Background Service run continuously in Xamarin Forms - c#

i'm new with xamarin forms. I'm writing an app and i need to create a function that allow call api continuously to check the change of data, if have any change, i will handle something.
I'm looking for the solution but nothing, please help me :(
Thread is an idea?

Okay so first of all you need to poll the API in order to receive the data that you need to check. To do this you can implement my PollingTimer.cs class:
using System;
using System.Threading;
using Xamarin.Forms;
namespace CryptoTracker.Helpers
{
/// <summary>
/// This timer is used to poll the middleware for new information.
/// </summary>
public class PollingTimer
{
private readonly TimeSpan timespan;
private readonly Action callback;
private CancellationTokenSource cancellation;
/// <summary>
/// Initializes a new instance of the <see cref="T:CryptoTracker.Helpers.PollingTimer"/> class.
/// </summary>
/// <param name="timespan">The amount of time between each call</param>
/// <param name="callback">The callback procedure.</param>
public PollingTimer(TimeSpan timespan, Action callback)
{
this.timespan = timespan;
this.callback = callback;
this.cancellation = new CancellationTokenSource();
}
/// <summary>
/// Starts the timer.
/// </summary>
public void Start()
{
CancellationTokenSource cts = this.cancellation; // safe copy
Device.StartTimer(this.timespan,
() => {
if (cts.IsCancellationRequested) return false;
this.callback.Invoke();
return true; // or true for periodic behavior
});
}
/// <summary>
/// Stops the timer.
/// </summary>
public void Stop()
{
Interlocked.Exchange(ref this.cancellation, new CancellationTokenSource()).Cancel();
}
}
}
Now that you have added a polling timer to your project, you must now go to the content page that you wish to poll from. Here is the pseudo code for what your content page should look like:
namespace YourApp.Views
{
public class MainPage : ContentPage
{
PollingTimer timer;
public MainPage ()
{
//PUT UI CODE HERE
Content = layout;
//Instantiate Polling timer to call handleaction every 5 seconds
timer = new PollingTimer(TimeSpan.FromSeconds(5), HandleAction);
}
/// <summary>
/// When the page enters the users view, this procedure is called.
/// </summary>
protected override void OnAppearing()
{
base.OnAppearing();
//Handle action and start your timer
HandleAction();
timer.Start();
}
/// <summary>
/// When the page disappears from the users view this procedure is called.
/// </summary>
protected override void OnDisappearing()
{
base.OnDisappearing();
//Stop your timer
timer.Stop(); //Stop the timer
}
/// <summary>
/// Callback for the timer.
/// </summary>
void HandleAction()
{
//Make call to your api to get data
//Compare data with data you currently have
// Do whatever you want.
}
I hope this helps you. Let me know if you need any more help :)

You can use Timer Class for you issue.

