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Chapter 1: Small, Connected Devices Built on the .NET Micro Framework
Figure 1-1: Microsoft embedded product offerings.
Figure 1-2: The basic architecture for .NET Micro Framework.
Figure 1-3: Framework Library support provided by the .NET Micro Framework.
Figure 1-4: Sample UI produced by the .NET Micro Framework.
Figure 1-5: Extensible emulation in Visual Studio 2005.
Figure 1-6: Build, deploy, and debug on the target device from Visual Studio 2005.
Chapter 2: Introduction to .NET and the .NET Micro Framework
Figure 2-1: Program execution through the ages.
Figure 2-2: Object instances and hardware.
Chapter 3: Getting Started
Figure 3-1: New project type option in the New Project dialog box.
Figure 3-2: New assembly reference after project creation.
Figure 3-3: Exploring the
Microsoft.SPOT.*
namespaces in the Object Browser.
Figure 3-4: .NET Micro Framework project settings.
Figure 3-5: Editing string resources.
Figure 3-6: Debug output from running HelloMicroFramework.
Figure 3-7: Sending project output to a FreeScale development board.
Figure 3-8: Running a program on a Freescale Development board.
Chapter 4: Building a Device
Figure 4-1: The flashlight components.
Figure 4-2: An object and a reference.
Figure 4-3: The .NET Micro Framework flashlight circuit.
Figure 4-4: Filling up an array of references.
Chapter 6: Networking
Figure 6-1: Standard OSI model.
Figure 6-2: Broadcast routing.
Figure 6-3: Multicast routing.
Figure 6-4: Unicast routing.
Chapter 7: Creating An Interface Display
Figure 7-1: Drawing a single line on a display.
Figure 7-2: Display of a partial bitmap.
Figure 7-3: Display of a bitmap with a graduated fill (coordinates added for clarity).
Figure 7-4: Display of three primary bitmaps drawn with half opacity on top of a white background.
Figure 7-5: Rectangle 200 pixels by 100 pixels with 20-pixel-radius rounded corners.
Figure 7-6: Rectangle 200 pixels by 100 pixels with 20-pixel X-radius and 10-pixel Y-radius.
Figure 7-7: The Visual Studio 2005 Resource Manager.
Figure 7-8: Drawing a full-size snowflake image.
Figure 7-9: The snowflake image stretched into a 200-pixel by 100-pixel destination region.
Figure 7-10: "Hello World" display from DrawText method call.
Figure 7-11: Effects of different DrawTextInRect format values on the text layout.
Figure 7-12: Paged display of text.
Figure 7-13: Adding presentation resources to a project.
Figure 7-14: Applications, Windows, and Display components.
Figure 7-15: Split top line using StackPanel.
Figure 7-16: Part of the display-element class hierarchy.
Figure 7-17: A dial display.
Chapter 8: Using SideShow as a User Interface
Figure 8-1: Windows SideShow Control Panel.
Figure 8-2: A SideShow device main display.
Figure 8-3: Calendar appointment on a SideShow device.
Figure 8-4: SideShow Simulator device properties.
Figure 8-5: Registry entry for our SideShow Flashlight Memo application.
Figure 8-6: SideShow Control Panel entry for the Flashlight Memo application.
Figure 8-7: Flashlight Memo on a SideShow device.
Figure 8-8: Displaying text on the device.
Figure 8-9: Displaying glance content.
Figure 8-10: Displaying images on the device.
Figure 8-11: A scaled image with text.
Figure 8-12: A notification display.
Figure 8-13: A menu page.
Figure 8-14: A popup menu item.
Figure 8-15: A Dialog page.
Figure 8-16: Selecting a particular location.
Chapter 9: Developing with the Emulator
Figure 9-1: Logical structure of the Extensible Emulator.
Figure 9-2: Creating the application project.
Figure 9-3: Creating the emulation project.
Figure 9-4: Selecting our emulator as the target device.
Figure 9-5: The flashlight user interface.
Figure 9-6: Creating the new component project.
Figure 9-7: Adding the emulator reference.
Figure 9-8: Placing the component output in the emulator directory.
Chapter 10: Controlling a Robot
Figure 10-1: iRobot Roomba cleaner.
Figure 10-2: iRobot Roomba mini-DIN connection.
Chapter 11: From Prototype to Product: Case Studies
Figure 11-1: Meridian CPU.
Figure 11-2: Tahoe development board.
Figure 11-3: Tahoe ball-in-maze emulator.
Figure 11-4: Asus laptop with built-in SideShow device.
Figure 11-5: Close-up of SideShow device running on top of the .NET Micro Framework.
Figure 11-6: SideShow system integration.
Figure 11-7: Media Center remote control.
Figure 11-8: Host PC software architecture for SideShow.
Figure 11-9: Microsoft's hardware reference design.
Figure 11-10: SideShow device software architecture.
Figure 11-11: Microsoft's hardware reference design showing the user interface.
Figure 11-12: Wide array of display capabilities supported by the SideShow UI.
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Embedded Programming with the Microsoft .NET Micro Framework
ISBN: 0735623651
EAN: 2147483647
Year: 2007
Pages: 118
Authors:
Donald Thompson
,
Rob Miles
BUY ON AMAZON
Building Web Applications with UML (2nd Edition)
JavaScript Objects
Software Development for Web Applications
Architecture Activities
Summary
Sample Screen Shots
Making Sense of Change Management: A Complete Guide to the Models, Tools and Techniques of Organizational Change
Part I - The Underpinning Theory
Organizational change
Part II - The Applications
Mergers and acquisitions
Cultural change
101 Microsoft Visual Basic .NET Applications
Building Web Applications
Interacting with the Operating System
Advanced .NET Framework
GDI+
Windows Server 2003 for .NET Developers
.NET System Management Services
.NET Framework and Windows Management Instrumentation
Querying WMI
Handling WMI Events
The WMI Schema
WMI Providers
Microsoft Office Visio 2007 Step by Step (Step By Step (Microsoft))
Adding Text to Shapes and the Drawing Page
Key Points
Connecting Shapes in Flowcharts
Exporting Timelines to Create Gantt Charts
Tracking Project Details with Gantt Charts
Cultural Imperative: Global Trends in the 21st Century
Culture and Climate
Americanization versus Asianization
Empires Past, Present, and Future
Conclusion
Appendix A Cultural Categorization Characteristics
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