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U.are.U SDK Platform Guide For Windows

programación uareu para windows

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0% found this document useful (0 votes)
429 views

U.are.U SDK Platform Guide For Windows

programación uareu para windows

Uploaded by

totdog
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 46

DIGITALPERSONA

U.ARE.U® SDK 2.3


PLATFORM GUIDE FOR WINDOWS
Copyright © 2015 Crossmatch. All rights reserved. Specifications are subject to change without prior notice. The Crossmatch logo,
Crossmatch™, Cross Match®, L Scan®, D Scan®, I Scan®, Guardian®, SEEK® and Verifier® are trademarks or registered
trademarks of Cross Match Technologies, Inc. in the United States and other countries. DigitalPersona®, TouchChip®, Eikon®,
U.are.U® and FingerJet™ are trademarks or registered trademarks of DigitalPersona, Inc., which is owned by the parent company
of Cross Match Technologies, Inc. All other brand and product names are trademarks or registered trademarks of their respective
owners.

Published: April 8, 2015 (v2.3.0)


Contents

INT ROD UCTIO N 4


G e t t i n g U p d a t e d D o c u m e n t a t i o n . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . 4

INSTALLATION 5
I n s t a l l i n g o n t h e D e v e l o p m e n t a n d T a r g e t S y s t e m s . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . 5
S t e p 1 : I n s t a l l in g o n t h e D e v e l o p m e n t S y s t e m ( S D K I n s t a ll a t i o n ) . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . 5
S t e p 2 : I n s t a l l in g o n t h e T a r g e t H a r d w a r e ( R T E I n s t a l l a t i o n ) . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . 6
D i g i t a l P e r s o n a A u t h e n t ic a t i o n S e r v ic e . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . 7
U n i n s t a l l i n g t h e S D K o r R T E . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . 7

DEVELOPING APPLICATIONS WITH C/C++ 8


P r e - R e q u i s it e s . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . 8
S y s t e m R e q u i r e m e n t s . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . 8
T h e C / C + + S a m p l e A p p l i c a t i o n . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . 8

DEVELOPING APPLICATIONS WITH .NET 13


P r e - R e q u i s it e s . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 13
S y s t e m R e q u i r e m e n t s . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 13
S t a t i c l i b r a r i e s a n d D L L s . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 13
T h e . N E T S a m p l e A p p li c a t i o n . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 13
S e l e c t i n g a R e a d e r . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 14
C a p t u r i n g a F i n g e r p r i n t . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 15
T e s t i n g S t r e a m i n g M o d e . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 16
E n r ol l i n g a F i n g e r . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 16
I d e n t i f y i n g a F i n g e r p r i n t . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 17
V e r i f y i n g a F i n g e r p r i n t . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 18
T e s t i n g t h e E n r o ll m e n t U I C o n t r ol . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 18
T e s t i n g t h e I d e n t i f i c at i o n U I C on t r o l . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 19

DEVELOPING APPLICATIONS WITH ACTIVEX / .NET 21


P r e - R e q u i s it e s . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 21
O v e r v i e w . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 21
S t a t i c l i b r a r i e s an d D L L s . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
A c t i v e X C on t r o l U n i q u e I d e n t i f i e r s . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 21

DEVELOPING APPLICATIONS WITH JAVA 22


P r e - R e q u i s it e s . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 22
S y s t e m R e q u i r e m e n t s . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 22
E x t r a I n s t a l l a t i o n S t e p s . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 22
T h e J a v a S a m p l e A p p l i c a t i o n . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 23
S e l e c t i n g a R e a d e r . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 24
E n r ol l i n g a F i n g e r . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 25
I d e n t i f y i n g a F i n g e r p r i n t . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 25
V e r i f y i n g a F i n g e r p r i n t . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 27
U s i n g t h e C a p t u r e an d S t r e a m i n g F e a t u r e . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 27

DEVELOPING APPLICATIONS WITH JAVAPOS 29


P r e - R e q u i s it e s . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 2 9

DigitalPersona U.are.U SDK - Platform Guide for Windows 3


S y s t e m R e q u i r e m e n t s . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 29
E x t r a I n s t a l l a t i o n S t e p s . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 29
R e g i s t e r i n g y o u r D e v ic e a f t e r I n s t a l l at io n . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 29
U p g r a d i n g f r o m P r e v i ou s V e r s i o n s o f t h e J a v a P O S A P I . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 30
T h e J a v a P O S S a m p l e A p p l i c a t i o n . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 30

D E VELO PING AP PLICATI ONS WI TH O POS 36


P r e - R e q u i s it e s . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 36
S y s t e m R e q u i r e m e n t s . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 36
U p g r a d i n g f r o m P r e v i ou s V e r s i o n s o f t h e O P O S A P I . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 36
U s i n g t h e S a m p l e A p p l i c at i o n . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 36

R E DISTR IBUT ION 43


L o c at i n g t h e R e d i s t r i b u t a b l e I n s t a l l a t i o n F i l e s . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 43
M e r g e M o d u l e s . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 43
F i n g e r p r i n t R e a d e r D o c u m e n t a t i o n . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 44
H a r d w a r e W a r n i n g s a n d R e g u l a t o r y I n f o r m a t i on . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 44
F i n g e r p r i n t R e a d e r U s e a n d M a i n t e n a n c e G u id e . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . .. . . . . . . . . . . 44

DigitalPersona U.are.U SDK - Platform Guide for Windows 4


Introduction
T HIS CHAPTER PROVIDES AN OVERVIEW OF THE CHAPTERS IN THE U . ARE . U SDK PLATFORM GUIDE FOR WINDOWS .

This manual describes how to use the DigitalPersona U.are.U® SDK to develop applications for devices based on
Microsoft Windows. The U.are.U SDK is available for multiple platforms and this document describes issues specific
to developing applications for devices based on Microsoft Windows.
Introduction (this chapter) describes how to get the latest version of this documentation.
Installation provides instructions for installing on your development system and on the target machine.
Developing Applications with C/C++ lists system requirements for developing and running applications in C/C++ and
describes the sample application.
Developing Applications with .NET lists system requirements for developing and running applications with .NET and
describes the .NET sample applications for VB.NET and C#.
Developing Applications with ActiveX / .NET lists system requirements for developing and running applications using
ActiveX, and other ActiveX information.
Developing Applications with Java lists system requirements for developing and running applications using Java,
provides additional installation instructions and describes the Java sample application.
Developing Applications with JavaPOS provides information on using the JavaPOS-compliant API built on the
U.are.U framework.
Developing Applications with OPOS provides information on using the JavaPOS-compliant API built on the U.are.U
framework.
Redistribution describes the merge modules that are provided to help you redistribute applications built using the
U.are.U SDK.
For a detailed description of the SDK, consult the U.are.U SDK Developer Guide.