Related

About Softphone C#

I am a electronic student, I am developing a GUI with Visual Studio; so I found examples and information in the next page.
http://www.voip-sip-sdk.com/
my principal class:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
using Ozeki.Media;
using Ozeki.VoIP;
using Ozeki.Common;
namespace Consola2
{
/// <summary>
/// Basic softphone logic.
/// </summary>
/// <remarks>
/// This class is used to introduce how to declare, define and initialize a softphone,
/// how to handle some of it's events, and use some of it's functions.
/// The Program.cs uses this class to create a softphone,
/// uses the functions and events declared here as public.
/// </remarks>
class Softphone
{
ISoftPhone _softphone; // softphone object
IPhoneLine _phoneLine; // phone line object
IPhoneCall _call; // the call object
Microphone _microphone;
Speaker _speaker;
MediaConnector _connector; // connects the devices to each other (eg. microphone, speaker, mediaSender, mediaReceiver)
PhoneCallAudioSender _mediaSender; // after connected with the microphone, this will be attached to the call
PhoneCallAudioReceiver _mediaReceiver; // after connected with the speaker, this will be attached to the call
bool _incomingCall; // indicates wheter we have an incoming call (so, the phone is ringing)
#region Events
/// <summary>
/// Occurs when an incoming call received.
/// </summary>
public event EventHandler IncomingCall;
/// <summary>
/// Occurs when the registration state of the phone line has changed.
/// </summary>
public event EventHandler<RegistrationStateChangedArgs> PhoneLineStateChanged;
/// <summary>
/// Occurs when the state of the call has changed.
/// </summary>
public event EventHandler<CallStateChangedArgs> CallStateChanged;
#endregion
/// <summary>
/// Default constructor, initalizes the softphone with deafult parameters.
/// </summary>
public Softphone()
{
_softphone = SoftPhoneFactory.CreateSoftPhone(5000, 10000);
_microphone = Microphone.GetDefaultDevice();
_speaker = Speaker.GetDefaultDevice();
_connector = new MediaConnector();
_mediaSender = new PhoneCallAudioSender();
_mediaReceiver = new PhoneCallAudioReceiver();
_incomingCall = false;
}
/// <summary>
/// Registers the SIP account to the PBX.
/// Calls cannot be made while the SIP account is not registered.
/// If the SIP account requires no registration, the RegisterPhoneLine() must be called too to register the SIP account to the ISoftPhone.
/// </summary>
public void Register(bool registrationRequired, string displayName, string userName, string authenticationId, string registerPassword, string domainHost, int domainPort)
{
try
{
// We need to handle the event, when we have an incoming call.
_softphone.IncomingCall += softphone_IncomingCall;
// To register to a PBX, we need to create a SIP account
var account = new SIPAccount(registrationRequired, displayName, userName, authenticationId, registerPassword, domainHost, domainPort);
//Console.WriteLine("\nCreating SIP account {0}", account);
// With the SIP account and the NAT configuration, we can create a phoneline.
_phoneLine = _softphone.CreatePhoneLine(account);
//Console.WriteLine("Phoneline created.");
// The phoneline has states, we need to handle the event, when it is being changed.
_phoneLine.RegistrationStateChanged += phoneLine_PhoneLineStateChanged;
// If our phoneline is created, we can register that.
_softphone.RegisterPhoneLine(_phoneLine);
// For further information about the calling of the ConnectMedia(), please check the implementation of this method.
ConnectMedia();
}
catch (Exception ex)
{
Console.WriteLine("Error during SIP registration: " + ex);
}
}
/// <summary>
/// This will be called when the registration state of the phone line has changed.
/// </summary>
private void phoneLine_PhoneLineStateChanged(object sender, RegistrationStateChangedArgs e)
{
DispatchAsync(() =>
{
var handler = PhoneLineStateChanged;
if (handler != null)
handler(this, e);
});
}
/// <summary>
/// Starts the capturing and playing audio/video devices.
/// Other devices can be used (and started), for example: WebCamera or WaveStreamPlayback.
/// </summary>
private void StartDevices()
{
if (_microphone != null)
{
_microphone.Start();
}
if (_speaker != null)
{
_speaker.Start();
}
}
/// <summary>
/// Stops the capturing and playing audio/video devices.
/// Other devices can be stopped, for example: WebCamera.
/// </summary>
private void StopDevices()
{
