a reputation for being tightly packed. Often the interfaces are dense with information and controls to improve the efficiency for repetitive tasks. Touch simply does not give the kind of precision that one can get with a mouse. While a mouse always registers an exact, single-pixel coordinate under the hotspot of the cursor, the operating system assumes the input from a touch screen is likely to be inaccurate and compensates accordingly. The operating system thus has to be a little intuitive and “guess” where you wanted to click based on where the user elements lie on the user interface, and the “fuzzy” area covered by the touch of a finger. For example, if the touch screen reports that you pressed just outside of a field, the operating system may choose to interpret this as a click in the field, as you are more likely to want to click in the field than you are to click outside of the field. Therefore, one way in which you can help the operating system is to space the fields so that presses outside of fields can be more reliably mapped as intentions to click in fields. The same applies to buttons. Another way to help the operating system is to make the fields larger, for the simple reason that a larger field is easier to hit. Generally though, the standard presentation of buttons and fields is of an appropriate size for touch or mouse operation. Oftentimes, forms get cramped, because software engineers want to get everything onto a single form; so, it’s easy to find applications that

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19 have fussy or fiddly forms. When touch-optimising this sort of form, you may find it appropriate to break out individual functionality into tabs. Of course, you also have to make the tabs an appropriate size. By default, tabs are typically too small, probably because designers generally considered them a secondary UI element. For touch optimisation, you’re turning that secondary element back into a primary element by making it larger. Toolbars and menus are another consideration. Menus are usually managed by the operating system, and as such, you can assume that the operating system will interpret touch in an optimal way when working with menus. That said, because it’s likely the user will have a keyboard, you may choose to make some of your touch optimisation work include increasing keyboard accelerators for driving the menu, thereby generally reducing the need to use the menu. In terms of toolbars, you may find that the buttons are too small. Toolbars are necessary, but developers tend to make them as small as possible, because they are a secondary feature compared to the display of the data you’re working on. The bigger problem with toolbars is tooltips. Introduced with Microsoft Windows 95, these tips allow users to use the mouse to obtain a deeper understanding of what a button does. Toolbar icons are often cryptic, and often their meaning is established by convention rather than meaningful icon. Consider the often-used floppy icon for saving files. To most people of this generation that icon bears no resemblance to anything they use, for them it is the save icon rather than the image of a floppy. A new user then would have to look at a tooltip over this button to understand what it means rather than by looking at that icon. The Intel team’s research didn’t include a test as to whether users took advantage of tooltips, but it’s easy to assume that users wanting to know what a button did might well hold it down and expect more information to appear. This functionality is certainly doable, but consider that the user’s finger and hand will be obscuring the screen around the button, etc. Therefore, you will need to consider where you display the tooltip. As tooltips are a standard feature of most toolbar libraries, this change of presentation may require additional work. Traditional desktop applications often rely on pop-up forms and dialog boxes. The only consideration here is that people often want to move and resize these items. The operating system will, of course, do this for you. Moreover, the operating system should do a good job by itself of handling October 2012 | www.devworx.in


20 touch interaction on captions and borders. Therefore, verify that your application works adequately in this regard out of the box. Other applications So much for basic forms applications. What about those applications with more novel, specialised interfaces? From time to time, developers build custom interfaces with the expectation that users will drag items around on their surfaces or scroll around. Consider an image editing application; you are working on a canvas, where the image can be moved around to put focus on different areas. You can add elements to the image, and resize or rotate them. In such a case you need to ensure that the handles for resizing, and rotation are large enough to be picked up via touch. In such a case, you may run into a problem where the operating system is limited in the help it can give you in interpreting touch placement. When the operating system is asked to display a form, it has an understanding of the construction of that form and therefore is able to make decisions like, “The user clicked in a blank area; I suppose he or she actually wanted to click this field.” If you custom draw the whole interface, the operating system just sees a rendering surface without deeper meaning. As such, you may need to replicate the fuzzy matching that the operating system does on your own custom controls. Zooming and Scrolling Operating systems typically interpret scroll intentions properly. A word of caution, though. If you use third-party control libraries in your application, you may run into problems. Although the operating system knows that one of its list box controls is a list box and can infer a scroll intention, that may not be a given for a third-party control. That said, it should generally be the case that scrolling works alright, as even third-party controls tend to build on and extend the regular operating system controls. One area where you may find yourself working harder is zooming. “Pinch to zoom” on touch devices is natural, but there’s no built-in support for it on the standard controls. Gestures such as pinch-to-zoom aren’t something that can be replicated with a mouse though, so it is important to not have them as the exclusive means to perform an action. Otherwise you will leave behind mouse users. Note: As a developer, if you’re working on touch optimisation, you October 2012 | www.devworx.in


21 don’t have the freedom of moving between touch and mouse. It’s a given that whatever you do will work with a mouse. You need to keep on top of whether an action works with touch. Touch Capability in Web Applications When considering touch in web applications, generally speaking we’re talking about the same rules as for desktop applications with regard to target size and placement. Fields need to be larger and more widely spaced. From an engineering perspective, however, it’s likely to be easier to make such modifications, because HTML layout is designed to be more dynamic and judicious adjustments to the cascading style sheet (CSS) may require little work to actually implement the change. Web applications tend to be more simplistic than desktop applications— at least for the sorts of applications you find in enterprises. More inventive ways of building interfaces can be found in Web 2.0 applications. Enterprisetype web applications are typically forms based without terribly sophisticated, complex, custom UIs. As such, after you’ve negotiated optimising against the target size and placement vector, you should be fairly well set. There are some wrinkles in these applications, though. A major one is that it’s unlikely the browser of choice will be touch optimised, particularly if the organisation has standardised on an old browser for compatibility reasons. Windows Internet Explorer 10—the default browser that will be supplied with Windows 8 and Windows RT—will be touch optimised. Older versions of Internet Explorer are not. Other browsers probably will not be. This suggests that testing and tweaking any touch optimisation work is likely to be more difficult with web applications. You may wonder why a touch optimising a browser is important if the application itself is what needs to be touch optimised. Remember how we

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22 said that if you have an application interface you are rendering yourself, the OS will not be able to understand your intentions? Well, the browser is such an application. The OS does not know where there is a button in your web app, where is an image etc. A browser that is designed for touch will have that intuitive edge, and will try to understand what the user was trying to do. Links are a good example of why touch optimisation is needed in browser as well. The biggest problem with touch-optimising a web application is that links tend to be too small for users to touch with confidence. In situations where the user is using a touch-optimised browser, it’s likely the browser will do a decent job of interpreting the user’s touch intentions. Even so, a user is likely to be aware that they are trying to reach a small target, and that affects the user’s confidence in whether their touch will have the desired effect, this will damage the experience and limit the value from the work done. Plain links should generally be avoided in web applications and replaced with buttons. (These buttons don’t necessarily need to be that much larger. You’re looking to increase confidence primarily. Spacing remains important, however.) Again, thanks to CSS, links can often be automatically stylised as buttons. Dialog boxes and pop-up windows do appear in web applications from time to time but with less frequency than their desktop cousins. The same rules apply here, too, though. Make sure that people can move them around and resize them. Even with a touch-optimised browser, you’re unlikely to get much help supporting such functionality, but it is easier to make artifacts such as captions different sizes compared to desktop applications. Conclusion It’s becoming increasingly common to find people working in software development talking about “user experience.” Far from being an idea about fashion or a sop to allow developers to ignore what users need, increased understanding of the impact software has on users is a factor that comes about through maturation of the industry. Developers and project sponsors tend to be more involved and sympathetic to how users feel about the software they are asked to use. What’s clear from the research that Daria and her team undertook at Intel is that the user experience can be improved—dramatically—by involving touch. It turns a work device into a play device, and in a commercial setting, that’s not a bad thing. Instead of thinking about it being play, think October 2012 | www.devworx.in


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24 about it as being the software getting out of the way and allowing the user’s creativity to come to the fore. While research is important, and in this case it shows that touch improves the experience for users while interacting with a computer, it is only the first step. It is also important to understand how to actually develop applications that take advantage of such capabilities. And here we took a look at how legacy and new applications can be optimised for touch. Users will tend to switch between touch and mouse operations without conscious consideration. You can deliver value within the application by making targets larger and working with space. Remember to keep your testing efforts focused on touch, trusting that more traditional manipulation with the mouse will work regardless—keep in mind that gestures such as pinch-to-zoom are exclusive to multi-touch devices though. Either way, with a bit of effort, you can use touch to deliver better, more engaging, and more compelling applications to your user base. Case Study: Enabling Touch in Windows 8 Metro Style Apps With the next version of Windows, Microsoft is translating some of their experience with their phone products to their main desktop OS. Microsoft calls this user experience Metro. The Metro name might be going away soon due to a dispute, however since the new name isn’t, that is the name we will use for now. The Windows 8 desktop will feature two different ways to create applications and two different user experiences. One will be the classic desktop, and the other will be Metro. Metro is a complete departure from the classic Windows UI, and is optimised heavily for touch screens. Touch screens need big targets, and that isn’t just true of the OS, but of each application as well. Windows 7 came with support for multitouch screens, but no one made much of it because neither the Windows UI, nor the UI of most Windows apps was very conducive to a good multitouch experience. Windows 8 rectifies this is with a fresh new tile-based Metro UI. The Metro style UI isn’t just a departure from the “classic” Windows style UI, but from most other touch screen UIs as well. Metro tries to do away with skeuomorphism in favour of a more authentic digital experience. Skeuomorphism is the practice of retaining design features just for the sake of familiarity or tradition rather than functionality. A commonly found example of this is a metal door painted to resemble wood. In the digital world we find UIs that try to mimic physical objects, such as software October 2012 | www.devworx.in


25 buttons that look like physical buttons, or an eBook viewer having actual pages that the user can turn. Metro aims to be authentic in its approach to design. You aren’t reading a book, and that isn’t really a button, why fake it? The resulting UI is thus much cleaner and more digital. More and more, touch-enabled applications are becoming commonplace as users demand a “hands on” experience. Windows 8 Metro style apps and the corresponding Visual Studio (VS) IDE align with these new demands by providing developers with touch APIs that enable consistent touch experiences for end users. If an app is intended to be used on a touchscreen, Metro is the way to go, although it is certainly possible to create a touch-enabled “classic” app. We will discuss how we can enable touch for Windows 8 Metro style apps using the C# programming language in the Visual Studio 11 IDE. The APIs listed are current as of the Windows 8 Release Preview version of the operating system and the corresponding Microsoft Visual Studio 2012 RC IDE. In our case study we will cover how to bind user touch events using both the Extensible Application Markup Language (XAML) and “code-behind” (C# code) perspectives to create a rich user experience. A children’s math game is used as an example use case for touch. The combination of UI element XAML markup and C# code-behind bridge the user experience with the magic that occurs behind the scenes. The source code in this document was written using the Windows 8 Release Preview (8400 build) released May 31st, 2012, Visual Studio Ultimate 2012 RC (11.0.50522.1 RCEL), the NET framework version 4.5.50501.

Handling Tap Events in XAML Let’s say, for example, that the app at hand should do something whenever a user taps a UI element—a common enough proposition in the world of

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26 touch. Further, lets say this UI element happens to be an Image element. Starting with the XAML declaration of the image, the respective tap event handler can be defined as follows: <Image x:Name=”c29” Height=”100” Width=”100” Tapped=”Image _ Tapped” Grid.Row=”1” Grid.Column=”8” /> In this example, we defined an image named “c29”. The attributes attached to the image are clear enough, it has a width and height, the Grid.Row and Grid.Column attributes specify its position on a grid. The important bit here is the tapped attribute though. Note the use of: Tapped=”Image_Tapped” This essentially indicates that whenever this particular image is tapped, the method Image_Tapped in the supporting C# code-behind will be invoked. This is a way of saying that when the image is tapped please run the code in Image_Tapped, which will perform the action we want to perform as the result of tapping this image. Tap Event Handler Code in C# In the previous example code we defined an image in XAML; and in that code we provided the name of a method (Image_Tapped) which should be run when that image is tapped. We can actually use the same Image_Tapped method for multiple such images at the same time. You might wonder, what is the utility of this. Or whether this just means that tapping any of those images will just perform the same action. After all there is little use in having dozens of things on screen doing the same thing when clicked. In reality, when the image is tapped, the Image_Tapped function will actually be passed information about the image that was tapped. We can use this information to change the what that function does based on the particular image that has been tapped. In the following code sample we will find out which image was tapped by using the variables passed to the function: • //called when one of the game images is clicked • private void Image _ Tapped(object sender, RoutedEventArgs e) • { • //find out which game object was clicked • FrameworkElement source _ image = e.OriginalSource as FrameworkElement; •

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27 for (int row = 0; row < ROWS; row++) { • for (int col = 0; col < COLS; col++) • { • //we found a match! • if (source _ image.Name. Equals(images[row, col].Name)) • { …//handler logic • •

Here, we are using an array of images. Once we know which image was tapped we will look up its name in an array of images to find a match. In addition to Tapped as a keyword in XAML, DoubleTapped can be used as well. Other keywords, such as Clicked, are beyond our scope. Pointer Events The Tapped keyword was quite simple to use. Now, it is time to peel the onion a bit. A Windows 8 user could be using any of a number of pointing devices, touch is one, but the user could also be using a mouse, or a graphics tablet. You probably don’t care what the user and using and just want some way to know when a particular element of your application is clicked so you can respond to it. Windows 8 includes APIs that abstract the exact pointer device so you can focus on what you want to do when that particular element is activated, rather than worry about whether it is tapped or clicked. Just like you have the Tapped attribute in XAML as we saw in our code sample, you have the PointerPressed, PointerReleased, and PointerExited attributes. Each of these has a distinct meaning, and requires some special handling in the code. As such it is best to look at the MSDN documentation to understand how this works. You can access the MSDN documentation for handling pointers here: http://dvwx.in/PLmPjz In this article it is important to take a look at how they have handled the pointer events, especially how it is possible to use the information passed to the event handling function to discern between touch or mouse input. It is also important to note a limitation of this API, which is that it can only work with a single finger, not multi-touch gestures.