Getting Updated Documentation


If you are viewing this guide from the download package for the SDK, you may want to check online at our website for
an updated version of this document at
http://www.crossmatch.com/Support/Reference-Material/SDK-Reference-Material/

DigitalPersona U.are.U SDK - Platform Guide for Windows 4


Installation
T HIS CHAPTER PROVIDES INSTRUCTIONS ON INSTALLING THE U. ARE .U SDK ON THE DEVELOPMENT AND TARGET
SYSTEMS .

Except as noted in the language-specific chapters, the installation process is the same for development on all Windows
systems.

I n s t a l l i n g o n t h e D e ve l o p m e n t a n d Ta rg e t S y s t e m s
There are two steps to the installation:
1 Installing on the development system
2 Installing on the Windows device (the target hardware)
These steps are described below. Note that the same distribution file is used for installing on both development and
test/target systems -- during installation, different files are copied to the product folder depending on how you install.

Step 1: Installing on the Development System (SDK Installation)


To install the SDK on your development system:
1 Unzip the distribution file into a folder.
2 For 32-bit systems, run SDK\x86\setup.exe
For 64-bit systems, run SDK\x64\setup.exe
The installer copies all necessary files to the selected folder (by default, the product folder is Program Files\
DigitalPersona\U.are.U SDK ). The files installed on the developer’s machine are located in the following
folders within the main product folder:

Folder Contents
Include Header files for C/C++ API.
Windows\Docs End user license agreement (EULA) plus documentation:
 SDK Developer Guide - describes all APIs
 Platform Guide for Windows - Windows-specific details
 C_API - Doxygen for C/C++ API
 Java_API - Javadoc for Java API
 .NET_ActiveX_API - Doxygen for .NET and ActiveX APIs
Windows\Lib Runtime files:
 .NET - libraries and controls for .NET and ActiveX
 x64 - libraries for 64-bit processes
 Win32 - libraries, OPOS libraries
 Java - Java and JavaPOS JAR files

DigitalPersona U.are.U SDK - Platform Guide for Windows 5


Installation

Folder Contents
Windows\Samples\ Compiled sample applications:
 Bin
 Java - Java sample
 JavaPOS - JavaPOS sample
 OPOS - OPOS sample
 .NET - .NET sample
 x64 - C/C++ sample for 64-bit processes
 Win32 - C/C++ sample
Source files for sample applications:
 Include - WTL80 files for C/C++ sample
 UareUSample - C/C++ sample
 UareUSampleJava - Java sample
 UareUSampleJavaPOS - JavaPOS sample
 UareUSampleOPOS - OPOS sample
 UareUSampleVBNET - .NET /VBNET sample
 UareUSmapleVBNET_CaptureOnly - .NET/VBNet sample
that demonstrates only capture
 UareUSampleCSharp - .NET /C# sample
 UareUSampleCSharp_CaptureOnly - .NET/C# sample that
demonstrates only capture

Step 2: Installing on the Target Hardware (RTE Installation)


To install the run-time environment on the target hardware platform:
1 Unzip the distribution file into a folder on the target machine.
2 For 32-bit systems, run RTE\x86\setup.exe
For 64-bit systems, run RTE\x64\setup.exe
The installer copies all necessary files to the selected folder (by default, the product folder is Program Files\
DigitalPersona\U.are.U RTE ). The files installed on the target machine are located in the following folder
within the main product folder:

Folder Contents

Windows\Lib Runtime files for:


 .NET - libraries and controls for .NET and ActiveX
 x64 - libraries for 64-bit processes
 Win32 - libraries, OPOS libraries
 Java - Java and JavaPOS JAR files

DigitalPersona U.are.U SDK - Platform Guide for Windows 6


Installation

DigitalPersona Authentication Service


The DigitalPersona Authentication Service is
an optional feature that is installed by default
during installation of the SDK, which allows
multiple applications to work with the same
fingerprint reader, sending captured fingerprint
data to whichever application currently has the
focus.
In most cases, the service is not required for
authentication per se, since the FingerJet
fingerprint matching engine is separate and not
part of the authentication service, and the
service only needs to be run when a fingerprint
reader must serve more than one application at
a time.
You can choose not to install the
DigitalPersona Authentication Service, by
deselecting the feature from the Custom Setup
page of the installation wizard.
The DigitalPersona Authentication Service can be managed in the usual way via the Services Control Applet in the
Microsoft Management Console by running services.msc as Administrator.

U n i n s t a l l i n g t h e S D K o r RTE
If you need to uninstall the SDK or RTE, use the installation applet in the Control Panel.

DigitalPersona U.are.U SDK - Platform Guide for Windows 7


Developing Applications with C/C++
T HIS CHAPTER PROVIDES INFORMATION NECESSARY FOR DEVELOPING WINDOWS APPLICATIONS IN C/C++ WITH THE
U. ARE .U SDK.

P re - R e q u i s i t e s
This chapter assumes that you have a working knowledge of C/C++ and that you know how to develop for Microsoft
Windows machines.

S y s t e m R e q u i re m e n t s

Development System
• Microsoft Windows XP Professional or higher, 32-bit or 64-bit
• Microsoft Visual Studio 2008 or later

Target Runtime Hardware (Windows machine)


The Windows-based machine that will run the application must be one of the following hardware platforms:
• Intel x86 architecture with CPU from 600MHz and at least 16MB of available RAM
• Intel x64 (x86-64) architecture with CPU from 600MHz and at least 16MB of available RAM
The file sizes are:

Function x86 ARMv41


Capture runtime (drivers + SDK layer) - includes service 5.0 MB 5.5 MB
Fingerprint recognition runtime 160 KB 220 KB

In addition, the machine must also have:


• a USB port
• 16 Mb free memory
The SDK works on a variety of hardware and is intended to have a small footprint so that it can run even on minimal
hardware. Less capable hardware will work, but response time may not be optimal.

The C/C++ Sample Application


The U.are.U SDK includes a sample application to demonstrate the features of the SDK. The sample application is
located in the Samples folder. The compiled file, UareUSample.exe can be downloaded to your machine for testing.
Depending on your version of Visual Studio, you can use UareUSample2010.vcproj or
UareUSample2008.vcproj.