if (_microphone != null)
{
_microphone.Stop();
}
if (_speaker != null)
{
_speaker.Stop();
}
}
#region Media handling guide
/*
To send our voice through the microphone to the other client's speaker, we need to connect them.
We send our voice through the mediaSender, and we get the other client's voice through the mediaSender to our speaker object.
To disconnect these handlers, we will use the DisconnectMedia() method.
It is possible to use other mediahandlers with the connector, for example we can connect a WaveStreamPlayback or an MP3StreamPlayback object to the MediaSender, so we can play music/voice
during the call. For exmaple: when can create an IVR (Interactive Voice Response), we can create voice recorder etc.
For example:
We can connect an .mp3 file player (which plays an mp3 file into the voice call) by the "connector.Connect(Mp3StreamPlayback, mediaSender); " line.
(We should also create an MP3StreamPlayback object: "MP3StreamPlayback Mp3StreamPlayback; "
and we need to tell to this object the details (what to play into the speaker, etc.))
*/
#endregion
/// <summary>
/// Connects the audio handling devices to each other.
/// The audio data will flow from the source to the destination.
/// </summary>
private void ConnectMedia()
{
if (_microphone != null)
{
_connector.Connect(_microphone, _mediaSender);
}
if (_speaker != null)
{
_connector.Connect(_mediaReceiver, _speaker);
}
}
/// <summary>
/// Disconnects the audio handling devices from each other.
/// </summary>
private void DisconnectMedia()
{
if (_microphone != null)
{
_connector.Disconnect(_microphone, _mediaSender);
}
if (_speaker != null)
{
_connector.Disconnect(_mediaReceiver, _speaker);
}
// You can close all of the connections by using: connector.Dispose();
}
/// <summary>
/// Subscribes to the events of a call to receive notifications such as the state of the call has changed.
/// In this sample subscribes only to the state changed and error occurred events.
/// </summary>
private void WireUpCallEvents()
{
_call.CallStateChanged += (call_CallStateChanged);
}
/// <summary>
/// Unsubscribes from the events of a call.
/// </summary>
private void WireDownCallEvents()
{
_call.CallStateChanged -= (call_CallStateChanged);
}
/// <summary>
/// This will be called when an incoming call received.
/// To receive notifications from the call (eg. ringing), the program need to subscribe to the events of the call.
/// </summary>
private void softphone_IncomingCall(object sender, VoIPEventArgs<IPhoneCall> e)
{
_call = e.Item;
WireUpCallEvents();
_incomingCall = true;
DispatchAsync(() =>
{
var handler = IncomingCall;
if (handler != null)
handler(this, EventArgs.Empty);
});
}
/// <summary>
/// This will be called when the state of the call call has changed.
/// </summary>
/// <remarks>
/// In this sample only three states will be handled: Answered, InCall, Ended
///
/// Answered: when the call has been answered, the audio devices will be started and attached to the call.
/// It is required to comminicate with the other party and hear them.
/// The devices are connected at softphone initialization time,
/// so no need to connect them every time when a call is being answered.
///
/// InCall: when the call is in an active state, the audio deveices will be started.
///
/// Ended: when the call ends, the audio devices will be stopped and detached from the call.
/// </remarks>
private void call_CallStateChanged(object sender, CallStateChangedArgs e)
{
// the call has been answered
if (e.State == CallState.Answered)
{
StartDevices();
_mediaReceiver.AttachToCall(_call);
_mediaSender.AttachToCall(_call);
}
// the call is in active communication state
// IMPORTANT: this state can occur multiple times. for example when answering the call or the call has been taken off hold.
if (e.State == CallState.InCall)
{
StartDevices();
}
// the call has ended
if (e.State.IsCallEnded())
{
if (_call != null)
{
CallFinished();
}
}
DispatchAsync(() =>
{
var handler = CallStateChanged;
if (handler != null)
handler(this, e);
});
}
/// <summary>
/// Starts calling the specified number.
/// In this sample an outgoing call can be made if there is no current call (outgoing or incoming) on the phone line.
/// </summary>
public void StartCall(string numberToDial)
{
if (_call == null)
{
_call = _softphone.CreateCallObject(_phoneLine, numberToDial);
WireUpCallEvents();
// To make a call simply call the Start() method of the call object.
_call.Start();
