private async void NavigationCompleted(object sender, CoreWebView2NavigationCompletedEventArgs e)
{
if (_webViewDisposed > 0)
{
_logger.LogWarning("NavigationCompleted : WebViewDisposed");
OnWebViewFailure();
return;
}
if (!e.IsSuccess)
{
_logger.LogError($"NavigationCompleted: {e.WebErrorStatus}");
OnWebViewFailure();
return;
}
Here NavigationCompleted gets WebErrorStatus=ConnectionAborted
In the constructor I have WebView.NavigationCompleted += NavigationCompleted;
And on some other place I have WebView.CoreWebView2.NavigateToString(_viewModel.Content);
The content is valid HTML.
I have also successfuly initialzed Webview object here:
await WebView.EnsureCoreWebView2Async(WebViewHelper.Instance);
_logger.LogInfo($"Version: {WebView.CoreWebView2.Environment?.BrowserVersionString}, UserDataFolder: {WebView.CoreWebView2.Environment?.UserDataFolder}.");
await _baseWebViewMessageHandler.InjectScript();
It just fails sometimes. Can you hint what could be reason of WebErrorStatus=ConnectionAborted?
It turned out that WebView.CoreWebView2.NavigateToString(_viewModel.Content) was called twice on the same time.
I solve with this:
if (Interlocked.Increment(ref _navigateWebViewToContent) == 1)
{
WebView.CoreWebView2.NavigateToString(_viewModel.Content);
}
Related
I would like to know the best way to handle an http Request on Xamarin.Forms.
For now I was handling the request this way:
First I have a button on my forms like this:
btn_1.Clicked += (sender, e) => {
Confirm(name, password);
};
My Confirm() function checks the entrees and throws the event of the request. Also it do the logic after the request event is completed. For example:
private async void Confirm(string name, string password) {
UserController user_controller = new UserController();
if (name != null && password != null) {
User user = new User(name, password);
bool ok = user_controller.Login(user);
if(ok){
Navigation.InsertPageBefore(new NextPage(), this);
await Navigation.PopAsync();
} else {
//Show error code...
}
}
}
My UserController has two functions for each http request. The first one does the request. The second one calls the first one and handles the answer.
1º:
private async Task<HttpResponseMessage> user_login(User user){
try {
Uri uri = new Uri("http://localhost/user/login");
string user_json = JsonConvert.SerializeObject(user);
StringContent content = new StringContent(user_json, Encoding.UTF8, "application/json");
return await Utilities.client.PostAsync(uri, content).ConfigureAwait(false);
} catch {
return null;
}
}
2º:
public bool Login(User user) {
http_response = user_login(user).GetAwaiter().GetResult();
//If it doesn't reach the server...
if (http_response != null) {
//Depending of the status of the response
switch (http_response.StatusCode) {
case (System.Net.HttpStatusCode)200:
try {
string content = http_response.Content.ReadAsStringAsync().GetAwaiter().GetResult();
Response response = JsonConvert.DeserializeObject<Response>(content);
return (bool) response.aux;
} catch {
}
break;
case (System.Net.HttpStatusCode)401:
...
break;
default:
...
break;
}
} else {
App.Current.MainPage.DisplayAlert("Error", "No server connection", "OK");
}
return false;
}
This completes my protocol for each request. My problem is:
1. I'm not sure if this is the correct way to do it
2. When I click several times the btn_1 it throws many times the request
How could I do to avoid this? I try to put a lock on my button but it doesn't work. I'm having many troubles with the asynchronous requests. I don't know which is the best way to handle the request to throw only one request at the time.
EDIT:
I have created this button extension:
public partial class LockableButton: Button {
public event EventHandler ThrowEvent;
public bool ShowLoading { get; set; }
public LockableSimpleButton() {
ShowLoading=false;
InitializeComponent();
this.Clicked += async (object sender,EventArgs e) => {
if (!Utilities.Unlocked) { return; }
Utilities.Unlocked=false;
try {
if (ShowLoading) {
await Navigation.PushModalAsync(new LoadingPopUp());
ThrowEvent(sender,e);
await Navigation.PopModalAsync();
} else {
ThrowEvent(sender,e);
}
} finally {
await Task.Delay(1000);
Utilities.Unlocked=true;
}
};
}
}
And now my buttons are like this:
btn_1.ThrowEvent += async (sender, e) => {
Navigation.InsertPageBefore(new Page(),this);
await Navigation.PopAsync(false);
};
How it is even posible that the error still persisting?
When I click several times the button it throws an error because it is trying to PopAsyc to many time the same page... It is the delay to short?
When I click several times the btn_1 it throws many times the request
This problem has nothing to do with handling an Async HTTP Request.
Here are two classic coding techniques for discarding extra button presses.
They are variations on having a flag set, and discarding any clicks that happen while that flag is set.
Common pseudo-code:
static bool _busy;
...click handler... {
if (_busy) return;
_busy = true;
// Special code as needed.