DigitalPersona U.are.U SDK - Platform Guide for Windows 8


Developing Applications with C/C++

The application demonstrates the features of the SDK. When you launch the application, you see the main screen as
shown below.

Click on Reader Selection to open a reader. All available readers will be displayed, as shown on the screen below.

Clicking on the Get reader capabilities button will display additional information about the selected reader, as shown
below.

DigitalPersona U.are.U SDK - Platform Guide for Windows 9


Developing Applications with C/C++

Click OK to return to the previous screen. Click OK to select the reader. At this point, you are returned to the main
screen and all of the buttons are enabled.
Click on the Capture button to select capture mode. Place your finger on the reader to capture a fingerprint and display
it on the screen as shown below.

Click on the Back button to return to the main screen.

To see a demonstration of the streaming feature, click on the Streaming button to select streaming mode. Place your
finger on the reader to capture a fingerprint and display it on the screen as shown below.

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Developing Applications with C/C++

After you click on Back, you can click on the Verification button next. You will be prompted to place your finger on
the reader. Then you can place a second finger on the reader. If you use the same finger, you will see a message that the
fingerprints matched, as shown below.

When you click on Back you will return to the main screen.
Click on Identification to test the next component of the sample program. You will be prompted to place a thumb,
index finger, etc. on the reader. Then you will be prompted to provide another finger and you will receive a message
indicating if there was a match and which finger was detected, as shown in the image below.

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Next, click on the Enrollment button from the main screen.

This feature simply captures a fingerprint, creates a FMD, and displays a message on the screen to confirm that it was
successful.
Note that if you unplug the reader, you will receive an error message and the associated error code.

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Developing Applications with .NET
T HIS CHAPTER PROVIDES INFORMATION NECESSARY FOR DEVELOPING WINDOWS APPLICATIONS IN C/C++ WITH THE
U. ARE .U SDK.

P re - R e q u i s i t e s
This chapter assumes that you have a working knowledge of .NET and that you know how to develop for Microsoft
Windows machines. You must also have tools and knowledge for your target language, typically C# or Visual Basic
(VB.NET).

S y s t e m R e q u i re m e n t s

Development System
• Microsoft Windows XP Professional or higher, 32-bit or 64-bit
• Microsoft Visual Studio 2008 or later
• .NET Framework 2.0

Target Runtime Hardware (Windows machine)


The Windows-based machine that will run the application must be one of the following hardware platforms:
• Intel x86 architecture with CPU from 600MHz and at least 96MB of available RAM
• Intel x64 (x86-64) architecture with CPU from 600MHz and at least 96MB of available RAM
The file sizes (wrapper only, not including the C/C++ API) are:
• Capture runtime (drivers + SDK layer) with fingerprint recognition: 54 KB
• Enrollment and identification controls: 203 KB
In addition, the machine must also have:
• a USB port
The SDK works on a variety of hardware and is intended to have a small footprint so that it can run even on minimal
hardware. Less capable hardware will work, but response time may not be optimal.

S t a t i c l i b ra r i e s a n d D L L s
The SDK installation installs
• DPCtlUruNet.dll - .Net GUI controls
• DPUruNet.dll - .Net API Library

The .NET Sample Application


The U.are.U SDK includes two .NET sample applications that demonstrate the features of the SDK.
• The C# sample application is located in the Samples/UareUSampleCSharp folder. The compiled file,
UareUSampleCSharp.exe can be downloaded to your device for testing or you can use
UareUSampleCSharp.csproj in Visual Studio.
• The VB.NET sample application is located in the Samples/UareUSampleVBNET folder. The compiled file,
UareUSampleVBNET.exe can be downloaded to your device for testing or you can use
UareUSampleVBNET.vbproj in Visual Studio.

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Developing Applications with .NET

The interfaces for the VB.NET and C# sample applications are identical, except for the text on the title bar of the
opening screen.
The sample application demonstrates the features of the SDK. When you launch the application, you see the main
screen as shown below.

The sample program demonstrates:


• How to capture fingerprints both in scan mode and in streaming mode
• How to enroll a subject finger
• How to identify a fingerprint
• How to verify a fingerprint
• The built-in control for enrollment
• The built-in control for identification

Selecting a Reader
Click on Reader Selection to open a device. All available devices will be displayed in the pull-down list, as shown on
the screen below.

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Developing Applications with .NET

If you choose a reader from the list and click on the Capabilities button the application will display additional
information about the selected reader, as shown below.

Click Close to return to the previous screen. Click Select to select the device. At the point, you are returned to the main
screen and all of the buttons are enabled.

Capturing a Fingerprint
Click on the Capture button to select capture mode. Place your finger on the reader to capture a fingerprint and display
it on the screen as shown below.

While the reader is in capture mode, you can capture repeatedly by placing a finger onto the reader. Click on the Back
button to return to the main screen.

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Testing Streaming Mode


Click on the Streaming button from the main dialog to select streaming capture mode. Place your finger on the reader
to capture a fingerprint and display it on the screen as shown below.

While the reader is in streaming mode, you can capture repeatedly by placing a finger on the reader. Click on the Back
button to return to the main screen.

Enrolling a Finger
Click on Enrollment to begin enrolling the first test subject.
You will be prompted to scan the first finger for enrollment, as shown below.

After that finger is successfully scanned, you will be prompted to scan a second finger. The sample application will
prompt you to scan additional fingers until a sufficient number of high quality scans are complete. (The number of
fingers requested will vary depending on the image scans - the enrollment functions will continue to request scans until
an acceptable enrollment record has been created.)

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Once the enrollment is complete, you will see confirmation that the enrollment process is finished, as shown in the
screen below. In this case, four fingerprint scans were sufficient.

Note that the enrollment FMD that is created is stored in memory only and will be deleted when you click the Back
button.

Identifying a Fingerprint
To test the identification feature, click on the Identification button. Recall that identification is a 1-to-many
comparison where the application would normally search through all of the enrolled fingers to find a match. For this
sample, we don’t have any enrolled fingers, so you will be prompted to provide a finger. Then you will be prompted to
provide another finger and you will receive a message indicating if there was a match, as shown in the image below

To exit identification mode, click on the Back button.

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Verifying a Fingerprint
To test the verification feature, click on the Verification button. Recall that verification is a 1-to-1 comparison where
the application matches against a specified fingerprint. When you click the Verification button, you will be prompted
to place your finger on the reader. In the screen below, we have tried to verify a finger.