}
}
/// <summary>
/// Answers the current incoming call.
/// </summary>
public void AcceptCall()
{
// when the value of the incomingCall member is true, there is an incoming call
if (_incomingCall == true)
{
_incomingCall = false;
***_call.Answer();***
}
}
/// <summary>
/// Hangs up the current call.
/// </summary>
public void HangUp()
{
if (_call != null)
{
_call.HangUp();
_call = null;
}
}
/// <summary>
/// If the call ends, we won't need our speaker and microphone anymore to communicate,
/// until we enter into a call again, so we are calling the StopDevices() method.
/// The mediaHandlers are getting detached from the call object
/// (since we are not using our microphone and speaker, we have no media to send).
/// We won't need the call's events anymore, becouse our call is about to be ended,
/// and with setting the call to null, we are ending it.
/// </summary>
public void CallFinished()
{
StopDevices();
_mediaReceiver.Detach();
_mediaSender.Detach();
WireDownCallEvents();
_call = null;
}
/// <summary>
/// This method is used to solve the task blockings.
/// </summary>
private void DispatchAsync(Action action)
{
var task = new WaitCallback(o => action.Invoke());
ThreadPool.QueueUserWorkItem(task);
}
}
}
My GUI code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
using System.Threading;
using Ozeki.VoIP;
namespace Consola2
{
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
private static Softphone _mySoftphone; // softphone object
/// <summary>
/// The entry point of the program.
/// - initializes the softphone
/// - shows a greeting message
/// - registers the SIP account
/// </summary>
///
private static void InitSoftphone()
{
_mySoftphone = new Softphone();
_mySoftphone.PhoneLineStateChanged += mySoftphone_PhoneLineStateChanged;
_mySoftphone.CallStateChanged += mySoftphone_CallStateChanged;
_mySoftphone.IncomingCall += mySoftphone_IncomingCall;
}
/// <summary>
/// This will be called when the registration state of the phone line has changed.
/// </summary>
static void mySoftphone_PhoneLineStateChanged(object sender, RegistrationStateChangedArgs e)
{
Console.WriteLine("Phone line state changed: {0}", e.State);
if (e.State == RegState.Error || e.State == RegState.NotRegistered)
{
MessageBox.Show("Datos Invalidos", "Error", MessageBoxButton.OK, MessageBoxImage.Error);
}
else if (e.State == RegState.RegistrationSucceeded)
{
MessageBox.Show("¡Registro Exitoso!");
//StartToDial();
}
}
/// <summary>
/// This will be called when an incoming call received.
/// In this sample when an incoming call receveived, it will be answered automatically.
/// </summary>
static void mySoftphone_IncomingCall(object sender, EventArgs e)
{
MessageBox.Show("Llamada entrante");
_mySoftphone.AcceptCall();
MessageBox.Show("Llamada aceptada:");
}
/// <summary>
/// This will be called when the state of the call has changed. (eg. ringing, answered, rejected)
/// </summary>
private static void mySoftphone_CallStateChanged(object sender, CallStateChangedArgs e)
{
Console.WriteLine("Call state changed: {0}", e.State);
if (e.State.IsCallEnded())
{
MessageBox.Show("Llamada terminada:");
}
if (e.State == CallState.Error)
{
Console.WriteLine("Call error occured. {0}", e.Reason);
}
}
public MainWindow()
{
InitializeComponent();
InitSoftphone();
}
private void button1_Click(object sender, RoutedEventArgs e)
{
string id = textBox1.Text;
string user = textBox2.Text;
string displayed = textBox3.Text;
string pass = textBox4.Text;
string domain = textBox5.Text;
int port = Convert.ToInt32(textBox6.Text);
bool check = false;
if (checkBox1.IsChecked == true)
{
check = true;
}
_mySoftphone.Register(check, id, user, displayed, pass, domain, port);
}
private void Llamar_Click(object sender, RoutedEventArgs e)
{
string numero = textBox7.Text;
_mySoftphone.StartCall(numero);
}
private void button2_Click(object sender, RoutedEventArgs e)
{
_mySoftphone.AcceptCall();
}
}
}
With that, I can register into a PBX and make calls , the problem is that when you receive calls an error message appears "NullReferenceException was unhandled" In my class principal "AcceptCall()" method in the line "_call,Answer();".
Where is the problem? i'm not sure about de references with the "Ozeki" library.
I appreciate your help, or an example to make and receive calls.
Thanks.
Your call button (Llamar) instantiates _call inside StartCall. However, when AcceptCall is run, _call is still null, and cannot be used.