... handle the click ...
// This code must always be executed.
// If it isn't, the button action will never occur again.
_busy = false;
}
When you finish processing the first click, start a one-time timer. Until that timer fires, discard any additional clicks.
Pseudo-code:
...click handler... {
if (_busy) return;
_busy = true;
try {
... handle the click ...
} finally {
var timer = new Timer(TimerTick, 250 milliseconds, one-time);
timer.Start();
}
}
void TimerTick() {
// This code must always be executed.
// If it isn't, the button action will never occur again.
_busy = false;
//maybe timer.Stop();
}
When you start processing the first click, set a flag. Clear that flag when you are done processing. Discard any clicks that happen while that flag is set.
Pseudo-code:
// Must be `async` method, so events continue while processing.
// Otherwise, the second button press might simply be on hold,
// until after this finishes, so doesn't get suppressed.
...click handler... {
if (_busy) return;
_busy = true;
try {
... handle the click ...
} finally {
// This code must always be executed.
// If it isn't, the button action will never occur again.
_busy = false;
}
}
I'm working with Unity, using C#, and need to get a snapshot at the beggining of the scene. But I need to get the snapshot once and only once.
So far, all exemples I found use some sort of event listener to get the snapshot, and it means that the snapshot can be overwritten by some event.
After I created the event listener (following a tutorial), I worked around the problem with an if-statement.
The code I'm using:
DataSnapshot dbSnapshot; // <-- the snapshot I need to use later
void Start(){
StartListener();
// Other stuff happens...
}
protected void StartListener() {
dbRoot.ValueChanged += (
object sender2, ValueChangedEventArgs e2) => {
if (e2.DatabaseError != null) {
Debug.LogError(e2.DatabaseError.Message);
return;
}
Debug.Log("ValueChangedEventArgs");
if (e2.Snapshot != null || e2.Snapshot.Value != null){
if (dbSnapshot == null){
// This happens once, and prevents the dbSnapshot from being overwritten
dbSnapshot = e2.Snapshot;
}
}
};
}
It seems to work but I would like to know if it's possible to get the snapshot without an event listener or, at least, if there is a more elegant solution.
Bellow example how i get leaderboard, this get data only one.
FirebaseDatabase.DefaultInstance
.GetReference("Leaders").OrderByChild("Score")
.GetValueAsync().ContinueWith(task =>
{
if (task.IsFaulted)
{
Debug.LogError("Get faulted");
return;
}
if (task.Result != null && task.Result.ChildrenCount > 0)
{
Debug.Log("Get data success!");
...
}
});
I am using the TAPI 2.0 wrapper from JulMar (https://atapi.codeplex.com/) and I'm having trouble with it.
The Initialization
void initTAPI()
{
myTAPI = new TapiManager("GetCaller");
if (!myTAPI.Initialize())
{
MessageBox.Show("FAILED!");
}else
{
name = myTAPI.Lines[0].Name;
lineName = (myTAPI != null && myTAPI.Lines.Length > 0 ? name : string.Empty);
foreach(TapiLine line in myTAPI.Lines)
{
line.NewCall += this.OnNewCall;
line.Ringing += this.OnRinging;
line.CallStateChanged += this.OnCallState;
line.CallInfoChanged += this.OnCallInfo;
}
MessageBox.Show(lineName);
}
}
So I get the lineName. When I now dial a number through the program, it fires
OnCallState
private void OnCallState(object sender, CallStateEventArgs e)
{
if (InvokeRequired == true)
{
this.BeginInvoke(new EventHandler<CallStateEventArgs>(this.OnCallState), new object[] { sender, e });
return;
}
label1.Text = "Outgoing Call...";
}
But what I actually want to do is to get the number of an incoming call, but OnCallInfo does not get fired.
OnCallInfo
private void OnCallInfo(object sender, CallInfoChangeEventArgs e)
{
if (InvokeRequired == true)
{
this.BeginInvoke(new EventHandler<CallInfoChangeEventArgs>(this.OnCallInfo), new object[] { sender, e });
return;
}
label1.Text = "Incoming Call...";
}
It says somehwere, that it only works with x86, so I changed the target but still no success.
PS: I have a call manager (ProCall) installed on the same machine, that tells me when someone calls, so I should be able to get the info in c# as well?
Here is the whole code if someone is interested: http://pastebin.com/Q5W5iGun
Depending on TSP, you may get call info messages, but TAPI does not force the driver to do this. So some TSP make you get the info yourself. In the Win32 API this is done via lineGetCallInfo.
After a quick look in this atapi wrapper, this happens in the GatherCallInfo method of the TapiCall class. However I can see no way to trigger this manually in this wrapper. You would need to modify the atapi source to make this a public method.