Manipulation events Manipulation Events are what makes things really interesting. They are what enable multi-touch interactions, and allow us to design custom gesOctober 2012 | www.devworx.in


28 tures. Unsurprisingly, Manipulation events have even more XAML keywords. You can see a list of these keywords in the “Using manipulation events” section of the page at the link we gave in the previous section. To simplify things, consider a manipulation event as occurring in the following event phases: Phase I: ManipulationStarted. This is initiated at the start of the manipulation. This happens when, say, the user holds a finger down on a UI element. Phase II: ManipulationDelta. The manipulation continues as the user continues holding the UI element but is performing a drag. Even for simple hold-drag-release sequences, this event can be Tip: invoked many times. This takes careful code consideration. In the Debug menu of VS, select the Phase III: ManipulationIner“<Project name> Properties” option in tiaStarting. This is invoked when the drop-down bar, and then select the the user finally releases all finger(s) “Debug” option on the left pane. Here, a from the screen, thus sending the target device can be selected as either UI element(s) into inertia. local machine (simulation in VS) or Other manipulation event types remote machine (wireless debugging on are described in the MSDN link. a real device via Remote Debugging). Also note that manipulations can be tested with a mouse as well when using a scroll wheel. Refer to the MSDN link for keyword usage in XAML. One interesting part about this API is that the developer can retrieve the velocity and change in position of the UI element throughout the manipulation duration. This allows for manipulating the UI element via matrix transformations, also described in the link. Testing Before Deployment: VS Emulator After writing the touch detection glue, it is time to test it. However manually transferring the app package to a device via wired method after every code build can get tiresome. There are two preferred methods from a productivity perspective either: use the VS Remote Tools (contains Remote Debugger), or simply deploy the code to the VS Emulator. In this paper, the latter method is discussed. Visual Studio lets the developer add breakpoints to the source code. One October 2012 | www.devworx.in


29 debug scenario may be to ensure that the touch event routine satisfies the following two properties: the routine is never entered when no touch event occurs, and the routine is always entered whenever a touch event occurs. Simply add a breakpoint in VS to the start of the routine glue as follows: After building the project successfully and selecting “Start Debugging” from the Debug menu in VS (or pressing the F5 key), the app starts running. Then, upon entry of the Image_Tapped routine, VS highlights the breakpoint when execution reaches the line:

Example Use Case: Children’s Math Game In this section, the concepts described in the previous sections are applied to an example usage scenario: delivering a compelling children’s math game. The game idea is as follows. The user is given the option to choose a difficulty level. In every level, the user selects operands (digits) and operators (+,-,*,/). The goal is to construct an arithmetic sequence that uses both operators and operands to create a sound mathematical equation. If the equation is correct, the tiles disappear; otherwise, nothing happens. The goal is to make all operand tiles disappear. It is possible to get stuck in a level if equations aren’t constructed properly! Thus, the game requires thinking ahead. When the app is launched, the user sees:

If, for instance, the user chooses level 3, the game board XAML is loaded and play begins: On this game board, a correct equation could be constructed as follows: (1+2)-2 = 1 Note that the game does not use the formal order of operations—equations are processed from left to right. So, here, the user could choose the following tiles in this order: 1, + , 2, - , 2, 1 The game does not need an equal sign; the game logic tracks the cumulaOctober 2012 | www.devworx.in


30 tive total as the user continues selecting tiles. The following picture shows the partial selection of all but the final tile. The user simply taps on each tile to make the selection.

The selected tiles are shaded so they appear darker. Now, when the user selects “1”, the equation is properly constructed, and the tiles disappear! There is one problem. The game has no way to arithmetically eliminate all remaining operand tiles. Winning in the original level structure shown above is left as an exercise for the user! Preview of the Math Logic The logic for handling equation construction has two main constituents: Queue: selected tiles are pushed on the queue, and the queue is cleared when needed. Finite State Machine (FSM): maintains state to determine when the equation is completed. Finite state machine The first element of an equation must obviously be an number—a sensible equation cannot start with a mathematical operation. Next, the user must select a mathematical operator. October 2012 | www.devworx.in


31 Then, a mathematical operator must be selected once again. This sequence of number operator number occurs at least once, but might occur multiple times for more intensive computations. When the state machine detects that two consecutive numbers have been selected, it marks the end of the equation construction. A portion of the related code is now presented: • //after selecting num in Q0, user must now specify an operator • case selection _ state.Q1: • if (v == value.DIV || v == value.MINUS || v == value.MULT || v == value.PLUS) • { • sel _ state = selection _ state.Q2; //move to next state • move _ queue.Enqueue(v); //add last user operation to the queue • //set update flag for redraw • updates _ pending[row, col] = true; • } •

//else, user selected a number, so we just stay in Q1 • else • { • clearSelection(); • move _ queue.Clear(); //wipe the moves the user has made • state[row, col] = SELECTED.YES; • sel _ state = selection _ state.Q1; • move _ queue.Enqueue(v); //add last user operation to the queue •

//set update flag for redraw updates _ pending[row, col] = true; • } • Break; • •

In the sample code, Q0 denotes the first state where the very first operand of the equation is expected. Here we see that in Q1, the code expects the user to select an operator. If so, the selection is queued, and the tile is marked for updating. The updating logic is an array that sets a Boolean for each tile October 2012 | www.devworx.in


32 so that on redraw, only marked tiles are updated for performance reasons. Now if the user selected an operand instead, state does not change. This simply updates the equation such that the operand is now the most recent selection. Using Manipulation to Fling UI Elements This section is another case study example using the children’s math game idea. As mentioned in a preview section, this code considers manipulation to occur in three phases (start, delta, inertia). The code snippets in this section provide a sample of how a developer can use a “fling” gesture. This involves the user holding down a game tile and “flinging it” across the screen with a finger (multi-touch not discussed). Recall in the previous section where the math game was discussed. We had an array of images and when an image was tapped the event handler would look through that array to check which image was tapped. The following code demonstrates how to define manipulations for these images. //specify the manipulation events to be invoked for each game tile • for (x = 0; x < images.GetLength(0); x++) • { • for (y = 0; y < images.GetLength(1); y++) • { • images[x, y].ManipulationStarted += manip _ start; • images[x, y].ManipulationDelta += manip _ delta; • images[x, y].ManipulationInertiaStarting += manip _ complete; • } • } •

Here, to the right of += the event handlers are specified. For example, when manipulation starts on an image, the following routine is invoked: • //invoked when user begins a gesture on game tile • void manip _ start(object sender, ManipulationStartedRoutedEventArgs e) • { • //store the elapsed time to mark the beginning of this event October 2012 | www.devworx.in


33 start _ ms = game _ clock.Elapsed.TotalMilliseconds + (1000 * game _ clock.Elapsed.TotalSeconds);

• •

//grab the image (game tile) where manipulation began!!! • img = sender as Image; •

ture • • • … •

//retain image location in canvas at start of gesinitial _ x = Canvas.GetLeft(img); initial _ y = Canvas.GetTop(img);

The parameter sender is used to retrieve the image that was touched. The code also shows a sample of how one can capture the time when the manipulation started (this helps for velocity calculations when computing change in position over change in time in a given direction). Further, the Canvas class is used to capture the x and y coordinates of the touched image at the beginning of the manipulation. Note, as seen before in the previous sections, the developer can specify a specific event argument in the routine. In this case, the sample code uses ManipulationStartedRoutedEventArgs. The body of the manip_delta routine is not shown here. When the user releases finger(s) from the screen, the following snippet shows the event that is invoked and how to compute velocity. Then, it is left to the developer to decide how to create a friction event, such as linearly dampening the velocity over time to slow the flung object down. • //invoked when user ends a gesture on game tile...use final velocity for projection • void manip _ complete(object sender, ManipulationInertiaStartingRoutedEventArgs e) • { • //we will compute the average linear velocity as • //change in position over time of the manipulation interval • //note that velocity is a vector, not a scalar, as it • //has both magnitude and directional components •

finish _ ms = game _ clock.Elapsed.TotalMilliseconds + (1000 * game _ clock.Elapsed.TotalSeconds);

• •

October 2012 | www.devworx.in


34 start _ • start _ • … •

vel _ x = e.Cumulative.Translation.X / (finish _ ms ms); vel _ y = e.Cumulative.Translation.Y / (finish _ ms ms);

Here, velocity is computed as change in total translation divided by the change in time. The translation is relative to the starting position of the image at the time of manipulation invocation. Alternatively, e.Velocities can be used to directly access the velocity passed into the event. Remember that unlike speed (a scalar), velocity is a vector that has both magnitude and direction. The signs vel_x and vel_y clarify this. Summary Over the course of this case study we took a look at how a developer can go about enabling touch in Windows 8 Metro style apps. We started by defining a touch event for a UI element in XAML, and then provided an overview of defining the supporting code “glue” (C# code-behind). The discussion started with the simple case of detecting a single tap. The Metro style is quite well optimised and convenient for developing touch apps thanks to its extensive APIs for the purpose. The VS IDE too is simple to use from both the API library perspective and the runtime debugging capabilities. This exciting new software bundle has plenty of headroom for the creative thinker looking to make the most appealing user experience from both a UI and touch sensor perspective. We showed an exciting example: using touch APIs to deliver a great learning game for children. Now, go have fun!

October 2012 | www.devworx.in


35

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03 *Sensor and

location apps

>>With Windows 8 closely supporting various types of sensors, there’s more to explore than what meets the eye.


38

W

e as developers have multiple API choices to program sensors on Win8. The new touch-friendly app environment, called “Metro style apps” can only access the completely new API library called WinRT. The WinRT sensor API represents a portion of the overall WinRT library. Traditional Win Forms, or MFC-style apps are now called “Desktop apps” because they run in the Desktop Windows Manager environment.

Metro and Desktop Sensor frameworks in Windows 8

Desktop apps can either use the native Win32/COM API or a NET-style API In both cases, these APIs go through a Windows middleware component called the Windows Sensor Framework. The Windows Sensor Framework defines the Sensor Object Model. The different APIs “bind” to that object model in slightly different ways. Differences in the Desktop and Metro style application development will be discussed later. For brevity, we will consider only Desktop app development. Metro style app development is much simpler, and has a simpler API. If you are familiar with web development, you can even use JavaScript to build apps. Sensors There are many kinds of sensors, but we are interested in the ones required for Windows 8, namely accelerometers, gyroscopes, ambient light sensors, compass and GPS. Windows 8 represents the physical sensors with object-oriented abstractions. To manipulate the sensors, programmers use APIs to interact with the objects. Developers need only worry about these October 2012 | www.devworx.in


39 abstractions and APIs rather than deal with the actual hardware in question. There are more sensor objects available to developers than actual hardware. This is because Windows defines some “logical sensor” objects which are pure software, and they often combine information from multiple physical sensors. This is called “Sensor Fusion.” Sensor Fusion The physical sensor chips have some inherent natural limitations. For example: Accelerometers measure linear acceleration, which is a measurement of the combined relative motion and the force of Earth’s gravity. If you want to know the computer’s tilt, you’ll have to do some mathematical calculations. Magnetometers measure the strength of magnetic fields, which indicate the location of the Earth’s Magnetic North Pole. These measurements are subject to an inherent drift problem, which can be corrected by using raw data from the Gyro. Both measurements are (scaled) dependent upon the tilt of the computer from level with respect to the Earth’s surface. If you really want the computer’s heading with respect to the Earth’s True North Pole (Magnetic North Pole is in a different position and moves over time), you need to correct for that. Sensor Fusion is obtaining raw data from multiple physical sensors, especially the Accelerometer, Gyro, and Magnetometer, performing mathematical calculations to correct for natural sensor limitations, computing more human-usable data, and representing those as logical sensor abstractions. The application developer has to implement the necessary transformations required to translate physical sensor data to the abstract sensor data. If your system design has a SensorHub, the fusion operations will take place inside the microcontroller firmware. If your system design does not have a SensorHub, the fusion operations must be done inside one-or-more device drivers that the IHVs and/or OEMs provide. Why Build Sensor Apps It’s important to understand why building sensor-based apps even matters. So let’s start with the basic question, what is a sensor? A sensor is any device that can measure an external condition (temperature, pressure, location) and convert that to measurable data. We as humans have numerous sensors in our body that give our brain information about October 2012 | www.devworx.in