Authenticate_Execute event override in Kentico CMS v8.2

I need to convert a Kentico 7 web application to Kentico 8.0.21. The old code has a CMSModuleLoader file in the App_Code folder which has code for Authenticate_Execute event.
The init event suggested by kentico does not get fired
public partial class CMSModuleLoader
{
private class AuthenticationHandler : CMSLoaderAttribute
{
/// <summary>
/// Called automatically when the application starts
/// </summary>
public override void Init()
{
// Assigns a handler to the SecurityEvents.Authenticate.Execute event
// This event occurs when users attempt to log in on the website
SecurityEvents.Authenticate.Execute += OnAuthentication;
}
private void OnAuthentication(object sender, AuthenticationEventArgs args)
{
if (args.User != null) //the authenticate was successful
{
try
{
var accountFacade = WebContainer.Instance.Container.GetInstance<IAccountFacade>();
accountFacade.ReconcileOnLogin(args.UserName);
}
catch (Exception e)
{
var logger = LogManager.GetCurrentClassLogger();
var ex = new Exception("IAccountFacade.ReconcileOnLogin method throw an error communicating with dynamics, the issue is not resolvable from Kentico thus regardless of the permission level of the current user, the exception will be bubbled up and the user will be shown error details or the custom error page.", e);
logger.Fatal(x => x("The current exception is caused by dynamics/data problems and the user will not be allowed to login. A system admin with access to dynamics is required to resolve the problem.", e));
throw ex;
}
//ResetPasswordAttempts(args.User);
}
}
}
/// <summary>
/// Attribute class that ensures the loading of custom handlers
/// </summary>
private class CustomSecurityEventsAttribute : CMS.Base.CMSLoaderAttribute
{
/// <summary>
/// Called automatically when the application starts
/// </summary>
public override void Init()
{
SecurityEvents.Authenticate.Execute += new EventHandler<AuthenticationEventArgs>(Authenticate_Execute);
}
/// <summary>
/// called on every kentico authenticate attempt
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
All authentication-related events were moved to CMS.Membership.SecurityEvents in Kentico 8.0. The usage is as follows:
using System.Data;
using CMS.Base;
using CMS.Membership;
using CMS.DataEngine;
[AuthenticationHandler]
public partial class CMSModuleLoader
{
/// <summary>
/// Custom attribute class.
/// </summary>
private class AuthenticationHandler : CMSLoaderAttribute
{
/// <summary>
/// Called automatically when the application starts
/// </summary>
public override void Init()
{
// Assigns a handler to the SecurityEvents.Authenticate.Execute event
// This event occurs when users attempt to log in on the website
SecurityEvents.Authenticate.Execute += OnAuthentication;
}
}
}
For more info refer to the documentation.

Do WPF have Touch-and-Hold gesture?