To exit identification mode, click on the Back button.

Testing the Enrollment UI Control


If you look at the sample code, you will see that enrollment (as described above) calls functions in the SDK. An
alternate way to use the .NET SDK is to use the pre-built control for enrollment. To try out the pre-built control, click
on the Enrollment GUI button. This will launch the control. In our sample (shown below), we have the control at the
left and demo/debug info at the right side of the window.

If you click on a finger, for example the index finger of the right hand, you will be prompted to scan your finger.

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Developing Applications with .NET

As you scan your finger, you can see the events and status information on the right, as shown below.

If you click on the window’s Cancel button, it will cancel the enrollment of the current finger.
Once the enrollment process is complete, you will be returned to the opening screen of the enrollment process. Note
that the finger you enrolled now shows in green and you can click on another finger to enroll another fingerprint.
To delete an enrolled fingerprint, click on an enrolled finger in this dialog and you will be prompted to confirm that
you wish to delete the fingerprint for the finger that you clicked on.
The enrollment record created by the control is stored in memory until you exit from the sample application.
To return to the sample application, click Close.

Testing the Identification UI Control


If you look at the sample code, you will see that identification (as described above) calls functions in the SDK. An
alternate way to use the .NET SDK is to use the pre-built control for identification. To try out the pre-built control,
click on the Identification GUI button. This will launch the control. In our sample (shown below), we have the control
at the left and demo/debug information at the right side of the window.

(Note that the identification is performed against the fingerprints enrolled through the Enrollment GUI feature
previously. When you exit from the sample application, all enrollment records are deleted.)

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Developing Applications with .NET

If the identification succeeds, you will see the details in the status box at the right. The example below shows the result
of a successful identification.

Note that if you unplug the device, you will receive an error message and the associated error code.
To exit the sample application, click on the Close button.

DigitalPersona U.are.U SDK - Platform Guide for Windows 20


Developing Applications with ActiveX / .NET
T HIS CHAPTER PROVIDES INFORMATION NECESSARY FOR DEVELOPING WINDOWS APPLICATIONS IN .NET WITH
A CTIVE X THROUGH THE U. ARE .U SDK.

P re - R e q u i s i t e s
This chapter assumes that you have a working knowledge of .NET and ActiveX and that you know how to develop for
Microsoft Windows machines. You must also have tools and knowledge for your target language (typically C# or
Visual Basic).

Over view
The ActiveX option has the same requirements and installation as the .NET components. The file sizes are
approximately 15K larger than the .NET files.
Note that ActiveX does not work with Mozilla Firefox and Google Chrome browsers.

Static libraries and DLLs


The following DLLs are registered upon installation and may be imported into a Visual Basic 6.0 or Delphi project:
• DPXUru.dll– ActiveX
• DPCtlXUru.dll – ActiveX GUI controls

ActiveX Control Unique Identifiers


Use the following unique identifiers to access the U.are.U ActiveX controls. ActiveX control are run in a variety of
different environments, such as on an HTML page, through a Visual Basic 6.0 application, or a Delphi application.
[Guid("977AA4C5-6737-4E79-BBAD-657A94362D56")] - EnrollmentXControl
[Guid("DB3C2981-2434-403B-B3DE-71A34741D1AB")] - IdentificationXControl
[Guid("EF84894C-1C02-4ECD-8602-E64D85E97557")] - XFmd
[Guid("36C6859B-8543-4DBF-9C37-24E30CB6CAFA")] - XFmv
[Guid("9D324B94-0931-483C-90DA-2A25AF2D5848")] - XFiv
[Guid("803FCBB9-D4BA-48F1-BB36-C6040783B3D1")] - XImporter
[Guid("733A2D1B-9F3D-423D-8700-4F2C8E88EAF9")] - XFeatureExtraction
[Guid("A1589E23-FE6E-43D8-9EDF-93142671C47A")] - XEnrollment
[Guid("C864A916-E288-439B-8054-C695C9677D84")] - XComparison
[Guid("C4287526-1485-48CB-99BB-6CC4A3552B81")] - XReader
[Guid("CAC5592F-EBA5-487C-AF8A-F35A70FAA33B")] - XReaderCollection

DigitalPersona U.are.U SDK - Platform Guide for Windows 21


Developing Applications with Java
T HIS CHAPTER PROVIDES INFORMATION NECESSARY FOR DEVELOPING WINDOWS APPLICATIONS IN J AVA WITH THE
U. ARE .U SDK.

P re - R e q u i s i t e s
This chapter assumes that you have a working knowledge of Java and that you know how to develop for Microsoft
Windows machines.

S y s t e m R e q u i re m e n t s

Development System
• Microsoft Windows XP Professional or higher, 32-bit or 64-bit
• Microsoft Visual Studio 2008 or later
• Java SE 6 (JDK 6) or newer

Target Runtime Hardware (Windows machine)


The Windows-based machine that will run the application must be one of the following hardware platforms:
• Intel x86 architecture with CPU from 600MHz and at least 96MB of available RAM
• Intel x64 (x86-64) architecture with CPU from 600MHz and at least 96MB of available RAM
The file sizes are (in Kb):

Function x86 x64


Capture runtime (drivers + SDK layer) with fingerprint recognition 100 120

In addition, the machine must also have:


• a USB port
The SDK works on a variety of hardware and is intended to have a small footprint so that it can run even on minimal
hardware. Less capable hardware will work, but response time may not be optimal.

E x t ra I n s t a l l a t i o n S t e p s
After installing as described in Installing on the Development and Target Systems on page 5, you must do the
following additional steps on both the development and target machines:
1 Copy the files in these two folders: U.are.U SDK\Windows\Lib\Java and U.are.U SDK\Windows\Lib\
<x86 or x64> to the location of your choice.
2 Make sure that dpuareu.jar is in the classpath and dpuareu_jni.dll is accessible by JVM. For example:

java.exe -classpath ".;C:\Program Files\DigitalPersona\U.areU SDK\Windows\Lib\Java\


dpuareu.jar" -Djava.library.path="C:\Program Files\DigitalPersona\U.areU SDK\Windows\
Lib\win32" UareUSampleJava

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Developing Applications with Java

T h e Java S a m p l e A p p l i c a t i o n
The U.are.U SDK includes a sample application to demonstrate the features of the SDK when using the Java API. The
sample application is located in the Samples folder. The compiled file, UareUSampleJava.exe can be downloaded
to your machine for testing or you can compile it for yourself using the source files provided.
The application demonstrates the features of the SDK. When you launch the application, you see the main screen as
shown below.