40 external or internal conditions. Our eyes detect light and construct pictures our of it, our ears detect sound vibrations, our noses detect the presence of certain chemicals, our skin and feel pressure and temperature. We have numerous senses. There are other things that we can’t sense, magnetism for example, a large range of the light spectrum such as infrared, microwave, ultraviolet and radio waves is invisible to us. Likewise a computer needs to have some way to access information about external conditions and react accordingly. We use the keyboard and mouse to directly input data to the computer, however there are many other external conditions that the computer could or should know about. Computers have—from quite some time now—included temperature sensors on components such as CPUs, hard drives and graphics cards. These sensors help the computer keep the temperature of these components under check. If the CPU or GPU gets too hot, the speed of its fan—or other cooling mechanism—will be increased automatically. If it gets too hot, then the computer might shut down, or at the very least warn the user so that unnecessary damage can be avoided. A number of monitors and televisions tout the ability to detect ambient light conditions and change the brightness / contrast and other parameters for the best quality and energy savings. Some headphones can detect external noise and compensate accordingly to give a clean listening experience. These were just some common examples, sensors collect a whole range of data about different external world conditions such as the location of the device, the orientation of the device, and acceleration of the device among others. All of the sensors we mentioned here were specialised for a single use device and single purpose. While that fancy monitor may be measuring ambient light it is not passing on that information to the computer so an application to take advantage of it. The temperature sensors in a computer are attached to the CPUs, hard drives and graphics cards, so they are no use for giving information about the room temperature. Currently computers are deprived of the many senses that humans have even though they are capable of much much more. Newer devices such as the Intel Ultrabook will feature a number of sensors, allowing for a wide range of new interactions with the world around the computer that were never possible before. An IDE could change the theme of the code editor to adapt to ambient lighting conditions, or a cookbook application could detect the room temperature and recommend a nice cool cocktail instead of a soup. Sensors October 2012 | www.devworx.in


41

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42 such as accelerometers and gyroscopes can make your application respond in much more natural ways by making your application sensitive to the movement, and tilt of the device. When you take into account that there are multiple sensors you can access, the range of interactions increases even more. The possibilities are limited only by your imagination. Windows 7 included native support for sensors and had a Sensor API that allowed standardised access to the sensors attached to the computer. Standardisation is important, so that each application need not have to be designed with support for each brand of each type of sensor. With a standardised API, software can be written in a manner that allows it to use current and future sensors. Of course software will still need to be written to take advantage of a particular sensors, but no longer will it have to worry about the manufacturer of that sensor. The Sensor API in Windows 7 has a standard way to access data from any sensor. It standardises the sensor categories, types and properties; data formats for the different sensor types, COM interfaces for windows with sensors, and events for asynchronously accessing sensor data. All the advantages of sensor and touch based applications disappear of course, if you know that your application will never run on a computer than has a touch screen, or any sensors installed. While Windows 7 was multi-touch-enabled, and had support for sensors, there were few applications that took advantage of these features and are several reasons for that. Firstly while Windows 7 was multi-touch capable, its UI isn’t optimised for touch, which makes it quite infeasible to use it on a tablet—even though touch-based applications can be developed for it. Secondly, there were very few computers available with Windows 7 that had a touchscreen, mostly because of the first reason. So there was little incentive for developers to develop touch-based apps because the market for such applications was incredibly small. The story with sensor support is similar, there were few Windows 7-based computers that actually had any sensors, so again there was little incentive for developing Windows 7 apps that took advantage of sensors. Now that Windows 8 is around the corner, things are quite different. Windows 8 has a much better touch-focused UI; an entirely new paradigm for developing touch-based applications. The most important factor though, is that it will ship on a lot more tablets and touch enabled computers, including Ultrabooks. Intel’s requirements for Ultrabooks include support for standard sensors such as accelerometers, gyroscopes, GPS, ambient October 2012 | www.devworx.in


43 light sensors, digital compass etc. Now that there is a reasonable expectation that the computer your Windows application will run on will have a touch screen and sensor—especially if the application is a metro application—it makes sense to enhance the features of the application with support for sensors. If you already have a Windows 7 application, that doesn’t translate to Metro, you can still take advantage of touch and sensors support, since those are available to non-metro applications as well. About the Sensor API Technically anything that provides data about physical phenomena can be called a sensor, and while we tend to think of sensors as hardware devices, sensors can also be logical, emulated via software or firmware. Furthermore, a single hardware device can contain multiple sensors. A video game controller is a perfect example. The Wii remote includes sensors that can detect the movement and the position of a user’s hand, and use that position and movement data to control the game. The Windows Sensor and Location platform categories sensors in broad classes of sensor devices, and types, which represent specific kinds of sensors. The previously-mentioned video game remotes, in this case would be categorised as an “Orientation sensor”, with a type of “3-D Accelerometer”. Each category and type in Windows can be represented in code by a globally unique identifier (GUIDs). Many of these are predefined, and device manufacturers can create new categories and types by defining and publishing new GUIDs, when it is required. Another category would be Location devices. This would include not only GPS sensors, but also software-based sensors such as mobile phone triangulation systems which gain location information from the mobile service provide; or WiFi based positioning which gets location information from the wireless network, or even geolocation via IP addresses. These are all location sensors. The Windows Sensor and Location platform consists of the following developer and user components: The DDI enables Windows to provide a standard way for sensor devices to connect to the computer and to provide data to other subsystems. The Windows Sensor API provides a set of methods, properties, and events to work with connected sensors and sensor data. The Windows Location API, which is built on the Windows Sensor October 2012 | www.devworx.in


44 API, provides a set of programming objects, including scripting objects, for working with location information. The Location and Other Sensors Control Panel enables computer administrators to set sensors, including location sensors, for each user. Identifying sensors To manipulate a sensor, you need a system to identify and refer to it. The Windows Sensor Framework defines a number of categories that sensors are grouped into. It also defines a large number of specific sensor types: Accelerometer, Gyro, Compass, and Ambient Light are the required “real/ physical” sensors. Device Orientation and Inclinometer are the required “virtual/fusion” sensors (note that the Compass also includes fusion-enhanced/ tilt-compensated data). GPS is a required sensor if you have a WWAN radio, otherwise GPS is optional. Human Proximity is an oft-mentioned possible addition to the required list, but, for now, it’s not required. These names of the categories and types are nice, human-readable forms. However, for programming, you’ll need to know the programming constants for each type of sensor. All of these constants are actually just numbers called GUIDs (Globally Unique IDs). Category: Motion • Win32/COM Constant Name: SENSOR _ CATEGORY _ MOTION • .NET Constant Name: SensorCategories.SensorCategoryMotion • GUID: {CD09DAF1-3B2E-4C3D-B598-B5E5FF93FD46} You can see a table of different sensor categories, their corresponding Win32/COM/.NET constants and GUIDs in the appendices to this book. At first you might think that the GUIDs are silly and tedious, but there is one good reason for using them: extensibility. Since the APIs don’t care about the actual sensor names (they just pass GUIDs around), it is possible for vendors to invent new GUIDs for “value add” sensors. Microsoft provides a tool in Visual Studio that allows anyone to generate new GUIDs. All the vendor has to do is publish them, and new functionality can be exposed without the need to change the Microsoft APIs or any operating system code at all. Sensor Manager Object The Sensor Manager Object can be used to get a list of sensors based October 2012 | www.devworx.in


45 on our specified criteria. So if our app needs access to all location sensors, this is what we would use to get a list of all the sensors that provide location information. Ask by Type Let’s say your app asks for a specific type of sensor, such as Gyrometer3D. The Sensor Manager will consult the list of sensor hardware present on the computer and return a collection of matching objects bound to that hardware. It returns a Sensor Collection object, which can have 0, 1, or more Sensor objects. However, usually it has only one. Below is a C++ code sample illustrating the use of the Sensor Manager object’s GetSensorsByType method to search for 3-axis Gyros and return them in a Sensor Collection. Note that you have to ::CoCreateInstance() the Sensor Manager Object first. // Additional includes for sensors #include <InitGuid.h> • #include <SensorsApi.h> • #include <Sensors.h> • // Create a COM interface to the SensorManager object. • ISensorManager* pSensorManager = NULL; • HRESULT hr = ::CoCreateInstance(CLSID _ SensorManager, NULL, CLSCTX _ INPROC _ SERVER, IID _ PPV _ ARGS(&pSensorManager)); • if (FAILED(hr)) • { • ::MessageBox(NULL, _ T(“Unable to CoCreateInstance() the SensorManager.”), • _ T(“Sensor C++ Sample”), MB _ OK | MB _ ICONERROR); • return -1; • } • // Get a collection of all motion sensors on the computer. • ISensorCollection* pSensorCollection = NULL; • hr = pSensorManager->GetSensorsByType(SENSOR _ TYPE _ GYROMETER _ 3D, &pSensorCollection); • if (FAILED(hr)) • { • ::MessageBox(NULL, _ T(“Unable to find any Gyros on the computer.”), • _ T(“Sensor C++ Sample”), MB _ OK | MB _ ICONERROR); • return -1; • •

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46 •

}

Ask by Category Your app can ask for sensors by category, such as all motion sensors. The Sensor Manager consults the list of sensor hardware on the computer and returns a collection of motion objects bound to that hardware. The SensorCollection may have 0, 1, or more objects in it. On most computers, the collection will have two motion objects: Accelerometer3D and Gyrometer3D. The C++ code sample below illustrates the use of the Sensor Manager object’s GetSensorsByCategory method to search for motion sensors and return them in a sensor collection. // Additional includes for sensors #include <initguid.h> • #include <sensorsapi.h> • #include <sensors.h> • // Create a COM interface to the SensorManager object. • ISensorManager* pSensorManager = NULL; • HRESULT hr = ::CoCreateInstance(CLSID _ SensorManager, NULL, CLSCTX _ INPROC _ SERVER, • IID _ PPV _ ARGS(&pSensorManager)); • if (FAILED(hr)) • { • ::MessageBox(NULL, _ T(“Unable to CoCreateInstance() the SensorManager.”), • _ T(“Sensor C++ Sample”), MB _ OK | MB _ ICONERROR); • return -1; • } • // Get a collection of all sensors on the computer. • ISensorCollection* pSensorCollection = NULL; • hr = pSensorManager->GetSensorsByCategory(SENSOR _ CATEGORY _ MOTION, &pSensorCollection); • if (FAILED(hr)) • { • ::MessageBox(NULL, _ T(“Unable to find any sensors on the computer.”), • _ T(“Sensor C++ Sample”), MB _ OK | MB _ ICONERROR); • return -1; • } • •

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47 Ask by Category “All” In practice, the most efficient way is for your app to ask for all of the sensors on the computer. The Sensor Manager consults the list of sensor hardware on the computer and returns a collection of all the objects bound to that hardware. The Sensor Collection may have 0, 1, or more objects in it. On most computers, the collection will have seven or more objects. C++ does not have a GetAllSensors call, so you must use GetSensorsByCategory(SENSOR_CATEGORY_ALL, …) instead as shown in the sample code below. // Additional includes for sensors #include <initguid.h> • #include <sensorsapi.h> • #include <sensors.h> • // Create a COM interface to the SensorManager object. • ISensorManager* pSensorManager = NULL; • HRESULT hr = ::CoCreateInstance(CLSID _ SensorManager, NULL, CLSCTX _ INPROC _ SERVER, • IID _ PPV _ ARGS(&pSensorManager)); • if (FAILED(hr)) • { • ::MessageBox(NULL, _ T(“Unable to CoCreateInstance() the SensorManager.”), • _ T(“Sensor C++ Sample”), MB _ OK | MB _ ICONERROR); • return -1; • } • // Get a collection of all 3-axis Gyros on the computer. • ISensorCollection* pSensorCollection = NULL; • hr = pSensorManager->GetSensorsByCategory(SENSOR _ CATEGORY _ ALL, &pSensorCollection); • if (FAILED(hr)) • { • ::MessageBox(NULL, _ T(“Unable to find any Motion sensors on the computer.”), • _ T(“Sensor C++ Sample”), MB _ OK | MB _ ICONERROR); • return -1; • } • •

October 2012 | www.devworx.in


48 Sensor Life Cycle On Windows, as with most hardware devices, sensors are treated as Plug and Play devices. This means that you should look out for cases where a sensor is disconnected or connected while your application is running. At first you might say, “The sensors are hard-wired on the computer’s motherboard, why do we have to worry about Plug and Play if they’ll never be plugged in or unplugged?” There are a few different scenarios where it occurs: Not all sensors have to be internal. It is possible to have USB-based sensors external to the system and plugged into a USB port. In this case it is easily possible that the user might start your app and then plug in the needed sensor, or disconnect the sensor while the app is running. Some sensors can even connect using other means, such as over the ethernet, or by wireless means such as Bluetooth. These are unreliable connection interfaces, where connects and disconnects happen. If and when Windows Update upgrades the device driver for the sensors, they appear to disconnect and then reconnect. When Windows shuts down (to S4 or S5), the sensors appear to disconnect. In the context of sensors, a Plug and Play connect is called an Enter event, and disconnect is called a Leave event. A good resilient application will need to be able to handle both. Enter Event Your app may already be running at the time a sensor is plugged in. When this happens, the Sensor Manager reports the sensor Enter event. Note: if the sensors are already plugged in when your app starts running, you will not get Enter events for those sensors. In C++/COM, you must use the SetEventSink method to hook the callback. The callback cannot simply be a function, it must be an entire class that inherits from ISensorManagerEvents, and also implements IUnknown. The ISensorManagerEvents interface must have callback function implementations for: • STDMETHODIMP OnSensorEnter(ISensor *pSensor, SensorState state); •

// Hook the SensorManager for any SensorEnter events. pSensorManagerEventClass = new SensorManagerEventSink(); // create C++ class instance • // get the ISensorManagerEvents COM interface pointer • HRESULT hr = pSensorManagerEventClass• •

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49 >QueryInterface(IID _ PPV _ ARGS(&pSensorManagerEvents)); • if (FAILED(hr)) • { • ::MessageBox(NULL, _ T(“Cannot query ISensorManagerEvents interface for our callback class.”), • _ T(“Sensor C++ Sample”), MB _ OK | MB _ ICONERROR); • return -1; • } • // hook COM interface of our class to SensorManager eventer • hr = pSensorManager->SetEventSink(pSensorManagerEvents); • if (FAILED(hr)) • { • ::MessageBox(NULL, _ T(“Cannot SetEventSink on SensorManager to our callback class.”), • _ T(“Sensor C++ Sample”), MB _ OK | MB _ ICONERROR); • return -1; • }

