
By Simon Monk
How you can speedy construct cool digital devices with .NET Gadgeteer. With the easy-to-follow directions during this advisor, you are going to take on 5 attention-grabbing tasks, utilizing Microsoft's speedy prototyping Gadgeteer platform. there is no soldering concerned - you just plug in modules that make gadget-building fast and straightforward. perfect for newbies, this publication indicates you ways to paintings with modules and different within the renowned Fez Spider Starter package, and teaches you the way to application your devices with visible Studio C# convey and the .NET Micro Framework 4.1 SDK. you will soon research a variety of programming thoughts besides the abilities to layout your individual tasks.
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Additional info for Getting Started with .NET Gadgeteer: Learn to Use This .NET Micro Framework-Powered Platform
Sample text
The Gadgeteer approach to web serving is to construct the HTML it serves in response to a web request coming from the browser. To learn a little about using the Ethernet module, we are going to start with a much simpler project, involving just the Ethernet module and a multicolor LED. ” (see Figure 4-3). Figure 4-4 shows the modules from the Visual Studio designer. When making a web server, we need to connect our Gadgeteer to the Internet, or at the very least to our local network. If you have Broadband Internet, then you are likely to have a modem/switch that may provide you with wireless access to the Internet, but more importantly for this project, a set of RJ45 sockets on the back (often four of them) to which we can connect the Gadgeteer using an Ethernet patch lead.
From Visual Studio’s menu. The arrangement of the modules in this project is show in Figure 3-2. Screen Layout This project uses a similar window setup to the project of Chapter 2. This requires the member variables mainWindow, canvas, and label. It also defines two Rectangles (tongue and snowflake) that will also be part of the layout. info Figure 3-1. Snowflake Game The animation effect of the game will be achieved by moving the positions of these rectangles. info Figure 3-2. Component Connections These are used to manage the position of those rectangles in the game, as well as to define the size of the tongue and snowflake.
Info the time interval. Each time the screen is tapped, it will step along to the next time interval from an array of time intervals. TouchEventHandler(mainWindow_TouchDown); Now, whenever the screen is touched, mainWindow_TouchDown will be called. To be able to cycle through a series of intervals, we use the following data structure: int[] intervals = {0, 5, 10, 20, 30, 60}; This creates an array of interval values in seconds. We then use another variable (intervalPosition) to identify the current interval.