The sample program demonstrates:


• How to enroll a finger
• How to identify a fingerprint
• How to verify a fingerprint
• The built-in control for enrollment
• The built-in control for identification
• How to use the streaming feature to display live fingerprint data on the screen

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Developing Applications with Java

Selecting a Reader
To choose the reader, click on the Select new reader button. You will see a list of available readers and you can
choose the desired device, as shown below:

Simply clicking on a reader selects it.


To see the reader capabilities, click on the Get reader capabilities button. The capabilities will be displayed, as shown
in the image below.

Click on the Back button to continue.


Click on the Back button from the previous screen to return to the main screen.

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Developing Applications with Java

Enrolling a Finger
Click on Run enrollment to begin enrolling a test subject.
You will see a series of prompts to scan fingers for enrollment, as shown below.

After the first finger is successfully scanned, you will be prompted to scan additional fingers until a sufficient number
of high quality scans are complete. The number of fingers requested will vary depending on the image scans - the
enrollment functions will continue to request scans until an acceptable enrollment record has been created.
When enrollment is complete, click Back to return to the main screen. (Note that enrollment FMDs that are created are
not stored.)

Identifying a Fingerprint
To test the identification feature, click on the Run identification button. Recall that identification is a 1-to-many
comparison where the application searches through all of the enrolled fingers to find a match. For this example, we do
not have a stored database, so the sample application first prompts you to place a few fingers on the reader so that the
application has some fingerprints to check against.
After the application scans four fingers, you will be prompted to place any finger on the reader to identify against the
fingers that were just scanned. If you place a finger that was previously scanned on the reader, you will see that a match

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Developing Applications with Java

was found. In the screen image below, we successfully identified a user.

To exit identification mode, click on the Back button.

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Developing Applications with Java

Verifying a Fingerprint
To test the verification feature, click on the Run verification button. Recall that verification is a 1-to-1 comparison
where the application matches against a specified fingerprint. When you click the Run verification button, you will be
prompted to place your finger on the reader. Then you will be prompted to place the same finger or another finger, to
verify against the first finger. In the screen below, we have successfully verified a user.

To exit identification mode, click on the Back button.

Using the Capture and Streaming Feature


The sample application also demonstrates the streaming feature (on fingerprint readers that support that feature). To
test capturing or streaming, from the main window, click on the Run capture or Run streaming button.

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Developing Applications with Java

This places the reader into capture/streaming mode and immediately the results are displayed in the window. For
streaming mode, the window then becomes like a live window on the reader as it streams results. Placing a finger on
the reader displays the streamed fingerprint, as shown below.

For streaming, removing the finger shows a blank stream.


To exit capture / streaming mode, click on Back.

DigitalPersona U.are.U SDK - Platform Guide for Windows 28


Developing Applications with JavaPOS
T HIS CHAPTER PROVIDES INFORMATION NECESSARY FOR DEVELOPING WINDOWS APPLICATIONS IN J AVA POS WITH
THE U. ARE .U SDK.

P re - R e q u i s i t e s
This chapter assumes that you have a working knowledge of JavaPOS and that you know how to develop for Microsoft
Windows machines.

S y s t e m R e q u i re m e n t s

Development System
• Microsoft Windows XP Professional or higher, 32-bit or 64-bit
• Microsoft Visual Studio 2008 or later
• Java SE 6 (JDK 6) or newer

Target Runtime Hardware (Windows machine)


The Windows-based machine that will run the application must be one of the following hardware platforms:
• Intel x86 architecture with CPU from 600MHz and at least 96MB of available RAM
• Intel x64 (x86-64) architecture with CPU from 600MHz and at least 96MB of available RAM
The file sizes are (in KB):

Function x86 x64


Capture runtime (drivers + SDK layer) with fingerprint recognition 1929 1948
(wrapper only -- not including the base Java and C/C++ APIs)

E x t ra I n s t a l l a t i o n S t e p s
After installing as described in Installing on the Development and Target Systems on page 5, you must do the
following additional steps on target machines:
1 In your config path, find the jpos.properties folder and update the file’s last line to contain the location of your
JPOSUareU.xml file.
2 Copy the files in these two folders: U.are.U SDK\Windows\Lib\Java and U.are.U SDK\Windows\Lib\
<x86 or x64> to the location of your choice.
3 Make sure that dpuareu.jar is in the classpath and dpuareu_jni.dll is accessible by JVM. For example:

java.exe -classpath ".;C:\Program Files\DigitalPersona\U.areU SDK\Windows\Lib\Java\


dpuareu.jar" -Djava.library.path="C:\Program Files\DigitalPersona\U.areU SDK\Windows\
Lib\win32" UareUSampleJava

R e g i s t e r i n g yo u r D e v i c e a f t e r I n s t a l l a t i o n
To enable DigitalPersona U.are.U support in your JavaPOS environment, you may need to register the DigitalPersona
U.are.U Device Service.

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Developing Applications with JavaPOS

To register the Device Service


1 Modify the JAVA_POS_CONFIG_PATH variable in the register.bat file in the <Destination folder>\Win-
dows\Lib\Java folder. The variable should point to the JavaPOS config folder.
2 Run register.bat
To unregister the Device Service
 Run register.bat -u.

U p g ra d i n g f ro m P re v i o u s Ve r s i o n s o f t h e Java P O S A P I
To upgrade your existing applications, be sure to do the following steps:
1 Add a reference to <install directory>/U. are. U SDK/Windows/Lib/Java/dpuareu.jar in your
classpath. This change is often done in a build or run script.
2 Replace the old dpjavapos.jar with the newest one, located in <install directory>/U. are. U SDK/
Windows/Lib/Java.

T h e Java P O S S a m p l e A p p l i c a t i o n
This section describes the functionality of the sample application, which is located in the <Install Directory>\
U.are.U SDK\Windows\Samples directory. For more information about the sample application and the sample
code, particularly button functionality, refer to the readme.txt file located in the same directory.
IMPORTANT:To run the sample application, Java runtime environment® (JRE) 1.5 or higher must be installed on
your complaceer.

To start the application


1 Open the <Install Directory>\U.are.U SDK\Windows\Samples\Bin\JavaPOS folder.
2 Run run.bat
The sample application window appears as shown below.