Code: Hook Callback for Enter event

Below is the C++/COM equivalent of the Enter callback. You would normally perform all the initialisation steps from your main loop in this function. In fact, it is more efficient to refactor your code so your main loop merely calls OnSensorEnter to simulate an Enter event. STDMETHODIMP SensorManagerEventSink::OnSensorEnter(ISe nsor *pSensor, SensorState state) • { • // Examine the SupportsDataField for SENSOR _ DATA _ TYPE _ LIGHT _ LEVEL _ LUX. • VARIANT _ BOOL bSupported = VARIANT _ FALSE; • HRESULT hr = pSensor->SupportsDataField(SENSOR _ DATA _ TYPE _ LIGHT _ LEVEL _ LUX, &bSupported); • if (FAILED(hr)) • { • ::MessageBox(NULL, _ T(“Cannot check SupportsDataField for SENSOR _ DATA _ TYPE _ LIGHT _ LEVEL _ LUX.”), • _ T(“Sensor C++ Sample”), MB _ OK | MB _ ICONINFORMATION); •

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50 return hr; } • if (bSupported == VARIANT _ FALSE) • { • // This is not the sensor we want. • return -1; • } • ISensor *pAls = pSensor; // It looks like an ALS, memorize it. • ::MessageBox(NULL, _ T(“Ambient Light Sensor has enter ed.”), • _ T(“Sensor C++ Sample”), MB _ OK | MB _ ICONINFORMATION); • . • . • . • return hr; • } • •

Code: Callback for Enter event Leave Event The individual sensor reports when the Leave event happens (not the Sensor Manager). This code is actually the same as the previous hook callback for an Enter event. // Hook the Sensor for any DataUpdated, Leave, or StateChanged events. • SensorEventSink* pSensorEventClass = new SensorEventSink(); // create C++ class instance • ISensorEvents* pSensorEvents = NULL; • // get the ISensorEvents COM interface pointer • HRESULT hr = pSensorEventClass->QueryInterface(IID _ PPV _ ARGS(&pSensorEvents)); • if (FAILED(hr)) • { • ::MessageBox(NULL, _ T(“Cannot query ISensorEvents interface for our callback class.”), • _ T(“Sensor C++ Sample”), MB _ OK | MB _ ICONERROR); • return -1; • } •

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51 hr = pSensor->SetEventSink(pSensorEvents); // hook COM interface of our class to Sensor eventer • if (FAILED(hr)) • { • ::MessageBox(NULL, _ T(“Cannot SetEventSink on the Sensor to our callback class.”), • _ T(“Sensor C++ Sample”), MB _ OK | MB _ ICONERROR); • return -1; • } •

Code: Hook Callback for Leave event The OnLeave event handler receives the ID of the leaving sensor as an argument. STDMETHODIMP SensorEventSink::OnLeave(REFSENSOR _ ID sensorID) • { • HRESULT hr = S _ OK; • ::MessageBox(NULL, _ T(“Ambient Light Sensor has left. ”), • _ T(“Sensor C++ Sample”), MB _ OK | MB _ ICONINFORMATION); • // Perform any housekeeping tasks for the sensor that is leaving. • // For example, if you have maintained a reference to the sensor, • // release it now and set the pointer to NULL. • return hr; • } •

Code: Callback for Leave event Picking Sensors for Your App We care about sensors because of what they tell us. Different types of sensors tell us different things. Microsoft calls these pieces of information Data Fields, and they are grouped together in a SensorDataReport. Your computer may (potentially) have more than one type of sensor that can tell your app the information you care about. Your app probably doesn’t care which sensor it gets the information from, so long as it can get it. To ease the task for developers, the Sensor API provides a constant names October 2012 | www.devworx.in


52 for commonly-used Data Fields. These are human-readable names for what are really just big numbers underneath. This provides for extensibility of Data Fields beyond the “well known” ones Microsoft has pre-defined. There are many other “well known” IDs for you to explore. You can look up a table of Data Field identifier constants in the appendices to this book. One thing that makes Data Field identifiers different from sensor IDs is the use of a data type called PROPERTYKEY. A PROPERTYKEY consists of a GUID (similar to what sensors have), plus an extra number called a “PID” (property ID). You might notice that the GUID part of a PROPERTYKEY is common for sensors that are in the same category. Data Fields have a native data type for all of their values, such as Boolean, unsigned char, int, float, double, and so on. In Win32/COM, the value of a Data Field is stored in a polymorphic data type called PROPVARIANT. In NET, there is a CLR (Common Language Runtime) data type called “object” that does the same thing. You have to query and/or typecast the polymorphic data type to the “expected”/”documented” data type. Use the SupportsDataField() method of the sensor to check the sensors for the Data Fields of interest. This is the most common programming idiom that we use to select sensors. Depending on the usage model of your app, you may only need a subset of the Data Fields, not all of them. Pick the sensors you want based on whether they support the Data Fields you need. Note that you also need to use type casting to assign the sub-classed member variables from the base class sensor. ISensor* m _ pAls; ISensor* m _ pAccel; • ISensor* m _ pTilt; • // Cycle through the collection looking for sensors we care about. • ULONG ulCount = 0; • HRESULT hr = pSensorCollection->GetCount(&ulCount); • if (FAILED(hr)) • { • ::MessageBox(NULL, _ T(“Unable to get count of sensors on the computer.”), _ T(“Sensor C++ Sample”), MB _ OK | MB _ ICONERROR); • return -1; • •

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53 } for (int i = 0; i < (int)ulCount; i++) • { • hr = pSensorCollection->GetAt(i, &pSensor); • if (SUCCEEDED(hr)) • { • VARIANT _ BOOL bSupported = VARIANT _ FALSE; • hr = pSensor->SupportsDataField(SENSOR _ DATA _ TYPE _ LIGHT _ LEVEL _ LUX, &bSupported); • if (SUCCEEDED(hr) && (bSupported == VARIANT _ TRUE)) m _ pAls = pSensor; • hr = pSensor->SupportsDataField(SENSOR _ DATA _ TYPE _ ACCELERATION _ Z _ G, &bSupported); • if (SUCCEEDED(hr) && (bSupported == VARIANT _ TRUE)) m _ pAccel = pSensor; • hr = pSensor->SupportsDataField(SENSOR _ DATA _ TYPE _ TILT _ Z _ DEGREES, &bSupported); • if (SUCCEEDED(hr) && (bSupported == VARIANT _ TRUE)) m _ pTilt = pSensor; • . • . • . • } • } • •

Code: Use the SupportsDataField() method of the sensor to check for supported data field Sensor Properties In addition to Data Fields, sensors have Properties that can be used for identification and configuration. Just like Data Fields, Properties have constant names used by Win32/COM and NET, and those constants are really PROPERTYKEY numbers underneath. Properties are extensible by vendors and also have PROPVARIANT polymorphic data types. Unlike Data Fields that are read-only, Properties have the ability to be Read/Write. It is up to the individual sensor’s discretion as to whether or not it rejects Write attempts. As an app developer, you need to perform write-read-verify because no exception is thrown when a write attempt fails. A table of commonly used sensor Properties and PIDs is available in the appendix.

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54 Setting Sensor Sensitivity The sensitivity setting is probably the most useful Property of a sensor. It can be used to assign a threshold that controls or filters the number of SensorDataReports sent to the host computer. In this way, traffic can be reduced: only send up those DataUpdated events that are truly worthy of bothering the host CPU. The way Microsoft has defined the data type of this Sensitivity property is a little unusual. It is a container type called IPortableDeviceValues in Win32/COM and SensorPortableDeviceValues in NET. This container holds a collection of tuples, each of which is a Data Field PROPERTYKEY followed by the sensitivity value for that Data Field. The sensitivity always uses the same units of measure and data type as the matching Data Field. • // Configure sensitivity • // create an IPortableDeviceValues container for holding the <Data Field, Sensitivity> tuples. • IPortableDeviceValues* pInSensitivityValues; • hr = ::CoCreateInstance(CLSID _ PortableDeviceValues, NULL, CLSCTX _ INPROC _ SERVER, IID _ PPV _ ARGS(&pInSensitivityValues)); • if (FAILED(hr)) • { • ::MessageBox(NULL, _ T(“Unable to CoCreateInstance() a PortableDeviceValues collection.”), _ T(“Sensor C++ Sample”), MB _ OK | MB _ ICONERROR); • return -1; • } • // fill in IPortableDeviceValues container contents here: 0.1 G sensitivity in each of X, Y, and Z axes. • PROPVARIANT pv; • PropVariantInit(&pv); • pv.vt = VT _ R8; // COM type for (double) • pv.dblVal = (double)0.1; • pInSensitivityValues->SetValue(SENSOR _ DATA _ TYPE _ ACCELERATION _ X _ G, &pv); • pInSensitivityValues->SetValue(SENSOR _ DATA _ TYPE _ ACCELERATION _ Y _ G, &pv); • pInSensitivityValues->SetValue(SENSOR _ DATA _ TYPE _ ACCELERATION _ Z _ G, &pv); • // create an IPortableDeviceValues container for holding the <SENSOR _ PROPERTY _ CHANGE _ SENSITIVITY, pInSensitivityOctober 2012 | www.devworx.in


55 Values> tuple. • IPortableDeviceValues* pInValues; • hr = ::CoCreateInstance(CLSID _ PortableDeviceValues, NULL, CLSCTX _ INPROC _ SERVER, IID _ PPV _ ARGS(&pInValues)); • if (FAILED(hr)) • { • ::MessageBox(NULL, _ T(“Unable to CoCreateInstance() a PortableDeviceValues collection.”), _ T(“Sensor C++ Sample”), MB _ OK | MB _ ICONERROR); • return -1; • } • // fill it in • pInValues->SetIPortableDeviceValuesValue(SENSOR _ PROPERTY _ CHANGE _ SENSITIVITY, pInSensitivityValues); • // now actually set the sensitivity • IPortableDeviceValues* pOutValues; • hr = pAls->SetProperties(pInValues, &pOutValues); • if (FAILED(hr)) • { • ::MessageBox(NULL, _ T(“Unable to SetProperties() for Sensitivity.”), _ T(“Sensor C++ Sample”), MB _ OK | MB _ ICONERROR); • return -1; • } • // check to see if any of the setting requests failed • DWORD dwCount = 0; • hr = pOutValues->GetCount(&dwCount); • if (FAILED(hr) || (dwCount > 0)) • { • ::MessageBox(NULL, _ T(“Failed to set one-or-more Sensitivity values.”), _ T(“Sensor C++ Sample”), MB _ OK | MB _ ICONERROR); • return -1; • } • PropVariantClear(&pv);

Requesting permissions for Sensors The end user may consider the information provided by sensors to be sensitive, i.e., Personally Identifiable Information (PII). Data Fields such as the computer’s location (e.g., latitude and longitude), could be used to track the user. Therefore, before use, Windows forces apps to get end-user permission to access the sensor. Use the State property of the sensor and October 2012 | www.devworx.in


56 the RequestPermissions() method of the SensorManager if needed. The RequestPermissions() method takes an array of sensors as an argument, so you can ask for permission for more than one sensor at a time if you want. The C++/COM code is shown below. Note that you must provide an (ISensorCollection *) argument to RequestPermissions(). • // Get the sensor’s state • SensorState state = SENSOR _ STATE _ ERROR; • HRESULT hr = pSensor->GetState(&state); • if (FAILED(hr)) • { • ::MessageBox(NULL, _ T(“Unable to get sensor state.”), _ T(“Sensor C++ Sample”), MB _ OK | MB _ ICONERROR); • return -1; • } • // Check for access permissions, request permission if necessary. • if (state == SENSOR _ STATE _ ACCESS _ DENIED) • { • // Make a SensorCollection with only the sensors we want to get permission to access. • ISensorCollection *pSensorCollection = NULL; • hr = ::CoCreateInstance(CLSID _ SensorCollection, NULL, CLSCTX _ INPROC _ SERVER, IID _ PPV _ ARGS(&pSensorCollection)); • if (FAILED(hr)) • { • ::MessageBox(NULL, _ T(“Unable to CoCreateInstance() a SensorCollection.”), • _ T(“Sensor C++ Sample”), MB _ OK | MB _ ICONERROR); • return -1; • } • pSensorCollection->Clear(); • pSensorCollection->Add(pAls); // add 1 or more sensors to request permission for... • // Have the SensorManager prompt the end-user for permission. • hr = m _ pSensorManager->RequestPermissions(NULL, pSensorCollection, TRUE); • if (FAILED(hr)) October 2012 | www.devworx.in


57 { ::MessageBox(NULL, _ T(“No permission to access sensors that we care about.”), • _ T(“Sensor C++ Sample”), MB _ OK | MB _ ICONERROR); • return -1; • } • } • •