You can use example from TAPI which do the same. The only difference is new line.Monitor() method
foreach (TapiLine line in tapiManager.Lines)
{
try
{
line.NewCall += OnNewCall;
line.CallStateChanged += OnCallStateChanged;
line.CallInfoChanged += OnCallInfoChanged;
line.Monitor();
}
catch (TapiException ex)
{
LogError(ex.Message);
}
}
For further reading read this https://atapi.codeplex.com/SourceControl/latest#Atapi/trunk/source/test/TcMon/TapiMonitorForm.cs
I'm working on a wp8-app that takes a photo and then takes you to the next screen to decide whether you like it or not.
The current approach was this:
private void ShutterButton_Click(object sender, RoutedEventArgs e)
{
if (cam != null)
{
try
{
cam.CaptureImage();
await Task.Delay(1500);
NavigateFront();
}
catch (Exception ex)
{
...
}
}
}
public void NavigateFront()
{
string naviString = "/confirmPicture.xaml?parameter=" + fileName.ToString();
_rootFrame.Navigate(new Uri(naviString, UriKind.Relative));
}
On my Lumia 520 it crashed sometimes. If I increase the wait-time to 2,5sec it works. But of course this should not be the way to do it.
If I catch the void cam_CaptureImageAvailable(object sender, Microsoft.Devices.ContentReadyEventArgs e)-Event and try to navigate after everything is done and all streams are closed I still get in a NavigateFailed-State and the app crashes.
My question is: is there any other useful event that ensures that all work is done and I can navigate without using static time-based values?
Navigation with a PhotoCamera is possible, just subscribe to its CaptureCompleted event handler
cam.CaptureCompleted += new EventHandler<CameraOperationCompletedEventArgs>(camera_CaptureCompleted);
and this would be the event
void camera_CaptureCompleted(object sender, CameraOperationCompletedEventArgs e)
{
try
{
Deployment.Current.Dispatcher.BeginInvoke(delegate()
{
try
{
cam.Dispose();
NavigationService.Navigate(new Uri("URI nething", UriKind.Relative));
}
catch (Exception)
{
MessageBox.Show("Problem occured!!");
}
});
}
catch
{
MessageBox.Show("Problem in camer_capturecompleted");
}
}
I did it in one of my apps targeting windows phone 7. Check if this works for you as well.
Hey guys, I just wanted to verify what I'm doing is correct. It came to our attention that a Windows Service had a pretty serious memory leak. I was able to track it down to how Workflow was being called. I reworked it a bit to stop the memory leak, but I wanted to validate that the code is doing what I think it is. Note I do not know the first thing about Workflow, so I'm coming to you.
Basically, the code was executing the Workflow on a thread, but was not removing the handler to WorkflowRuntime.Terminated. I am trying to ensure that the Workflow is executed asynchronously. Here are the relevant portions of code:
Checking to ensure there is only once instance of the WorkflowRuntime:
private static void _CheckRuntimeInstance()
{
lock (_padlock)
{
if (_wfRuntime == null)
{
_wfRuntime = new WorkflowRuntime();
ManualWorkflowSchedulerService schedulerService = new ManualWorkflowSchedulerService();
_wfRuntime.AddService(schedulerService);
_wfRuntime.StartRuntime();
}
}
}
Inside a static method, creating the specific WorkflowInstance to run:
_CheckRuntimeInstance();
// create the instance
WorkflowInstance instance = _wfRuntime.CreateWorkflow(typeof(WorkflowType),parameters);
instance.Start();
Guid instanceId = instance.InstanceId;
ThreadPool.QueueUserWorkItem(CallbackMethod, instanceId);
Thread callback method:
private static void DeviceLocationAssignmentCallback(Object state)
{
Guid instanceId = (Guid)state;
EventHandler<WorkflowTerminatedEventArgs> workflowTerminatedHandler = null;
EventHandler<WorkflowCompletedEventArgs> workflowCompletedHandler = null;
workflowTerminatedHandler = delegate(object sender, WorkflowTerminatedEventArgs e)
{
if (instanceId == e.WorkflowInstance.InstanceId)
{
// Remove event registration.
_wfRuntime.WorkflowTerminated -= workflowTerminatedHandler;
_wfRuntime.WorkflowCompleted -= workflowCompletedHandler;
if (e.Exception != null)
{
// Log error.
}
}
};
_wfRuntime.WorkflowTerminated += workflowTerminatedHandler;
workflowCompletedHandler = delegate(object sender, WorkflowCompletedEventArgs e)
{
if (instanceId == e.WorkflowInstance.InstanceId)
{
// Remove event registrations.
_wfRuntime.WorkflowTerminated -= workflowTerminatedHandler;
_wfRuntime.WorkflowCompleted -= workflowCompletedHandler;
}
};
_wfRuntime.WorkflowCompleted += workflowCompletedHandler;
_wfRuntime.GetService<ManualWorkflowSchedulerService>().RunWorkflow(instanceId);
}
EDIT: Changed the title of the post to get more views.