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Developing Applications with JavaPOS

The DigitalPersona U.are.U SDK window is made up of the following distinct areas:
• Buttons area
This area is located at the left of the window and contains buttons that initiate calls to various methods for
interacting with the fingerprint reader and for performing fingerprint enrollment, verification, and identification
operations.

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Developing Applications with JavaPOS

• Messages area
This area is located above the Buttons area and displays messages that inform the developer of system activity,
invite them to perform actions such as touching the fingerprint reader, or advise them of system errors. The
message that appears when you start the application is “Click to open the device...”.

• New Image area


This area is located at the bottom left and displays raw sensor data when a StatusUpdate event is returned
signaling raw data is available.

• Log area
This area is located in the middle of the window and displays a log of system activity, including method calls and
error codes.

• Properties area
This area is located at the right of the window and displays a list of properties, both common and specific (in the
Property name column), and their current values (in the Value column).

To open the connection with the fingerprint reader


• Click Open.
The open method of the Device Control object is called.
If the call succeeds, the connection with the fingerprint reader is opened and various properties (common and
specific) are set to their default values. These properties and values are displayed in the Properties area, and
“Device opened...” appears in the Messages area, as shown in the screen shot below.
NOTE:As each method is called, any properties that change are displayed in the Properties area.
If the method call fails, a failure message appears in the Messages area and error codes are displayed in the Log
area.

Once the connection with the fingerprint reader has been opened, it must be claimed.
To claim the fingerprint reader
• Click Claim.
The claim method of the Device Control is called, the claimed property is set to true, and “Exclusive accessed”
appears in the Messages area.

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Developing Applications with JavaPOS

Once the connection with the fingerprint reader has been claimed, it must be enabled.
To enable the fingerprint reader
• Click Device Enable.
The deviceEnabled property is set to true and “Physical Device Operational” appears in the Messages area.
Enrolling a fingerprint consists of capturing four fingerprint images, converting them into fingerprint pre-
enrollment templates, and then creating an enrollment template from these templates.
To perform fingerprint enrollment
1 Click Begin Enroll Capture.
The beginEnrollCapture method of the Device Control is called and “Touch the sensor four times” appears in the
Messages area.

2 Touch the fingerprint reader four times. Follow the instructions that appear in the Messages area to guide you.
If the method call succeeds, an enrollment template is created and “Total enrollment completed: N” appears in the
Messages area, where N is the number of total enrollments.

If the method call fails, a failure message appears in the box in the Messages area. If an error occurs, appropriate
messages appear in the Messages area, and error codes are displayed in the Log area.

To perform fingerprint verification


1 Click Begin Verify Capture.
The beginVerifyCapture method of the Device Control is called and “Touch the sensor to capture sample data”
appears in the Messages area.

If the method call fails, a failure message appears in the Messages area. If an error occurs, appropriate messages
appear in the Messages area, and error codes are displayed in the Log area.

2 Touch the fingerprint reader.


If the method call succeeds, a verification template is created and “Sample Data Captured” appears in the Messages
area.

If the method call fails, a failure message appears in the Messages area. If an error occurs, appropriate messages
appear in the Messages area, and error codes are displayed in the Log area.

3 Click Verify Match.


The verifyMatch method of the Device Control is called.

If the method call succeeds, a match is performed using the latest enrollment template available and the verification
template that was created in step 2, and “Verification success!” or “Verification failed!” appears in the Messages
area.

If the method call fails, a failure message appears in the Messages area. If an error occurs, appropriate messages
appear the Messages area, and error codes are displayed in the Log area.

To perform fingerprint identification


1 Click Begin Verify Capture.
If the method call fails, a failure message appears in the Messages area. If an error occurs, appropriate messages
appear in the Messages area, and error codes are displayed in the Log area.

2 Touch the fingerprint reader.


If the method call succeeds, a verification template is created and “Sample Data Captured” appears in the Messages
area.

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Developing Applications with JavaPOS

If the method call fails, a failure message appears in the Messages area. If an error occurs, appropriate messages
appear in the Messages area, and error codes are displayed in the Log area.

3 Click Identify Match.


The identifyMatch method of the Device Control is called.
If the method call succeeds, a match is performed using all of the enrollment templates available and the
verification template that was created in step 2. A candidate ranking is generated by listing only the indices of the
enrollment templates that match, and “Identification success!” or “Identification Failed!” appears in the
Messages area.

If the method call fails, a failure message appears in the Messages area. If an error occurs, appropriate messages
appear in the Messages area, and error codes are displayed in the Log area.

To perform fingerprint verification using a verification template created on-the-fly


1 Click Verify.
The verify method of the Device Control is called, and “Please touch the sensor for verification” appears in the
Messages area.

2 Touch the fingerprint reader.


If the method call succeeds, a verification template is created on-the-fly. Then a match is performed using the latest
enrollment template available and the verification template, and “Verification success!” or “Verification failed!”
appears in the Messages area.

If the method call fails, a failure message appears in the Messages area. If an error occurs, appropriate messages
appear in the Messages area, and error codes are displayed in the Log area.

To perform fingerprint identification using a verification template created on-the-fly


1 Click Identify.
The identify method of the Device Control is called and “Please touch the sensor for Identification” appears in the
Messages area.

2 Touch the fingerprint reader.


If the method call succeeds, a verification template is created on-the-fly. Then a match is performed using all of the
enrollment templates available and the verification template. A candidate ranking is generated by listing only the
indices of the enrollment templates that match, and “Identification success!” or “Identification Failed!” appears in
the Messages area.

If the method call fails, a failure message appears in the Messages area. If an error occurs, appropriate messages
appear in the Messages area, and error codes are displayed in the Log area.

To clear the enrollment template array set and the verification template
• Click Clear Data.
The clearInplace method of the Device Control is called and “Clear data to start enrolling again” appears in the
Messages area.
If the method call succeeds, the enrollment template array set and the verification template are cleared. A new
verification template and a set of enrollment templates can now be created.
If the method call fails, a failure message appears in the Messages area, and error codes are displayed in the Log
area.
Here is a demonstration of a sample sequence, showing the log area and messages.
In the screenshot below, the sample application window shows the following sequence of actions:

• Open

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Developing Applications with JavaPOS

• Claim,
• Device enable,
• Begin enroll capture,
• Captured 4 fingers,
• Begin verify capture,
• Captured 1 finger,
• Verify match,
• Returns a success notification (final message at top left)

To close the connection with the fingerprint reader


• Click Close.
The Close method of the Device Control is called.
If the method call succeeds, the connection with the fingerprint reader is closed, all of the controls other than the
Open button are disabled, and the properties are reset, or cleared.
If the method call fails, a failure message appears in the Messages area, and error codes are displayed in the Log
area.