Do WPF have Touch-and-Hold gesture? I cannot find event for that, so I tried to implement one for myself. I know that there is Stylus class but in WPF it does not help me. If there aren't one there is my code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Timers;
namespace WebControlTouch
{
/// <summary>
/// Due to lack of Touch-and-Hold gesture, here is implementation of it. Stupid M$.
/// </summary>
public static class Touch_and_Hold
{
#region Constructor + methods
/// <summary>
/// Static constructor which creates timer object with 1000ms interval, also sets parameters of Timer.
/// </summary>
static Touch_and_Hold()
{
gestureTimer = new Timer(1000);
gestureTimer.AutoReset = false;
gestureTimer.Elapsed += gestureTimer_Elapsed;
}
/// <summary>
/// On elasped (time ofc)
/// </summary>
/// <seealso cref="gestureTimer"/>
static void gestureTimer_Elapsed(object sender, ElapsedEventArgs e)
{
occured = true;
}
/// <summary>
/// Call it on OnTouchDown event.
/// It will start timer and will count time of touch
/// </summary>
/// <returns>Returns that gesture occured</returns>
public static void onTouch()
{
gestureTimer.Start();
}
/// <summary>
/// Call it on touch up mainwindow event (or somewhere else)
/// It stops gesture timer
/// </summary>
public static void onTouchUp()
{
occured = false;
}
#endregion
#region Members + properties
/// <summary>
/// Timer for measuring touchTime
/// </summary>
private static Timer gestureTimer;
/// <summary>
/// Do tap-and-hold occured
/// </summary>
private static bool occured = false;
/// <summary>
/// Property for getting occured flag
/// </summary>
public static bool occuredGesture
{
get { return occured; }
}
#endregion
}
}
If yes, please tell me name of the event. If not - try to steer me to solution.
Any help will be very appreciated.
It is possible to do that in an awaitable fashion. Create a timer with specific interval. Start it when user tapped and return the method when timer elapsed. If user release the hand, return the method with false flag.
public static Task<bool> TouchHold(this FrameworkElement element, TimeSpan duration)
{
DispatcherTimer timer = new DispatcherTimer();
TaskCompletionSource<bool> task = new TaskCompletionSource<bool>();
timer.Interval = duration;
MouseButtonEventHandler touchUpHandler = delegate
{
timer.Stop();
if (task.Task.Status == TaskStatus.Running)
{
task.SetResult(false);
}
};
element.PreviewMouseUp += touchUpHandler;
timer.Tick += delegate
{
element.PreviewMouseUp -= touchUpHandler;
timer.Stop();
task.SetResult(true);
};
timer.Start();
return task.Task;
}
For more information, read this post.
I've previously achieved this by create a custom control that extends button to delay the trigger of a button command after a delay on press-and-hold.
public class DelayedActionCommandButton : Button
First dependency properties:
public static readonly DependencyProperty DelayElapsedProperty =
DependencyProperty.Register("DelayElapsed", typeof(double), typeof(DelayedActionCommandButton), new PropertyMetadata(0d));
public static readonly DependencyProperty DelayMillisecondsProperty =
DependencyProperty.Register("DelayMilliseconds", typeof(int), typeof(DelayedActionCommandButton), new PropertyMetadata(1000));
public double DelayElapsed
{
get { return (double)this.GetValue(DelayElapsedProperty); }
set { this.SetValue(DelayElapsedProperty, value); }
}
public int DelayMilliseconds
{
get { return (int)this.GetValue(DelayMillisecondsProperty); }
set { this.SetValue(DelayMillisecondsProperty, value); }
}
These give us a control on how the delay should be and an output of how long is left.
Next I create an animation, to control the elapsed amount which when complete fires the command. There is also a cancel delay method:
private void BeginDelay()
{
this._animation = new DoubleAnimationUsingKeyFrames() { FillBehavior = FillBehavior.Stop };
this._animation.KeyFrames.Add(new EasingDoubleKeyFrame(0, KeyTime.FromTimeSpan(TimeSpan.FromMilliseconds(0)), new CubicEase() { EasingMode = EasingMode.EaseIn }));
this._animation.KeyFrames.Add(new EasingDoubleKeyFrame(1, KeyTime.FromTimeSpan(TimeSpan.FromMilliseconds(this.DelayMilliseconds)), new CubicEase() { EasingMode = EasingMode.EaseIn }));
this._animation.Completed += (o, e) =>
{
this.DelayElapsed = 0d;
this.Command.Execute(this.CommandParameter); // Replace with whatever action you want to perform
};
this.BeginAnimation(DelayElapsedProperty, this._animation);
}
private void CancelDelay()
{
// Cancel animation
this.BeginAnimation(DelayElapsedProperty, null);
}
Finally, we wire up the event handlers:
private void DelayedActionCommandButton_TouchDown(object sender, System.Windows.Input.TouchEventArgs e)
{
this.BeginDelay();
}
private void DelayedActionCommandButton_TouchUp(object sender, System.Windows.Input.TouchEventArgs e)
{
this.CancelDelay();
}
When used in XAML, you can optionally create a template that can animate based on the value of DelayElapsed to provide a countdown, or visual cue such as an expanding border, whatever takes your fancy.

