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Posted by on 18th January, 2010

Wavelength to Colors

Wavelength to Colors

I did a short experiment several years back on Wavelengths and colors. I was working for Beckman Coulter on their latest Flow Cytometer, which involved working with dozens of lasers of different wavelengths. These lasers would be reflected and filtered to obtain different wavelengths and this needed to be displayed to the user in an intuitive UI. Back then, I wrote a little Windows application that would convert the wavelength to RGB colors, for my reference. I figured I could take the same approach and make it a Silverlight application and here it is… As you can see from the code I am using a PolyBezierSegment and modifying the location of the three points of each wave when the trackbar slider is moved. The corresponding wavelength in nano meters corresponds to the actual color of the light wavelength. The watermarked curves mark the margins of the visible spectrum. Go ahead and move the slider below: mainpage.xaml.cs using System; using System.Collections.Generic; using System.Linq; using System.Net; using System.Windows; using System.Windows.Controls; using...

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Posted by on 27th September, 2009

Another Clock experiment

Another Clock experiment

I seem to be unable to break free form any projects that are somehow related to clocks or watches. This time I saw a YouTube movie about an unique clock with a very creative way of displaying time. It is a design is by Sander Mulder and can be seen here: Continue Time Clock. It allows a single arm that is segmented in three parts, to show the hours, minutes and seconds with each correspondent segment at the same time, and although it may not be very intuitive, it is extremely creative and elegant at the same time. Here is my attempt at re-creating the mechanism of this clock in Silverlight 3.0 … It turned out to be relatively simple, by creating a class for each arm and let the hour arm class contain an instance the minute arm class and the minute arm class an instance of the second arm class. This way I could just spin them around their RenderTransformOrigin and they would maintain their relative position...

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