Sensor Data Update Sensors report data by throwing an event called a DataUpdated event. The actual Data Fields are packaged inside a SensorDataReport, which is passed to any attached DataUpdated event handlers. Your app can obtain the SensorDataReport by hooking a callback handler to the sensor’s DataUpdated event. The event occurs in a Windows Sensor Framework thread, which is a different thread than the message-pump thread used to update your app’s GUI. Therefore, you will need to do a “hand-off” of the SensorDataReport from the event handler (Als_DataUpdate) to a separate handler (Als_UpdateGUI) that can execute on the context of the GUI thread. In .NET, such a handler is called a delegate function. The example below shows preparation of the delegate function. In C++/ COM, you must use the SetEventSink method to hook the callback. The callback cannot simply be a function; it must be an entire class that inherits from ISensorEvents and also implements IUnknown. The ISensorEvents interface must have callback function implementations for: • STDMETHODIMP OnEvent(ISensor *pSensor, REFGUID eventID, IPortableDeviceValues *pEventData); • STDMETHODIMP OnDataUpdated(ISensor *pSensor, ISensorDataReport *pNewData); • STDMETHODIMP OnLeave(REFSENSOR _ ID sensorID); • STDMETHODIMP OnStateChanged(ISensor* pSensor, SensorState state); • // Hook the Sensor for any DataUpdated, Leave, or StateChanged events. • SensorEventSink* pSensorEventClass = new SensorEventSink(); // create C++ class instance • ISensorEvents* pSensorEvents = NULL; • // get the ISensorEvents COM interface pointer • HRESULT hr = pSensorEventClass->QueryInterface(IID _ PPV _ ARGS(&pSensorEvents)); October 2012 | www.devworx.in


58 if (FAILED(hr)) { • ::MessageBox(NULL, _ T(“Cannot query ISensorEvents interface for our callback class.”), • _ T(“Sensor C++ Sample”), MB _ OK | MB _ ICONERROR); • return -1; • } • hr = pSensor->SetEventSink(pSensorEvents); // hook COM interface of our class to Sensor eventer • if (FAILED(hr)) • { • ::MessageBox(NULL, _ T(“Cannot SetEventSink on the Sensor to our callback class.”), • _ T(“Sensor C++ Sample”), MB _ OK | MB _ ICONERROR); • return -1; • } • •

Code: Set a COM Event Sink for the sensor The DataUpdated event handler receives the SensorDataReport (and the sensor that initiated the event) as arguments. It calls the Invoke() method of the form to post those items to the delegate function. The GUI thread runs the delegate function posted to its Invoke queue and passes the arguments to it. The delegate function casts the data type of the SensorDataReport to the expected subclass, gaining access to its Data Fields. The Data Fields are extracted using the GetDataField() method of the SensorDataReport object. Each of the Data Fields has to be typecast to their “expected”/”documented” data types (from the generic/polymorphic data type returned by the GetDataField() method). The app can then format and display the data in the GUI. The OnDataUpdated event handler receives the SensorDataReport (and the sensor what initiated the event) as arguments. The Data Fields are extracted using the GetSensorValue() method of the SensorDataReport object. Each of the Data Fields needs to have their PROPVARIANT checked for their “expected”/”documented” data types. The app can then format and display the data in the GUI. It is not necessary to use the equivalent of a C# delegate. This is because all C++ GUI functions (such as ::SetWindowText() shown here) use Windows message-passing to post the GUI update to the GUI thread / message-loop (the WndProc of your main window or dialog box). • STDMETHODIMP SensorEventSink::OnDataUpdated(ISensor *pSensor, ISensorDataReport *pNewData) October 2012 | www.devworx.in


59 •

{

HRESULT hr = S _ OK; if ((NULL == pNewData) || (NULL == pSensor)) return E _ INVALIDARG; • float fLux = 0.0f; • PROPVARIANT pv = {}; • hr = pNewData->GetSensorValue(SENSOR _ DATA _ TYPE _ LIGHT _ LEVEL _ LUX, &pv); • if (SUCCEEDED(hr)) • { • if (pv.vt == VT _ R4) // make sure the PROPVARIANT holds a float as we expect • { • // Get the lux value. • fLux = pv.fltVal; • // Update the GUI • wchar _ t *pwszLabelText = (wchar _ t *) malloc(64 * sizeof(wchar _ t)); • swprintf _ s(pwszLabelText, 64, L”Illuminance Lux: %.1f”, fLux); • BOOL bSuccess = ::SetWindowText(m _ hwndLabel, (LPCWSTR)pwszLabelText); • if (bSuccess == FALSE) • { • ::MessageBox(NULL, _ T(“Cannot SetWindowText on label control.”), • _ T(“Sensor C++ Sample”), MB _ OK | MB _ ICONERROR); • } • free(pwszLabelText); • } • } • PropVariantClear(&pv); • return hr; • } • •

You can just reference properties of the SensorDataReport object to extract Data Fields from the SensorDataReport. This only works for the NET API (in the Win32/COM API, you must use the GetDataField method), and for “well known” or “expected” Data Fields of that particular SensorDataReport subclass. It is possible (using something called “Dynamic Data Fields”) for the underlying driver/firmware to “piggyback” any “extended/ October 2012 | www.devworx.in


60 unexpected� Data Fields inside SensorDataReports. To extract those, you must use the GetDataField method. Using Sensors in Metro Style Apps For Metro/WinRT, the API is much simpler. You can use simple methods to get the sensor object for the sensor of your choice and test for NULL. For example, if you needed to use an accelerometer in your metro based application, you would simply use: accelerometer = Accelerometer. GetDefault(); If this accelerometer object is null, you will know that the sensor is not present on the system. Other examples are: als = LightSensor.GetDefault(); simpleorientation = SimpleOrientationSensor.GetDefault(); orientation = OrientationSensor.GetDefault(); inclinometer = Inclinometer.GetDefault(); compass = Compass.GetDefault(); gyrometer = Gyrometer.GetDefault(); Geolocation is a bit different: geo = new Geolocator(); Unlike the Desktop mode, Metro/WinRT Sensor API follows a common template for each of the sensors: There is usually a single event called ReadingChanged that calls the callback with an xxxReadingChangedEventArgs containing a Reading object holding the actual data. (the accelerometer is an exception; it also has a Shaken event). The hardware-bound instance of the sensor class is retrieved using the GetDefault() method. Polling can be done with the GetCurrentReading() method. Metro style apps are typically written either in JavaScript or in C#. There are different language-bindings to the API, which result in a slightly different capitalisation appearance in the API names and a slightly different way that events are handled. SensorManager Pros: There is no SensorManager to deal with. Apps use the GetDefault() method to get an instance of the sensor class. October 2012 | www.devworx.in


61 Cons: It is not possible to search for arbitrary sensor instances. If more than one of a particular sensor type exists on a computer, you will only see the “first” one. It is not possible to search for arbitrary sensor types or categories by GUID. Vendor value-add extensions are inaccessible.

Events Pros: Apps only worry about the DataUpdated event.. Cons: Apps have no access to Enter, Leave, StatusChanged, or arbitrary event types. Vendor value-add extensions are inaccessible.

Sensor properties Pros: Apps only worry about the ReportInterval property. Cons: Apps have no access to the other properties, including the most useful one: Sensitivity. Other than manipulating the ReportInterval property, there is no way for Metro style apps to tune or control the flow rate of Data Reports. Apps cannot access arbitrary Properties by PROPERTYKEY. Vendor value-add extensions are inaccessible.

Data Report properties Pros: Apps only worry about a few, pre-defined Data Fields unique to each sensor. Cons: Apps have no access to other Data Fields. If sensors “piggy-back” additional well-known Data Fields in a Data Report beyond what Metro style apps expect, the Data Fields are inaccessible. Apps cannot access arbitrary Data Fields by PROPERTYKEY. Vendor value-add extensions are inaccessible. Apps have no way to query at runtime what Data Fields a sensor supports. It can only assume what the API pre-defines.

October 2012 | www.devworx.in


62 Summary Windows 8 APIs provide developers an opportunity to take advantage of sensors available on different platforms under both the traditional Desktop mode and the new Metro style app interface. We presented an overview of the sensor APIs available to developers looking to create applications with Windows 8, focusing on the APIs and code samples for Desktop mode apps. Sensors and Privacy Many sensors are capable of capturing rather sensitive data, and so user privacy is something that needs to be taken into account while using this data. Few people will be bothered if the world knows how much light was detected by their ambient light sensor, but the GPS is capable of giving away their exact location, and that is something the developers and users need to be careful about. The Windows Sensor and Location platform includes privacy settings to help protect users’ personal information. The platform helps to ensure that sensor data remains private, when privacy is required, in the following ways: By default, sensors are off. Because the platform design presumes that any sensor can provide personal data, each sensor is disabled until the user provides explicit consent to access the sensor data. Windows provides disclosure messages and Help content for the user. This content helps users understand how sensors can affect the privacy of their personal data and helps users make informed decisions. Providing permission for a sensor requires administrator rights. When it is enabled, a sensor device works for all programs running under a particular user account (or for all user accounts). This includes non-interactive users and services, such as ASP, NET or SYSTEM. For example, if you enable a GPS sensor for your user account, only programs running under your user account have access to the GPS. If you enable the GPS for all users, any program running under any user account has access to the GPS. Programs that use sensors can call a method to open a system dialog box that prompts users to enable needed sensor devices. This feature makes it easy for developers and users to make sure that sensors work when programs need them, while maintaining user control of disclosure of sensor data. Sensor drivers use a special object that processes all I/O requests. This October 2012 | www.devworx.in


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64 object makes sure that only programs that have user permission can access sensor data. Of course while the platform itself takes care of some things, the application developer should still give the user complete agency. The user should be able to control how much if any of their sensor data they want to give to the application, and if the application is able to share such data with others, how much and with whom it is shared. On the desktop platform, which is quite unrestrained, this burden often lies on the developer rather than on the platform itself.

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04

*Under the hood >>In addition to touch, Intel ultrabooks support several sensor types.


66

i

ncorporating a sensor into the design on an application isn’t very hard nowadays thanks to standard sensor APIs available in Windows 8 Metro and desktop. The more interesting thing is how the sensor is used, and what affect it has. There are a number of experiences that are only possible with the use of sensors, a pedometer app is a good example. A pedometer is a device that can give you a somewhat accurate count of the number of steps you take while walking. It uses the data from an accelerometer to detect the movement of the body as it takes each step. As such it would not be possible without an accelerometer. The majority of applications however are those that take advantage of sensors to enhance the experience of the users. Such as shaking a device to shuffle the playlist, or undoing a change, or resetting a puzzle. These are enhancements and it is generally not a good idea to have parts of the functionality of an application dependent solely on the presence of a sensor. In some cases the interaction of a sensor with your application is simple. If you are using the orientation APIs to see whether the device is being held in the landscape or portrait orientation, the interaction is simple, you change the UI to best suit how the user is holding the device. This isn’t to say that designing a portrait version of a landscape application is simple, just that the use case is very clear. When it comes to many of the other sensors, it isn’t that simple. For example, if you are developing a calculator application, how do you take advantage of the GPS? Do you provide a feature to calculate the distance from your location to other places? Will the users even use this feature? Will they even look for it in a calculator? If the user shakes the device what does that mean? Should it pause playback? Shuffle the playlist? On a phone it might mean something else,

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67 but you cant expect people to shake an Ultrabook! On something like an Ultrabook the use for an accelerometer is probably more subtle. Some apps can organically integrate the data from the sensors. For example if you application previously had an option to switch between landscape and portrait views, you already know what to do. Similarly if your kind of application has brightness controls, perhaps some of that can be automated by using data from the ambient light sensor. If you application needs to have information about the user’s location at all, the GPS can help automate that, rather than ask the user. What we see is quite similar to what happened as the internet become popular. There were some apps such as email clients that were built around the internet, other apps that took advantage of the internet to simplify previously difficult tasks such as collaboration or even software updates. Yet others simply added a simple share button. Some applications will be built on the very presence of a sensor—we mentioned a pedometer app—others will include them wherever they improve the experience or seem natural, yet others will simply add it because the feature exists. It is important to understand what the different sensors in devices like the Ultrabook have to offer so you can make a judgement of what is most natural in your application. If you intend to incorporate the use of sensors in your application it is rather important to know what sensors are available and what they are capable of. Accelerometer: An accelerometer measures the acceleration of the device in any direction. We go into much more detail in the next case study chapter. Gyroscope: Just like an accelerometer can detect linear movement in any direction, the gyroscope can be used to detect angular movement along any axis. If you are making a racing game where you want the user to be able use the phone as a steering wheel to turn the car, the gyroscope will be your best bet. GPS: A GPS or Global Positioning System is a sensor that is pretty much useless by itself. It relies on a global network of satellites surrounding the Earth, and contacts a number of satellites in order to get a fix on your position on Earth. Even then what you get from a GPS is merely a latitude and longitude (and altitude as well, along with information about the satellites contacted). You will still need to make use of a service such as Google Maps to get information such as the civic address of the current location, or get an actual map of a location. Digital Compass: While the GPS might give you the exact location, it does October 2012 | www.devworx.in


68 not give you information about your orientation—or at least the orientation of the device—for that you need a digital compass. Like a standard compass, a digital compass will provide information about the orientation of the device with respect to the North pole. Like any compass it is susceptible to stronger magnetic influences such as magnets nearby. Ambient light sensor: An ambient light sensor can report the level of lighting in the environment in which the device is being used. This has some obvious uses. For example you can adapt the colour scheme of the UI based on the ambient lighting. LCD screens are notorious for having poor visibility under bright light, and you can help out the user greatly by increasing the contrast of the UI in such a situation. Case Study

Designing an Accelerometer-based App Accelerometers are hardware sensors embedded in many modern portable devices, like smartphones and tablets. They measure the acceleration of a device in weight per unit of mass with respect to the Earth’s gravity at sea level. They can be widely used for motion tracking, fall detection, gesture detection, etc. We will cover the use of accelerometers in Windows 8 Metro style applications and a case study on how to use accelerometers to detect tapping on the edges of a tablet. In addition, the case study highlights how to detect the direction of taps that result in slight device movement.