Odd Behavior from Count Down Timer Class

Apologies in advance for rather long post and lot of code.
My application has a timed autosave feature. Users asked that I provide a visual indicator of how much time is left. I did some research on count down timers and eventually wrote the class below:
public class CountDownTimer
{
private Timer timer;
private int remaining;
////////////////////////////////////////////////////////////////////////////////////////////////////
/// <summary> Count down ticked delegate. </summary>
///
/// <remarks> Jon, 18/06/2012. </remarks>
///
/// <param name="remaining"> The remaining. </param>
/// <param name="maximum"> The maximum. </param>
////////////////////////////////////////////////////////////////////////////////////////////////////
public delegate void CountDownTickedDelegate(int remaining, int maximum);
/// <summary> Event queue for all listeners interested in Ticked event. </summary>
public event CountDownTickedDelegate Ticked;
////////////////////////////////////////////////////////////////////////////////////////////////////
/// <summary> Count down percent delegate. </summary>
///
/// <remarks> Jon, 18/06/2012. </remarks>
///
/// <param name="percent"> The percent. </param>
////////////////////////////////////////////////////////////////////////////////////////////////////
public delegate void CountDownPercentDelegate(int percent);
/// <summary> Event queue for all listeners interested in Percent events. </summary>
public event CountDownPercentDelegate Percent;
////////////////////////////////////////////////////////////////////////////////////////////////////
/// <summary> Count down done delegate. </summary>
///
/// <remarks> Jon, 18/06/2012. </remarks>
////////////////////////////////////////////////////////////////////////////////////////////////////
public delegate void CountDownDoneDelegate();
/// <summary> Event queue for all listeners interested in Done events. </summary>
public event CountDownDoneDelegate Done;
////////////////////////////////////////////////////////////////////////////////////////////////////
/// <summary> Gets or sets the maximum value to count down from </summary>
///
/// <value> The maximum value. </value>
////////////////////////////////////////////////////////////////////////////////////////////////////
public int Maximum
{
get;
set;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
/// <summary> Gets or sets a value indicating whether the timer is Paused. </summary>
///
/// <value> true if paused, false if not. </value>
////////////////////////////////////////////////////////////////////////////////////////////////////
public bool Paused
{
get;
set;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
/// <summary> Starts this CountDownTimer. </summary>
///
/// <remarks> Jon, 18/06/2012. </remarks>
////////////////////////////////////////////////////////////////////////////////////////////////////
public void Start()
{
timer = new Timer {
Interval = 1000
};
timer.Tick += onTimerTick;
timer.Enabled = true;
remaining = Maximum;
Paused = false;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
/// <summary> Stops this CountDownTimer. </summary>
///
/// <remarks> Jon, 18/06/2012. </remarks>
////////////////////////////////////////////////////////////////////////////////////////////////////
public void Stop()
{
if (timer == null)
{
return;
}
Paused = true;
timer.Enabled = false;
timer = null;
if (Percent != null)
{
Percent(100);
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////
/// <summary> Resets and restarts this CountDownTimer. </summary>
///
/// <remarks> Jon, 18/06/2012. </remarks>
////////////////////////////////////////////////////////////////////////////////////////////////////
public void Reset()
{
Stop();
Start();
}
////////////////////////////////////////////////////////////////////////////////////////////////////
/// <summary> Handles the timer tick event. </summary>
///
/// <remarks> Jon, 18/06/2012. </remarks>
///
/// <param name="sender"> Source of the event. </param>
/// <param name="e"> Event information to send to registered event handlers. </param>
////////////////////////////////////////////////////////////////////////////////////////////////////
private void onTimerTick(object sender, EventArgs e)
{
if (remaining > 0)
{
if (Ticked != null)
{
Ticked(remaining, Maximum);
}
if (Percent != null)
{
int percent = remaining * 100 / Maximum;
Percent(percent);
}
if (!Paused)
{
remaining--;
}
else
{
remaining = Maximum;
}
}
else
{
Stop();
if (Done != null)
{
Done();
}
}
}
}
I am using a Timer and each time it 'fires' I decrement a counter. Each decrement kicks off an event so that my Form can present it visually. When the counter reaches zero another event kicks off the autosave.
There are a few other bits included to allow the autosave to be restarted if the user manually saves or if they open a new project.
It seemed to work for me. However a user is reporting that the longer the timer runs the shorter the interval between autosaves. I set the timer to tick every second and my investigations show that it runs at twice the speed. So if the counter is set to 60 (seconds) then it runs down every 30. I cannot replicate the behavior seen by the user but his log certainly shows things running much too fast.
This is in the same thread as the main app - is that likely to be an issue. All my tests so far have not turned anything up other than the tick seems to fire twice in a row every third time or so.
Many thanks in advance for any insight.
One problem I see, is that if CountDownTimer.Start() is called two (or even multiple) times, without the appropriate CountDownTimer.Stop() calls, you end up with two or more activated instances of your Timer object, both invoking your onTimerTick() event handler.
This could cause your described effect, as all running Timer instances decrease the remaining iterations separately.
Is that possible with your calling code?
EDIT:
As a workaround I would suggest, you call Stop() from within Start(). Or even better, you do not recreate the Timer object for every new count down action. Create the Timer object in the constructor and only manipulate its properties.
It is also not a bad idea to remove the onTimerTick() event handler from the timer instance when you dispose the Timer object. Otherwise the GC can not collect the timer instance as it still holds a reference to its CountDownTimer instance.
Timer's Elapsed event keeps firing after every interval. You need to stop first the timer in Elapsed event handler method and start it again when leaving method. Otherwise if your code in event handler method takes about 1 second then Elapsed event will raise again. e.g.
private void onTimerTick(object sender, EventArgs e)
{
try
{
timer.Stop();
//Do your stuff here
}
finally { timer.Start(); }
}