To close the application


Click the Close button at the top right of the window.

DigitalPersona U.are.U SDK - Platform Guide for Windows 35


Developing Applications with OPOS
T HIS CHAPTER PROVIDES INFORMATION NECESSARY FOR DEVELOPING WINDOWS APPLICATIONS IN OPOS WITH THE
U. ARE .U SDK.

P re - R e q u i s i t e s
This chapter assumes that you have a working knowledge of OPOS and that you know how to develop for Microsoft
Windows machines.

S y s t e m R e q u i re m e n t s

Development System
• Microsoft Windows XP Professional or higher, 32-bit or 64-bit
• Microsoft Visual Studio 2008 or 2010 OR Visual Basic 6

Target Runtime Hardware (Windows machine)


The Windows-based machine that will run the application must be one of the following hardware platforms:
• Intel x86 architecture with CPU from 600MHz and at least 16MB of available RAM
• Intel x64 (x86-64) architecture with CPU from 600MHz and at least 16MB of available RAM
The file sizes are (in KB):

Function x86 x64


Capture runtime (drivers + SDK layer) with fingerprint recognition 857 857
(wrapper only -- not including the base C/C++ API)

U p g ra d i n g f ro m P re v i o u s Ve r s i o n s o f t h e O P O S A P I
To upgrade your existing applications, be sure to do the following steps:
1 Replace your previous dpServiceObject.dll and OPOSBiometrics.ocs with the new versions supplied in the
product directory.
2 Run install.bat in the same directory (default is Windows/Lib/Win32).

Using the Sample Application


This section describes the functionality of the sample application, which is located in the <Install Directory>\
U.are.U SDK\Windows\Samples directory. For more information about the sample application and the sample
code, particularly button functionality, refer to the readme.txt file located in the same directory.
To start the application
• Open the DPOPOSDemo.exe file.
The DigitalPersona U.are.U UPOS for OPOS window appears as shown in the screen shot below.

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Developing Applications with OPOS

To open the connection with the fingerprint reader


• Click Open().
The Open method of the Control Object (CO) is called.
If the call succeeds, the connection with the fingerprint reader is opened and various properties (common and
specific) are set to their default values, which are displayed in the Common Properties and Specific Properties
tabs. Also, “Device Opened” appears in the area under the Specific Methods control box.

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Developing Applications with OPOS

NOTE:As each method is called, any properties that change are displayed in the Common Properties and
Specific Properties tabs.
If the method call fails, a failure message appears in the box at the bottom of the window, and error codes are
displayed in the Result Code and Extended Result Code boxes.
Once the connection with the fingerprint reader has been opened, it must be claimed.
To claim the fingerprint reader
• Click Claim().
The Claim method of the CO is called, and the Claimed property is set to true. Then the DeviceEnabled and
DataEventEnabled properties are set to true, and “Device Claimed” appears in the area under the Specific
Methods control box.
If the method call fails, a failure message appears in the box at the bottom of the window, and error codes are
displayed in the Result Code and Extended Result Code boxes.
Once you have opened and claimed the device, the application will look like the screenshot below.

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Developing Applications with OPOS

Enrolling a fingerprint consists of capturing four fingerprint images, converting them into fingerprint pre-enrollment
templates, and then creating an enrollment template from these templates.
To perform fingerprint enrollment
1 Click Begin Enroll Capture.
The beginEnrollCapture method of the CO is called, and “Waiting for fingerprint scan” appears in the area under
the Specific Methods control box.

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Developing Applications with OPOS

2 Touch the fingerprint reader four times. Follow the instructions that appear in the area under the Specific Methods
control box to guide you.
If the method call succeeds, an enrollment template is created and “Fingerprint Image Scanned” appears in the area
under the Specific Methods control box.

If the method call fails, a failure message appears in the area under the Specific Methods control box. If an error
occurs, appropriate messages appear in the box at the bottom of the window, and error codes are displayed in the
Result Code and Extended Result Code boxes.

To perform fingerprint verification


1 Click Begin Verify Capture.
The beginVerifyCapture method of the CO is called, and “Waiting for fingerprint scan” appears in the area under
the Specific Methods control box.

2 Touch the fingerprint reader.


If the method call succeeds, a verification template is created and “Fingerprint Image Scanned” appears in the area
under the Specific Methods control box.

If the method call fails, a failure message appears in the area under the Specific Methods control box. If an error
occurs, appropriate messages appear in the box at the bottom of the window, and error codes are displayed in the
Result Code and Extended Result Code boxes.

3 Click Verify Match.


The verifyMatch method of the CO is called.

If the method call succeeds, a match is performed using the latest enrollment template available and the verification
template that was created in step 2. The result appears in the area under the Specific Methods control box:
“Fingerprint matches” or “Fingerprint does not match.”

If the method call fails, a failure message appears in the area under the Specific Methods control box. If an error
occurs, appropriate messages appear in the box at the bottom of the window, and error codes are displayed in the
Result Code and Extended Result Code boxes.

To perform fingerprint identification


1. Click Begin Verify Capture.
The beginVerifyCapture method of the CO is called, and “Waiting for fingerprint scan” appears in the area
under the Specific Methods control box.

2. Touch the fingerprint reader.


If the method call succeeds, a verification template is created and the Fingerprint Image Scanned message
appears in the area under the Specific Methods control box.
If the method call fails, a failure message appears in the area under the Specific Methods control box. If an error
occurs, appropriate messages appear in the box at the bottom of the window, and error codes are displayed in the
Result Code and Extended Result Code boxes.

3. Click Identify Match.


The identifyMatch method of the CO is called.
If the method call succeeds, a match is performed using all of the enrollment templates available and the
verification template that was created in step 2. A candidate ranking is generated by listing only the indices of the
enrollment templates that match. The result appears in the area under the Specific Methods control box, for
example, “Candidate array: 0 2,” or, if none of the templates matches, “Candidate ranking array is empty.”

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Developing Applications with OPOS

If the method call fails, a failure message appears in the area under the Specific Methods control box. If an error
occurs, appropriate messages appear in the box at the bottom of the window, and error codes are displayed in the
Result Code and Extended Result Code boxes.