Accelerometer There are many types of accelerometers, for example optical accelerometer, magnetic induction accelerometer, laser accelerometer, etc. Typically, modern portable devices have general micro-electro mechanical system (MEMS)-based accelerometers. We focus on the typical MEMS-based accelerometers found in portable devices like tablets and smartphones. This kind of accelerometer has some basic and/or advanced capabilities depending on the model. In this section we introduce basic and advanced capabilities and classify several use cases where accelerometers have been used in mobile apps. But before that let’s get a basic understanding of what an accelerometer is and how it works.

What is an accelerometer? An accelerometer is a sensor that is intended to measure, as the name suggests, the acceleration experienced by the sensor. The readings an accelerOctober 2012 | www.devworx.in


69 ometer provides are often relative to the acceleration due to gravity. This is called the G-force. One G-force equals the acceleration due to gravity on Earth at sea level, or 9.81 m/s2. It is the rate of acceleration experienced by any body in free fall on Earth. If we say that the something is experiencing 2 G-force (2 g), that would mean that it’s acceleration is twice as much as it would be were it in free fall on Earth. In other words, it is accelerating at the rate it would on a planet with the gravity twice as much as that of Earth. The gravitational acceleration is used as the base here since that is the standard acceleration everything on Earth is experiencing. An accelerometer is actually three accelerometers, one along each axis so that it can detect movement in any direction. If you move the accelerometer device, it will register the acceleration it is experiencing, along these three axes, and by looking at the values along these axes you can get a good idea of the direction in which the device is moving. You can detect patterns such as if the device is shaking, or if the person is waving or walking.

How it works? Before we understand how to use an accelerometer in an application and how to detect gestures using it, let us get a basic understanding of how an accelerometer works. There are different kinds of accelerometers that work in different ways, however one basic popular kind of accelerometer is the previously-mentioned micro-electro mechanical system (MEMS) type of accelerometer. As with any measuring instrument, there needs to be some way to measure the quantity, and as with any electronic measuring instrument there needs to be a way to convert the measured quantity into electricity. As the name suggests, such accelerometers are composed of very small

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70 (micro) mechanical systems, which change when the device is moving. This change causes a change in the electrical properties, and these changes can be measured to detect if there is movement in the device. In this case imagine a spring with a weight attached to it. When it is stationary, the spring will be a little extended due to gravity. However when this system is moved, the spring will extend or contract based on the direction in which it is being moved. In an MEMS accelerometer we have something equivalent to a spring with a weight attached to it, and we have a means of measuring the extension in the spring due to movement or gravity. Add three of these springs in the three axes and you have an accelerometer. Of course this entire system is so small it could get lost in your fingernails—you should really cut them.

Capabilities The capabilities we discuss here are the ones supported by the accelerometer device drivers, as opposed to capabilities provided by the operating system or user applications. What we mean to say is that these are capabilities that the actual accelerometer sensor hardware possesses. Often, in order to abstract the hardware from the software or the user, or to expose a standard API for developers some of the functionality might be restricted. We will talk about the capabilities of device itself, and not the capabilities that the operating system or framework decides to expose.This approach is important because all implementations will be a subset of these capabilities.

Basic Capability The basic capability of a typical MEMS-based accelerometer is to measure the acceleration with reference to the Earth’s gravity at the sea level. The key characteristics of the basic capability along with the associated terminologies are as follows: Number of axes: the number of acceleration axes in Euclidean space that the accelerometer outputs. For 2-dimensional positioning, two is enough and generally the accelerometer outputs x and y directional G-force values. For 3-dimensional positioning, three axes are needed so the accelerometer outputs x, y, and z directional G-force values. Maximum range: the range of the maximum and minimum measurable G-force values. Generally, it is ±2 g, ±4 g, ±6 g or even up to ±24 g. Sensitivity: how much change the accelerometer output signal will have October 2012 | www.devworx.in


71 for a given change in acceleration. Generally, the more sensitive, the better. Output data rate or bandwidth: how frequently we can take reliable readings. It can range from several Hz to several hundreds of Hz. Operating temperature range: the temperature range that the accelerometer can have reliable readings. The MEMS-based accelerometer on portable devices is normally from -40 degree to 85 degree.

Advanced Features Some accelerometers have an embedded controller. The controller can read the accelerometer data in a high frequency (several hundreds of Hz) and analyse the data in order to provide advanced features like low-power mode, shake detection, tap detection, etc. Low-power mode: Some accelerometers provide a low-power mode feature for further reducing the power consumption of accelerometer. It allows the accelerometer to sleep internally longer and averages the data less frequently when no activity is detected. Shake detection: Some accelerometers can detect a fast shake motion. By analysing the sequence of acceleration changes, they can determine whether a fast shake motion occurs. Tap detection: Some accelerometers can detect taps. The tap here is defined as not only the tapping on the touch screen, but tapping on the edge of the device. Whenever a user taps an edge of the device, the embedded controller in the accelerometer detects it and sends an interrupt. Some accelerometers have more features, for example, freefall detection. However, additional features make them more expensive. Accelerometers on typical mobile devices do not have many advanced features. For example, tap detection is commonly not available on most accelerometers on the market. While these features can always be added on the software level, having

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72 hardware support takes is—as you might imagine—more efficient.

Use Cases Accelerometer data can be used in many scenarios, and developers can find many creative uses for the data. We list several useful use cases here.

Tracking Device Movement Accelerometer data can be used to track device movement. This is usually done by sensor fusion with the gyroscope, compass, and other sensors together. The movement tracking is utilised in gesture detection, pedometer, drawing in space, remote controller, camera station ability, etc.

Detection of Free Fall of Device The accelerometer always measures the G-force experienced by the device. So quite obviously, the minimum G-force the device should experience is 1, the force of gravity itself. If the device is in free fall however, the acceleration magnitude is below this threshold. This is because a free falling device is accelerating to the ground with Earth’s gravity. Just like people in a falling elevator or plane will feel weightless, a falling phone will detect less than a single G-force. As the accelerometer data is referencing Earth’s gravity, the magnitude of the acceleration is around zero for a free fall.

Motion Detection Accelerometers can be used for motion detection like shake, tap, and even press. This is because each motion triggers a specific accelerometer data change pattern. Motions are detected when a specific pattern of accelerometer data occurs. The motion detections are utilised in many application scenarios like adjusting voice volume by tapping, zooming in/out by double tapping, showing images by shaking, etc. Development Environment for Accelerometer

Data Access Hardware These experiments were conducted on a typical tablet with an MEMS-based accelerometer made by STMicroelectronics. This accelerometer can provide three axis G-force values with respect to the x (lateral), y (longitudinal), and z (vertical) axes. The sampling rate is 50 Hz or higher—which means that October 2012 | www.devworx.in


73 the device can give an accelerometer reading as often as 50 times a second.

Software Operating System and Development Tool Windows 8 release preview is the operating system installed on the target tablet. We use Visual Studio RC 2012 to develop a Metro style C# app for the accelerometer case study. Accelerometer Access Windows Runtime API provides the access to the supported accelerometer via an accelerometer class in Windows.Devices.Sensors namespace for Metro style apps. First, we declare an accelerometer instance with the Accelerometer class. Then we set up the minimum report interval for the accelerometer. Note that the minimum report interval is different from the available sampling rate of the accelerometer in hardware specification. The minimum report interval is the minimum reading interval allowed by Windows Runtime for the accelerometer. The allowed minimum report interval for the accelerometer in Windows Runtime is 16 milliseconds. In other words, you can ask for a new accelerometer reading once every 16 milliseconds, and no faster. This limitation is set by Windows, and limits the maximum accelerometer reading frequency to 62.5 Hz—or 62.5 times per second. This might be far less than the what the device is capable of, however, consider the fact that each accelerometer reading using CPU processing power, and an ill designed application could overload the CPU by just listening for changes in the accelerometer reading. We set the allowed minimum report interval as the default value (16 milliseconds) for the accelerometer instance. Then we add the event handler function for reacting to any accelerometer reading changes. The sample code is shown below. • • •

// Initialise accelerometer _ accelerometer = Accelerometer.GetDefault();

if ( _ accelerometer != null) { • // Initialise accelerometer stable values. Note that it will do automatic • •

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74 • • •

// calibration later. TapDetector.InitializeReading(0, 0, 0);

// Establish the report interval for all scenarios. minReportInterval = _ accelerometer.MinimumReportInterval; • reportInterval = minReportInterval > 16 ? minReportInterval : 16; • _ accelerometer.ReportInterval = reportInterval; • } • •

if ( _ accelerometer != null) { • _ accelerometer.ReadingChanged += new TypedEventHandler< Accelerometer, • AccelerometerReadingChangedEventArgs>(ReadingChanged); • } • else • { • doneCalibrate = 0; • DisplayAppOutput(“No accelerometer found”); • } • •

Sample code 1: Initialise accelerometer instance and register accelerometer data change event handler function

Data Acquisition In Windows Runtime, whenever the accelerometer data is changed, an accelerometer event occurs. What that means is that your software doesn’t need to constantly check the latest accelerometer reading. The software merely tells the OS that it is interested in knowing when the reading coming from the accelerometer has changed by registering an event handler. The even handler is a function that is to be run when there is something new coming from the accelerometer. When the reading changes, the OS dispatches an event, which the registered handler function receives. This function is passed the accelerometer data readings as arguments. In the code sample, ReadingChanged works as the event handler function and receives the arguments. The event handler argument includes the current G-force values with respect to the x (lateral), y (longitudinal), and z (vertical) axes and the accelerometer data change timestamp. Here we show the sample code for obtaining the three-axis accelerometer data. October 2012 | www.devworx.in


75

Accelerometer data coordinate system in Windows Runtime.

// Initialise accelerometer private void ReadingChanged(object sender, AccelerometerReadingChangedEventArgs e) • { • Dispatcher.RunAsync(CoreDispatcherPriority.High, () => • { • AccelerometerReading reading = e.Reading; • •

AcceleroData _ X.Text = String.Format(“{0,5:0.00}”, reading. AccelerationX); • AcceleroData _ Y.Text = String.Format(“{0,5:0.00}”, reading. AccelerationY); • AcceleroData _ Z.Text = String.Format(“{0,5:0.00}”, reading. AccelerationZ); • AcceleroData _ TimeStamp = reading.TimeStamp; • } •

Sample code 2: Retrieve the accelerometer data reading and the timestamp

Accelerometer Three Axis Data What does the accelerometer data look like? The data recieved is the G-force data with unit g in a pre-defined coordination system. The pre-defined coordinate system used in Windows 8 Runtime is the same as the one in other October 2012 | www.devworx.in


76 Microsoft development family, such as Silverlight, XNA, or the Windows Phone operating system. If the device has acceleration directed to the left along the x axis, the x value accessed through the accelerometer class is positive. Otherwise, it’s negative. If the device has acceleration directed to the bottom of the device, the y value from the accelerometer class is positive. Otherwise, it’s negative. If the device has acceleration directed to the centre of the Earth and the acceleration is higher than 1 g (”faster” than free fall), the z value accessed through accelerometer class is positive. Otherwise, it is negative. Ideally, when the tablet is placed in a stationary status on a flat surface, the x and y values are 0 and the z value is -1 g as the accelerometer is always referencing earth’s gravity at sea level. We obtain the real accelerometer data from Windows Runtime APIs for a typical tablet in a stationary status on a flat surface and plot them in the graph, shown in Figure 2. As we can see, the x,y,z values are not the ideal values (0, 0, -1) as the surface is not 100% flat. Case Study

Tap Detection Windows Runtime provides access to the typical accelerometer data readings for Metro apps with the minimum report interval of 16 ms (the maximum report frequency is 62.5 Hz). With the report frequency at 62.5 Hz, it is challenging to find patterns for some motions if the motions trigger only slight accelerometer changes. However, it is still feasible to detect motions with consistent patterns. Our case study shows the feasibility of using the low-frequency accelerometer data to detect taps on the edge of the device and directional taps with slight device movement. Both trigger slight accelerometer data changes.

Experimental Data We experimented with a static tablet on a flat surface facing up with the camera at the top of the device. As we tapped the edges of the device, we used the Windows Runtime API to collect the reported accelerometer data and plotted the data according to the time of accelerometer data reports.

Taps Figure 3 plots the accelerometer data when we tap twice on each edge of the device (left, right, top, and bottom). We call the taps left, right, top, and October 2012 | www.devworx.in


77 bottom taps, respectively, and use different colours of oval cycling to depict when taps happen. The x, y, and/or z axes data consistently change when a tap happens. We can compare the accelerometer data that we get and see how it changes from when the device is static. Here we notice that when we tap on the device in different direction, some pulses recorded by the accelerometer in different axes. The pulses could be used as the criteria to determine whether a tap occurred.

Directional taps We did experiments to find consistent patterns for directional taps. However, the directional taps without any device movement show inconsistent changes of accelerometer data with the 62.5 Hz data reading frequency. To detect the directional taps without any device movement requires a sampling rate of more than 400 Hz. Therefore, we experimented with the feasibility of detecting directional taps when the tap resulted in a slight device movement. For left and right taps on the device, the accelerometer data changes mainly on the x axis if the device is facing up on a stationary flat surface. We ignore the z axis in both figures as there is little change on it. One left tap triggers two consecutive pulses on the x axis. The first one is a negative pulse followed by a positive pulse. This is because a left tap slightly moves the device with acceleration to the right first and then decelerates because of friction. Similarly, a right tap triggers two consecutive pulses on the x axis. The first one is the positive pulse followed by a negative pulse. This is because a right tap makes the device move to the left and then decelerates due to friction. With the pulse patterns, we can determine whether a left or right tap happens.

