The library is quite easy to use, create an instance of the Applet class and connect it. Then you can easily access to Devices provided by that applet. The important thing is: Dispose your applet!

Setup
Reference GSdk.Net.dll in your project and copy Lglcd_xxx dlls on the same path where GSdk.Net.dll will be placed (like DEBUG directory).
If you are using the source code, reference GSdk.Net project.

// Important part: BW image must be 160x43, while QVGA must be 320x240. Both must have Format32bppArgb as format
Bitmap myBitmap = new Bitmap(320, 240, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
Bitmap myBitmapBW = new Bitmap(160, 43, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
// ...Fill images with some graphics...

Applet app = new Applet()
{
    Name = "Applet name",
    Autostartable = false,
    SupportedDevices = DevicesTypes.BlackAndWhite | DevicesTypes.Qvga,
};
app.Connect();
app.GetDevices<DefaultDeviceCollection>().Qvga.Update(myBitmap);
app.GetDevices<DefaultDeviceCollection>().BlackAndWhite.Update(myBitmapBW);

// ...Dothings... (we wait to simulate "do things")
System.Threading.Thread.Sleep(10000);

app.Dispose();

// Two samples are provided inside the source code 

Other documentation is stored directly inside the dll.

I suggest to close your applet when ConnectionLost event is fired (this happens when Logitech Gaming Software crash or it's closed).

Last edited Oct 4, 2011 at 3:45 PM by FireDragonDoL, version 3

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