Get close window message in Hidden C# Console Application

I have a Windows Form that starts some console application in background(CreateNoWindow = rue,WindowStyle = ProcessWindowStyle.Hidden).
Windows form gives me opportunity to stop the console application at any time. But I'd like to handle somehow the close message inside the console application. I tried to use hooking like:
[DllImport("Kernel32")]
public static extern bool SetConsoleCtrlHandler(HandlerRoutine handler, bool add);
// A delegate type to be used as the handler routine
// for SetConsoleCtrlHandler.
public delegate bool HandlerRoutine(CtrlTypes ctrlType);
// An enumerated type for the control messages
// sent to the handler routine.
public enum CtrlTypes
{
CTRL_C_EVENT = 0,
CTRL_BREAK_EVENT,
CTRL_CLOSE_EVENT,
CTRL_LOGOFF_EVENT = 5,
CTRL_SHUTDOWN_EVENT
}
private static bool ConsoleCtrlCheck(CtrlTypes ctrlType)
{
StaticLogger.Instance.DebugFormat("Main: ConsoleCtrlCheck: Got event {0}.", ctrlType);
if (ctrlType == CtrlTypes.CTRL_CLOSE_EVENT)
{
// Handle close stuff
}
return true;
}
static int Main(string[] args)
{
// Subscribing
HandlerRoutine hr = new HandlerRoutine(ConsoleCtrlCheck);
SetConsoleCtrlHandler(hr, true);
// Doing stuff
}
but I get the message inside ConsoleCtrlCheck only if the console window is created. But if window is hidden - I don't get any message.
In my windows Form to close console application process I use
proc.CloseMainWindow();
to send message to the console window.
P.S. AppDomain.CurrentDomain.ProcessExit += CurrentDomain_ProcessExit; - also does not help
Do you now other way to handle this situation?
Thanks.
This might work. I used it in NUnit testes to clean up environment. Unfortunately it is not garantieed to be called. To make it working you need to create an instance of it and pass callback function that should be called on shutdown.
/// <summary>
/// Detects the moment when environment is about to be shutdown.
/// <remarks>
/// For usage just create single instance of it.
/// Each time when GC calles Finilize a '~ShutdownDetector' will be called.
/// </remarks>
/// </summary>
public sealed class ShutdownDetector
{
/// <summary>
/// Initializes a new instance of the <see cref="T:ShutdownDetector"/> class.
/// </summary>
/// <param name="notifier">The notifier</param>
public ShutdownDetector(Notifier notifier)
{
if (notifier == null) throw new ArgumentNullException("notifier");
_notifier = notifier;
}
/// <summary>
/// Releases unmanaged resources and performs other cleanup operations before the
/// <see cref="T:CQG.PDTools.Common.ShutdownDetector"/> is reclaimed by garbage collection.
/// </summary>
~ShutdownDetector()
{
if (Environment.HasShutdownStarted)
{
onShutdown();
}
else
{
new ShutdownDetector(_notifier);
}
}
/// <summary>
/// Called when component needs to signal about shutdown.
/// </summary>
private void onShutdown()
{
if (_notifier != null)
{
_notifier();
}
}
Notifier _notifier;
public delegate void Notifier();
}

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