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78 Experimental data shows that it is feasible to detect left / right taps with slight device movement by identifying two consecutive pulses on the x axis and the order of positive / negative pulses. Next, we show that we can use a state machine to implement the detection process. State Machine

State Machine We use a simple state machine to identify whether the current state is in a positive pulse or negative pulse or non-active state. We first define three states of the accelerometer data as NonActive, PositivePulse, NegativePulse. NonActive means the change is below a threshold (we define deltax_threshold in the sample code). The PositivePulse means the change exceeds the threshold and the x-axis G-force is larger than the one in NonActive state. The NegativePulse means the change exceeds the threshold and the x-axis G-force is less than the one in the NonActive state. Let x be the G-force data on the x-axis reported by the accelerometer. We define Δx = |x-x_initial|, where x_initial is the average G-force on the x axis when the device is static. We compare Δx with a pre-defined threshold (Th) to identify whether the accelerometer data change is big enough to constitute a tap. The states are transitioned as in Figure 6. As shown in the following sample code, we first define the DetectTap class with members. • • • • • • • • • • • • • • • •

public class DetectTap { // Accelerometer data state enum PulseState { NonActive = 0, PositivePulse = 1, NegativePulse = 2, UnknownPulse = -1 } ; // Threshold on x, y, z axes for identifying // whether a tap triggers the accelerometer // data change exceeds a threshold or not. private static double deltax _ threshold = 0.01; private static double deltay _ threshold = 0.02;

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79 private static double deltaz _ threshold = 0.03; • // Declare the average x, y, z • // accelerometer data when device is static. • •

• • • • • • • • • • • • •

public double x _ initial; public double y _ initial; public double z _ initial; // Declare the number of samples to // calibrate the x _ initial, y _ intial, z _ initial. public int samplecounter _ calibrate; // Declare the maximum number of samples // for calibration.

public int MaxCalibrateInterval = 10; • // Declare the previous state, current • // state of x axis accelerometer data. • •

private static PulseState PreviousState _ X, CurrentState _ X; • • // Ininitialisation • public DetectTap() • { • samplecounter _ calibrate = 0; • } • } •

Sample code 3: Definition of DetectTap class and members To obtain the G-force values for the device in the NonActive state, we sample a small amount of accelerometer data and average them. We call this step calibration. Calibration is done by the user pressing a button when the device is placed on a flat surface. The calibration function is defined in the DetectTap class. The average G-force values for the NonActive state are used to calculate the change on each axis for tap detection.

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80 public class DetectTap { • // Accelerometer calibration • // for the NonActive state. • public int CalibrateInitialReading(double x, double y, double z) • { • int done = 0; • •

• • • • • • • • • • • • • • • • • • • • • •

+

• •

+

• •

+

• • • •

// Initialise the variables. if (samplecounter _ calibrate == 0) { x _ initial = 0; y _ initial = 0; z _ initial = 0; } // Increment the sample number // of calibration. samplecounter _ calibrate++; // Skip the first 5 samples and // then average the rest samplings of // accelerometer data. The skipping is // to skip the accelerometer data change // due to the button press for calibration. if (samplecounter _ calibrate > 5 && samplecounter _ calibrate <= MaxCalibrateInterval) { x _ initial = (x _ initial (samplecounter _ calibrate - 6) x) / (samplecounter _ calibrate - 5); y _ initial = (y _ initial (samplecounter _ calibrate - 6) y) / (samplecounter _ calibrate - 5); z _ initial = (z _ initial (samplecounter _ calibrate - 6) z) / (samplecounter _ calibrate - 5); } if (samplecounter _ calibrate >= MaxCalibrateInterval)

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81 • • • • • • •

{ done = 1; } return done; } }

Sample code 4: Definition of calibration function Further, the DetectTap class includes the DetectXPulse function to output the current state of x-axis data based on the changes in the x-axis. The current state output by the function is used for detecting left/right tap with slight device movement. • • • • • • • • • •

public class DetectTap { // State machine to detect the // pulse on x axis accelerometer data. public int DetectXPulse(double x) { double deltax; deltax = x - x _ initial;

• • • • • • • • • • • • • • • • •

if (Math.Abs(deltax) < deltax _ threshold) { CurrentState _ X = PulseState.NonActive; goto Exit; } if (Math.Abs(deltax) > Math.Abs(DeltaxPeak)) DeltaxPeak = deltax; switch (PreviousState _ X) { case PulseState.PositivePulse: if (deltax > 0) CurrentState _ X = PulseState.PositivePulse; else CurrentState _ X = PulseState.NegativePulse; October 2012 | www.devworx.in


82 • • • • • • • • • • • • • • • • • • • • • • • • • •

break; case PulseState.NegativePulse: if (deltax > 0) CurrentState _ X = PulseState.PositivePulse; else CurrentState _ X = PulseState.NegativePulse; break; case PulseState.NonActive: if (deltax > 0) CurrentState _ X = PulseState.PositivePulse; else CurrentState _ X = PulseState.NegativePulse; break; default: break; } Exit: PreviousState _ X = CurrentState _ X; return (int)CurrentState _ X; } }

Sample code 5: Definition of state machine function We insert the tap detection code into the accelerometer change event handler function ReadingChanged. First, we use the current accelerometer data with the state machine function DetectXPulse to get the current x-axis state and put it into a firstin-first-out queue with limited size. The states in the queue will be the data for identifying the taps. The sample code for saving the current state into a queue is shown below. • private void ReadingChanged(object sender, AccelerometerReadingChangedEventArgs e) • { • Dispatcher.RunAsync(CoreDispatcherPriority.High, () => • { • AccelerometerReading reading = e.Reading; October 2012 | www.devworx.in


83 • • • • • • • •

int currentXState, currentYState, currentZState; if (doneCalibrate != 1) { //Do calibration } else {

// Only keep small amount of history X, Y, Z data. if (TapXStateQueue.Count >= MaxQueueLength) TapXStateQueue.Dequeue(); • if (TapYStateQueue.Count >= MaxQueueLength) TapYStateQueue.Dequeue(); • if (TapZStateQueue.Count >= MaxQueueLength) TapZStateQueue.Dequeue(); • •

// Use the state machine to detect positive or negative pulse on x, y, z axes. • // Put the current state in a first in first out queue. • currentXState = TapDetector.DetectXPulse((double) (reading.AccelerationX)); • TapXStateQueue.Enqueue(currentXState); • currentYState = TapDetector.DetectYPulse((double)(reading. AccelerationY)); • TapYStateQueue.Enqueue(currentYState); • currentZState = TapDetector.DetectZPulse((double)(reading. AccelerationZ)); • TapZStateQueue.Enqueue(currentZState); •

• • • • •

TapInterval++; SingleXYZTapInterval++; …. }});}

Sample code 6: Save current state into a state queue for tap detection Detect a Tap When a tap happens, a pulse is triggered in the x, y, or z axis. Thus, we use the current state of x, y, and z axis accelerometer data to identify a tap. If one state is PositivePulse or NegativePulse, we determine a tap is detected. Then we de-bounce the detection for a small time window. The sample code is as follows. October 2012 | www.devworx.in


84

// … continue with Dispatcher.RunAsync in function ReadingChanged • // The below code detects single tap based on the x, y, z direction data • // pulse. If a pulse is detected in x, y, z (in this order), • // we identify a tap is detected. Then we debounce the tap for a time window • //MinSingleTapInterval. •

// Debouncing condition if (TapXStateQueue.Count >= MaxQueueLength && (SingleXYZTapInterval >= • MinSingleTapInterval)) { • // We identify x direction pulse by the X state from state • // machine. The sequence only can be NegativePulse, PositivePulse . • if (currentXState == 1 || currentXState == 2 || • currentYState == 1 || currentYState == 2 || • currentZState == 1 || currentZState == 2) { • SingleXYZTapInterval = 0; • } • •

// Tap is detected based on the pulse detection on x, y, z direction. • if (SingleXYZTapInterval == 0) { • TapCount++; • NonDTapEventOutput.Text = TapCount.ToString() + “ Tap detected”); • } •

Sample code 7: Detect a tap by identifying a pulse Detect Left/Right Tap with Slight Device Movement Detect Left/Right Tap with Slight Device Movement When a left/right tap causes slight device movement on a static device on a flat surface, two consecutive pulses are triggered on x axis. We use the x-axis states saved in the queue to detect the left/right taps. The sample October 2012 | www.devworx.in


85 code is as follows. // … continue with Dispatcher.RunAsync in function ReadingChanged • // The below code detects directional tap based on the x direction data pulse • //sequence. If a pulse sequence is detected in x, we identify a directional tap is • // detected. Then we debounce the tap for a time window MinTapInterval. • if (TapXStateQueue.Count >= MaxQueueLength && (TapInterval >= MinTapInterval)) { •

// We identify x direction negative pulse by the X state. • // The sequence for left tap is a negative pulse followed by a positive pulse. • // So, the state sequence could be : 2,1 or 2,0,1, or 2,0,0,1. •

if ((TapXStateQueue.ElementAt(MaxQueueLength - 3) == 2 && TapXStateQueue.ElementAt(MaxQueueLength - 2) == 0 && • TapXStateQueue.ElementAt(MaxQueueLength - 1) == 1) • || (TapXStateQueue.ElementAt(MaxQueueLength - 4) == 2 && • TapXStateQueue.ElementAt(MaxQueueLength - 3) == 0 && • TapXStateQueue.ElementAt(MaxQueueLength - 2) == 0 && • TapXStateQueue.ElementAt(MaxQueueLength - 1) == 1) • || (TapXStateQueue.ElementAt(MaxQueueLength - 2) == 2 && • TapXStateQueue.ElementAt(MaxQueueLength - 1) == 1)) { • LeftTapCount++; • TapEventOutput.Text = LeftTapCount.ToString() + “ Left Tap”; • TapInterval = 0; • DirectionalTap = 1; • } • •

// We identify x direction positive pulse by the X state sequence from state • // machine. The sequence for right tap is a positive pulse followed by a negative • // pulse. So, the state sequence could be : 1,2 or 1,0,2, •

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86 or 1,0,0,2. • if ((TapXStateQueue.ElementAt(MaxQueueLength - 3) == 1 && • TapXStateQueue.ElementAt(MaxQueueLength - 2) == 0 && • TapXStateQueue.ElementAt(MaxQueueLength - 1) == 2) • || (TapXStateQueue.ElementAt(MaxQueueLength - 4) == 1 && • TapXStateQueue.ElementAt(MaxQueueLength - 3) == 0 && • TapXStateQueue.ElementAt(MaxQueueLength - 2) == 0 && • TapXStateQueue.ElementAt(MaxQueueLength - 1) == 2) • || (TapXStateQueue.ElementAt(MaxQueueLength - 2) == 1 && • TapXStateQueue.ElementAt(MaxQueueLength - 1) == 2)) { • RightTapCount++; • TapEventOutput.Text = RightTapCount.ToString() + “ Right Tap”; • TapInterval = 0; • DirectionalTap = 2; • } •

if (TapInterval == 0) Dispatcher.RunAsync(CoreDispatcherPriority.High, (DispatchedHandler)OnAnimation);} • }});} // End of function ReadingChanged • •

Sample code 8: Detect a left/right tap with slight device movement by identifying particular pulse sequence. Conclusion With this case study, we introduced the capabilities and some use cases for MEMS-based accelerometers in modern portable devices. We also introduced the access method in Windows Runtime for Metro style apps. We show a case study with sample codes showing that it is feasible to detect tapping on the edges of devices and the left/right direction when taps cause slight device movement.

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87 This is just an example of how you can go about detecting subtle gestures people can perform while holding the device, and the example here can be extended to apply to a number of other gestures. For example, one might want to detect if the person is waving their hand while holding the device. To do this it is first important to establish what this gesture would look like, and what kind of readings it would produce in the accelerometer. Once that is established, you can develop a system to detect the basic components of that gesture, while filtering out readings that don’t correspond to the kind of gesture you wish to detect. After that you can implement a state machine to see if the the accelerometer readings over a period of time match up to the readings you expect and in that case we know that the gesture has been performed. In our example, we first recorded the accelerometer readings that we get when the phone is tapped on the right edge, or the left edge. We noticed that if the phone is tapped on the right edge, we first get a positive pulse on the x-axis, followed by a a negative pulse. If the phone is tapped on the left edge, the order is reversed we get a negative pulse, followed by a positive pulse. So from this we have established that we need some way to detect if there is a positive pulse that has been detected, or a negative pulse. This is simply a matter of seeing if there is a sudden positive or negative change in the accelerometer reading. We take the average of a few readings to get an understanding to establish a base line, and then we see if there is a sudden change in readings that is large enough to be considered a pulse. Finally when we have established that there has been a negative or positive pulse, we can tell whether the phone has been tapped on the left or the right based on the order in which these pulses occur. Appendices

Coordinate System The Windows API reports X, Y, and Z axes in a manner that is compatible with the HTML5 standard (and Android). It is also called the “ENU” system because X faces virtual “East”, Y faces virtual “North”, and Z faces “Up.” To figure out the direction of rotation, use the “Right Hand Rule”: Point the thumb of your right hand in the direction of one of the axes. Positive angle rotation around that axis will follow the curve of your fingers. These are the X, Y, and Z axes for a tablet form-factor PC, or phone (left) October 2012 | www.devworx.in


88 and for a clamshell PC (right). For more esoteric form factors (for example, a clamshell that is convertible into a tablet), the “standard” orientation is when it is in the TABLET state. If you intend to develop a navigation application (e.g., 3D space game), you need to convert from “ENU” systems in your program. This can be done easily using matrix multiplication. Graphics libraries such as Direct3D and OpenGL have APIs for handling this.