On completion of the verify match and identification match, the screen will look similar to the image below.

To perform fingerprint verification using a verification template created on-the-fly


1 Click Verify.

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Developing Applications with OPOS

The verify method of the CO is called, and “Waiting for fingerprint scan” appears in the area under the Specific
Methods control box.

2 Touch the fingerprint reader.


If the method call succeeds, a verification template is created on-the-fly. Then a match is performed using the latest
enrollment template available and the verification template. The result appears in the area under the Specific
Methods control box: “Fingerprint matches” or “Fingerprint does not match.”

If you do not place your finger on the fingerprint reader within the stipulated time (10 seconds in this sample), the
operation times out and “Timeout error…” appears in the area under the Specific Methods control box.

If the method call fails, a failure message appears in the area under the Specific Methods control box. If an error
occurs, appropriate messages appear in the box at the bottom of the window, and error codes are displayed in the
Result Code and Extended Result Code boxes.

To perform fingerprint identification using a verification template created on-the-fly


1 Click Identify.
The identify method of the CO is called, and “Waiting for fingerprint scan” appears in the area under the Specific
Methods control box.

2 Touch the fingerprint reader.


If the method call succeeds, a verification template is created on-the-fly. Then a match is performed using all of the
enrollment templates available and the verification template. A candidate ranking is generated by listing only the
indices of the enrollment templates that match. The result appears in the area under the Specific Methods control
box, for example, “Candidate array: 0 2,” or, if none of the templates matches, “Candidate ranking array is empty.”

If you do not place your finger on the fingerprint reader within the stipulated time (10 seconds in this sample), the
operation times out and “Timeout error…” message appears in the area under the Specific Methods control box.

If the method call fails, a failure message appears in the area under the Specific Methods control box. If an error
occurs, appropriate messages appear in the box at the bottom of the window, and error codes are displayed in the
Result Code and Extended Result Code boxes.

To close the connection with the fingerprint reader


• Click Close().
The Close method of the CO is called.
If the method call succeeds, the connection with the fingerprint reader is closed, all of the controls other than the
Open() button are disabled, and the properties are reset, or cleared.
If the method call fails, a failure message appears in the box at the bottom of the window, and error codes are
displayed in the Result Code and Extended Result Code boxes.
To clear the enrollment template array set and the verification template
• Click Clear Data.
The clearInplace method of the CO is called.
If the method call succeeds, the enrollment template array set and the verification template are cleared. A new
verification template and a set of enrollment templates can now be created.
If the method call fails, a failure message appears in the box at the bottom of the window, and error codes are
displayed in the Result Code and Extended Result Code boxes.
To close the application
Click the Close button.

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Redistribution
T HIS CHAPTER PROVIDES DETAILS ABOUT THE FILES INCLUDED IN THE U. ARE .U SDK THAT MUST BE DISTRIBUTED
WITH YOUR APPLICATION .

Locating the Redistributable Installation Files


When you unzip the distribution file, the unzipped collection of files includes:
• Redist - folder containing materials for redistributing the product
• RTE\Install - folder containing installation files for installing applications on target hardware (user
workstations or hardware devices)
When you develop a product based on the U.are.U SDK, you need to distribute U.are.U files to your end users. You
may redistribute the files in the Redist folder to your end users pursuant to the terms of the end user license
agreement (EULA), attendant to the software and located in the Windows\Docs folder in the installed product folder.
These files are designed and licensed for use with your application.
You may integrate U.are.U files in three ways:
1 Add the supplied merge modules to your installer.
2 Have users run the U.are.U installer as a prerequisite to installing your application.
3 Call the U.are.U installer from your installer.
Per the terms of the EULA, Crossmatch grants you a non-transferable, non-exclusive, worldwide license to
redistribute, either directly or via the respective merge modules, the files contained in the RTE\Install and Redist
folders in the U.are.U SDK software package to your end users and to incorporate these files into derivative works for
sale and distribution.

M e rg e M o d u l e s
The table below shows the merge modules in the Redist folder that are required for each platform.

Merge Module File Description C/C++ .NET ActiveX Java JavaPOS OPOS
x86 x64 x86 x64 x86 x64 x86 x64 x86 x64 x86 x64
DPDevices Device x x x x x
DPDevices64 components x x x x x
DpDrivers x x x x x x x x x x
DPFingerJet PIV-certified x x x x x
DPFingerJet64 FingerJet Engine x x x x x
DPFPApi Device APIs x x x x x
DPFPApi64 x x x x x
DPFPCapture Fingerprint x x x x x
DPFPCapture64 capture x x x x x
DPHostServiceSDK Host Service x x x x x
DPHostServiceSDK64 SDK x x x x x
DPWorkstationPro DigitalPersona x x x x x
DPWorkstationPro64 Workstation Pro x x x x x
components
DPProUtils x x x x x
DPProUtils64 x x x x x

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Redistribution

Merge Module File Description C/C++ .NET ActiveX Java JavaPOS OPOS
x86 x64 x86 x64 x86 x64 x86 x64 x86 x64 x86 x64
DPPIVDrivers PIV drivers x x x x x
DPPIVDrivers64 x x x x x
DPJavaPOS JavaPOS libraries x x
DPUareUJava Java libraries x x x x
DPUareUJni Native libraries x x
and JIN wrapper
DPUareUJni64 x x
DPUareUX ActiveX libraries x x
DPUareUNET .NET libraries x x
DPOpos OPOS libraries x x

Fingerprint Reader Documentation


You may redistribute the documentation included in the Redist directory to your end users pursuant to the terms of
this section and of the EULA, attendant to the software and located in the Windows\Docs directory in the installed
product directory.

Hardware Warnings and Regulatory Information


If you distribute DigitalPersona U.are.U fingerprint readers to your end users, you are responsible for advising them of
the warnings and regulatory information included in the Warnings and Regulatory Information.pdf file in the
Redist directory. You may copy and redistribute the language, including the copyright and trademark notices, set
forth in the Warnings and Regulatory Information.pdf file.

Fingerprint Reader Use and Maintenance Guide


The DigitalPersona U.are.U Fingerprint Reader Use and Maintenance Guide, DigitalPersona Reader
Maintenance.pdf, is located in the Redist directory. You may copy and redistribute the DigitalPersona Reader
Maintenance.pdf file, including the copyright and trademark notices, to those who purchase a U.are.U module or
fingerprint reader from you.

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