Phidgets in C# A Tutorial

Phidgets in C# A TutorialThe first three chapters introduce Phidgets. Chapter 1 briefly explains what Phidgets are. Chapter 2 gives several ‘getting started’ examples that illustrate how easy it is to program Phidgets. Chapter 3 introduces concepts that are common to all phidgets. Chapter 4 shows you how to use Phidget Skins, which are a graphical interface to phidgets that you can use in a program with no coding. Read these chapters closely and do the exercises. To avoid excessive repetition, the remaining parts of the book assume you have performed the exercises in Part 1 and understand them.


We are just now beginning to see a wave of new system designs that include ‘out of the box’ physical devices augmented by computing power. Instead of the conventional view of computers as boxes with large monitors, designers are now realizing that ‘computers’ can be just about anything: small displays, sensor networks, ambient displays, ’smart’ furniture and appliances, and so on. Various research movements have embraced this approach: ubiquitous computing and calm technology, pervasive computing, tangible user interfaces, information appliances, and context-aware computing .
While exciting in concept and rife with opportunity, everyday programmers now face considerable hurdles if they wish to create even simple hardware-dependent applications. Even simple devices made out of cheap and readily available components (switches, sensors, motors) are hard to build unless one has a background in hobby electronics, circuit design or electrical engineering.

Phidgets are hardware that present themselves as a ‘black box’ to programmers via its API, which is itself encapsulated as an object. All phidgets have well-defined functions, accessed by the familiar programming notions of properties and events. A few of the many Phidgets are listed below. Other phidgets are described in Part II of this book, or on the Phidgets web site www.phidgets.com.

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