Sensor Types and Categories Biometric Human Presence Human Proximity Touch

Electrical Capacitance Current Electrical Power Inductance Potentio-meter Resistance Voltage

Environmental Light Atmospheric Pressure Ambient Light Humidity Temperature Wind Direction Wind Speed

Common Sensor GUID Identifier

Constant (Win32/COM) Constant (.NET)

Category “All”

SENSOR_CATEGORY_ ALL

Category Biometric

SENSOR_CATEGORY_ BIOMETRIC

Category Electrical

SENSOR_CATEGORY_ ELECTRICAL

SensorCategories. {FB73FCD8SensorCategoryElectrical FC4A-483C-AC5827B691C6BEFF}

Category Environmental

SENSOR_CATEGORY_ ENVIRONMENTAL

Category Light

SENSOR_CATEGORY_ LIGHT

SensorCategories. SensorCategoryEnvironmental SensorCategories. SensorCategoryLight

Category Location

SENSOR_CATEGORY_ LOCATION

Category Mechanical

SENSOR_CATEGORY_ MECHANICAL

October 2012 | www.devworx.in

GUID

SensorCategories. SensorCategoryAll

{C317C286-C4684288-9975-D4C4587C442C} SensorCategories. {CA19690F-A2C7SensorCategoryBiometric 477D-A99E99EC6E2B5648}

{323439AA-7F66492B-BA0C73E9AA0A65D5} {17A665C09063-4216-B2025C7A255E18CE} SensorCategories. {BFA794E4-F964SensorCategoryLocation 4FDB-90F651056BFE4B44} SensorCategories.Sensor- {8D131D68-8EF7CategoryMechanical 4656-80B5-CCCBD93791C5}


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Category Motion

SENSOR_CATEGORY_ MOTION

Category Orientation

SENSOR_CATEGORY_ ORIENTATION

Category Scanner

SENSOR_CATEGORY_ SCANNER

Type HumanProx- SENSOR_TYPE_HUimity MAN_PROXIMITY

SensorCategories.Sensor- {CD09DAF1-3B2ECategoryMotion 4C3D-B598B5E5FF93FD46} SensorCategories.Sensor- {9E6C04B6CategoryOrientation 96FE-4954-B72668682A473F69} SensorCategories.Sensor- {B000E77ECategoryScanner F5B5-420F-815D0270ª726F270} SensorTypes.SensorTyp- {5220DAE9-3179eHumanProximity 4430-9F9006266D2A34DE} SensorTypes.Sensor{97F115C8-599ATypeAmbientLight 4153-8894D2D12899918A}

Type AmbientLight

SENSOR_TYPE_AMBIENT_LIGHT

Type Gps

SENSOR_TYPE_LOCA- SensorTypes.SensorTION_GPS TypeLocationGps

Type Accelerom- SENSOR_TYPE_ SensorTypes.Sensoreter3D ACCELEROMETER_3D TypeAccelerometer3D Type Gyrometer3D

SENSOR_TYPE_ GYROMETER_3D

Type Compass3D SENSOR_TYPE_ COMPASS_3D Type Compass3D SENSOR_TYPE_ COMPASS_3D Type DeviceOrientation

SENSOR_TYPE_DEVICE_ORIENTATION

Type Inclinometer3D

SENSOR_TYPE_ INCLINOMETER_3D

{{ED4CA589327A-4FF9-A56091DA4B48275E} {C2FB0F5FE2D2-4C78-BCD0352A9582819D}

SensorTypes.SensorTyp- {09485F5A-759EeGyrometer3D 42C2-BD4BA349B75C8643} SensorTypes.Sensor{76B5CE0DTypeCompass3D 17DD-414D-93A1E127F40BDF6E} SensorTypes.Sensor{76B5CE0DTypeCompass3D 17DD-414D-93A1E127F40BDF6E} SensorTypes.SensorTy- {CDB5D8F7peDeviceOrientation 3CFD-41C8-8542CCE622CF5D6E} SensorTypes.SensorTypeInclinometer3D

{B84919FB-EA854976-8444-6F6F5C6D31DB}

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Common Sensor Properties and PIDs Identification(Win32/COM)

Identification(.NET) PROPERTYKEY (GUID,PID)

SENSOR_PROPERTY_PERSISTENT_UNIQUE_ SensorID ID

{7F8383EC-D3EC-495CA8CF-B8BBE85C2920},5

WPD_FUNCTIONAL_OBJECT_CATEGORY

CategoryID

{8F052D93-ABCA-4FC5A5AC-B01DF4DBE598},2

SENSOR_PROPERTY_TYPE

TypeID

{7F8383EC-D3EC-495CA8CF-B8BBE85C2920},2

SENSOR_PROPERTY_STATE

State

{7F8383EC-D3EC-495CA8CF-B8BBE85C2920},3

SENSOR_PROPERTY_MANUFACTURER

SensorManufacturer

7F8383EC-D3EC-495CA8CF-B8BBE85C2920},6

SENSOR_PROPERTY_MODEL

SensorModel

{7F8383EC-D3EC-495CA8CF-B8BBE85C2920},7

SENSOR_PROPERTY_SERIAL_NUMBER

SensorSerialNumber

(7F8383EC-D3EC-495CA8CF-B8BBE85C2920},8

SENSOR_PROPERTY_FRIENDLY_NAME

FriendlyName

{7F8383EC-D3EC-495CA8CF-B8BBE85C2920},9

SENSOR_PROPERTY_DESCRIPTION

SensorDescription {7F8383EC-D3EC-495CA8CF-B8BBE85C2920},10

SENSOR_PROPERTY_MIN_REPORT_INTERVAL

MinReportInterval {7F8383EC-D3EC-495CA8CF-B8BBE85C2920},12

SENSOR_PROPERTY_CONNECTION_TYPE

SensorConnectionType

SENSOR_PROPERTY_DEVICE_ID

SensorDevicePath {7F8383EC-D3EC-495CA8CF-B8BBE85C2920},15

SENSOR_PROPERTY_RANGE_MAXIMUM

SensorRangeMaxi- {7F8383EC-D3EC-495Cmum A8CF-B8BBE85C2920},21

SENSOR_PROPERTY_RANGE_MINIMUM

SensorRangeMinimum

{7F8383EC-D3EC-495CA8CF-B8BBE85C2920},20

SENSOR_PROPERTY_ACCURACY

SensorAccuracy

{7F8383EC-D3EC-495CA8CF-B8BBE85C2920},17

SENSOR_PROPERTY_RESOLUTION

SensorResolution

{7F8383EC-D3EC-495CA8CF-B8BBE85C2920},18

Configuration(Win32/COM)

Identification(.NET) PROPERTYKEY (GUID,PID)

SENSOR_PROPERTY_CURRENT_REPORT_ INTERVAL

ReportInterval

{7F8383EC-D3EC-495CA8CF-B8BBE85C2920},13

SENSOR_PROPERTY_CHANGE_SENSITIVITY

ChangeSensitivity

{7F8383EC-D3EC-495CA8CF-B8BBE85C2920},14

SENSOR_PROPERTY_REPORTING_STATE

ReportingState

{7F8383EC-D3EC-495CA8CF-B8BBE85C2920},27

October 2012 | www.devworx.in

{7F8383EC-D3EC-495CA8CF-B8BBE85C2920},11


91

Data Field Identifiers Constant (Win32/COM)

Constant (.NET)

PROPERTYKEY (GUID,PID)

SENSOR_DATA_TYPE_TIMESTAMP SensorDataTypeTimestamp

{DB5E0CF2-CF1F-4C18-B46CD86011D62150},2

SENSOR_DATA_TYPE_LIGHT_ LEVEL_LUX

SensorDataTypeLightLevelLux

{E4C77CE2-DCB7-46E98439-4FEC548833A6},2

SENSOR_DATA_TYPE_ ACCELERATION_X_G

SensorDataTypeAccelerationXG

{3F8A69A2-07C5-4E48A965-CD797AAB56D5},2

SENSOR_DATA_TYPE_ ACCELERATION_Y_G

SensorDataTypeAccelerationYG

{3F8A69A2-07C5-4E48A965-CD797AAB56D5},3

SENSOR_DATA_TYPE_ ACCELERATION_Z_G

SensorDataTypeAccelerationZG

{3F8A69A2-07C5-4E48A965-CD797AAB56D5},4

SENSOR_DATA_TYPE_ANGULAR_VELOCITY_X_DEG REES_PER_SECOND

SensorDataTypeAngularVelocityXDegreesPerSecond

{3F8A69A2-07C5-4E48A965-CD797AAB56D5},10

SENSOR_DATA_TYPE_ANGULAR_VELOCITY_X_DE GREES_PER_SECOND

SensorDataTypeAngularVelocityXDegreesPerSecond

{3F8A69A2-07C5-4E48A965-CD797AAB56D5},10

SENSOR_DATA_TYPE_ANGULAR_VELOCITY_Y_DE GREES_PER_SECOND

SensorDataTypeAngularVelocityYDegreesPerSecond

{3F8A69A2-07C5-4E48A965-CD797AAB56D5},11

SENSOR_DATA_TYPE_ANGULAR_VELOCITY_Y_DE GREES_PER_SECOND

SensorDataTypeAngularVelocityYDegreesPerSecond

{3F8A69A2-07C5-4E48A965-CD797AAB56D5},11

SENSOR_DATA_TYPE_ANGULAR_VELOCITY_Z_DE GREES_PER_SECOND

SensorDataTypeAngularVelocityZDegreesPerSecond

{3F8A69A2-07C5-4E48A965-CD797AAB56D5},12

SENSOR_DATA_TYPE_TILT_X_ DEGREES

SensorDataTypeTiltXDegrees

{1637D8A24248-4275-865D-558DE84AEDFD},2

SENSOR_DATA_TYPE_TILT_Y_DE- SensorDataTypeTiltYDegrees GREES

{1637D8A24248-4275-865D-558DE84AEDFD},3

SENSOR_DATA_TYPE_TILT_Z_DEGREES

{1637D8A2-4248-4275-865D558DE84AEDFD},4

SensorDataTypeTiltZDegrees

SENSOR_DATA_TYPE_MAGNETIC_ SensorDataTypeMagneticHeadHEADING_COM ingCompensated PENSATED_MAGNETIC_NORTH_ TrueNorthDegrees DEGREES

{1637D8A2-4248-4275-865D558DE84AEDFD},11

SENSOR_DATA_TYPE_MAGNETIC_ SensorDataTypeMagneticFieldFIELD_STRENGTH StrengthXMilligauss _X_MILLIGAUSS

{1637D8A2-4248-4275-865D558DE84AEDFD},19

SENSOR_DATA_TYPE_MAGNETIC_ SensorDataTypeMagneticFieldFIELD_STRENGTH StrengthYMilligauss _Y_MILLIGAUSS

{1637D8A2-4248-4275-865D558DE84AEDFD},20

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SENSOR_DATA_TYPE_MAGNETIC_ SensorDataTypeMagneticFieldFIELD_STRENGTH StrengthZMilligauss _Z_MILLIGAUSS

{1637D8A2-4248-4275-865D558DE84AEDFD},21

SENSOR_DATA_TYPE_QUATERNION

SensorDataTypeQuaternion

{1637D8A2-4248-4275-865D558DE84AEDFD},17

SENSOR_DATA_TYPE_QUATERNION

SensorDataTypeQuaternion

{1637D8A2-4248-4275-865D558DE84AEDFD},17

SENSOR_DATA_TYPE_ROTATION_MATRIX

SensorDataTypeRotationMatrix

{1637D8A2-4248-4275-865D558DE84AEDFD},16

SENSOR_DATA_TYPE_LATITUDE_ DEGREES

SensorDataTypeLatitudeDegrees

{055C74D8-CA6F-47D695C6-1ED3637A0FF4},2

SENSOR_DATA_TYPE_LONGITUDE_DEGREES

SensorDataTypeLongitudeDegrees

{055C74D8-CA6F-47D695C6-1ED3637A0FF4},3

SENSOR_DATA_TYPE_ALTITUDE_ELLIPSOID_METERS

SensorDataTypeAltitudeEllipsoidMeters

{055C74D8-CA6F-47D695C6-1ED3637A0FF4},5

“All”

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05

*Get your hands dirty

>>Here’s the real deal. Four sample apps to learn from.


96

N

ow that you’re familiar with the underlying architecture and framework needed for building apps for the Ultrabook, we have four interesting sample apps that you could analyse and use to model your next best idea.

DesktopTouch This is a desktop photo application where we’ve implemented a few touch gestures such as Zoom, Pan, Flick and Rotate. This application gives a great start for anyone who wants to understand how to use touch functionality in their application. Go to http://dvwx.in/QNzUKk. Accelerometer In this sample you’ll learn how to use the accelerometer API in your applications and understand how X, Y, Z values of the accelerometer are changed based on user inputs. Go to http://dvwx.in/Qalvur. MapStylesSample With the Bing Maps application, you’ll learn how to use the Compass API. This is a simple map application that takes input from user based on device rotation and updates map data accordingly. For example, if you tilt this application in either side, the application will update map data according to user tilt action. Go to http://dvwx.in/UHeT7I RunGesture With Run Gesture, you’ll learn accelerometer vibration property. This sample application allows user to tap anywhere near the device and updates its data accordingly. Go to http://dvwx.in/NL5XwR

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