Download many images to listbox - c#

I am writing Windows Phone application and can't understand why the emulator crashes. It says that: "Unhandled exception at 0x773415de in XDE.exe: 0xC0000005: Access violation reading location 0x05190000." This problem appears only when I begin to scroll very fast my listbox. I load per 20 items to listbox (the number of all items is 200). The problem is in my class of downloading images. I create a Webclient request for each image to server or it's better to create a thread pool?
In XAML:
<Image Name="userPic" Margin="0,8,1,2"
DelayFix:LowProfileImageLoader.UriSource="{Binding photoUrl}" Stretch="Fill"
Width="60"
Height="60"/>
downloadImage class:
using System;
using System.Net;
using System.Windows.Resources;
using System.Windows.Media.Imaging;
using System.IO;
using System.Windows;
using System.Windows.Controls;
using Microsoft.Phone;
using System.Diagnostics;
namespace PhoneApp
{
public class downloadImage
{
public int ImageIndex;
public string ImageURL;
public Boolean Downloaded;
public BitmapImage Bitmap;
public Image destinationImage;
private WebClient client;
public delegate void FileCompleteHandler(object sender);
public event FileCompleteHandler FileCompleteEvent;
private static readonly object _syncBlock = new object();
public downloadImage(int index, string imageURL, Image destinationImage = null)
{
this.ImageIndex = index;
this.ImageURL = imageURL;
this.destinationImage = destinationImage;
}
public void Download()
{
client = new WebClient();
client.OpenReadCompleted += new OpenReadCompletedEventHandler(wc_OpenReadCompleted);
client.OpenReadAsync(new Uri(this.ImageURL, UriKind.Absolute));
}
private void wc_OpenReadCompleted(object sender, OpenReadCompletedEventArgs e)
{
if (e.Error == null && e.Result != null)
{
Deployment.Current.Dispatcher.BeginInvoke(new Action(() =>
{
StreamResourceInfo sri = new StreamResourceInfo(e.Result as Stream, null);
if (destinationImage == null)
{
this.Bitmap = new BitmapImage();
this.Bitmap.SetSource(sri.Stream);
}
else
{
this.destinationImage.Source = PictureDecoder.DecodeJpeg(e.Result);
}
this.Downloaded = true;
if (FileCompleteEvent != null)
FileCompleteEvent(this);
}));
}
}
}
}
The code of my class:
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.IO;
using System.Net;
using System.Threading;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Media.Imaging;
using System.Diagnostics;
using System.ComponentModel;
using Microsoft.Phone;
using Microsoft.Phone.Info;
namespace DelayFix
{
/// <summary>
/// Provides access to the Image.UriSource attached property which allows
/// Images to be loaded by Windows Phone with less impact to the UI thread.
/// </summary>
public static class LowProfileImageLoader
{
private static readonly object _syncBlock = new object();
private static bool _exiting;
/// <summary>
/// Gets the value of the Uri to use for providing the contents of the Image's Source property.
/// </summary>
/// <param name="obj">Image needing its Source property set.</param>
/// <returns>Uri to use for providing the contents of the Source property.</returns>
[SuppressMessage("Microsoft.Design", "CA1011:ConsiderPassingBaseTypesAsParameters", Justification = "UriSource is applicable only to Image elements.")]
public static Uri GetUriSource(Image obj)
{
if (null == obj)
{
throw new ArgumentNullException("obj");
}
return (Uri)obj.GetValue(UriSourceProperty);
}
/// <summary>
/// Sets the value of the Uri to use for providing the contents of the Image's Source property.
/// </summary>
/// <param name="obj">Image needing its Source property set.</param>
/// <param name="value">Uri to use for providing the contents of the Source property.</param>
[SuppressMessage("Microsoft.Design", "CA1011:ConsiderPassingBaseTypesAsParameters", Justification = "UriSource is applicable only to Image elements.")]
public static void SetUriSource(Image obj, Uri value)
{
if (null == obj)
{
throw new ArgumentNullException("obj");
}
obj.SetValue(UriSourceProperty, value);
}
/// <summary>
/// Identifies the UriSource attached DependencyProperty.
/// </summary>
public static readonly DependencyProperty UriSourceProperty = DependencyProperty.RegisterAttached(
"UriSource", typeof(Uri), typeof(LowProfileImageLoader), new PropertyMetadata(OnUriSourceChanged));
/// <summary>
/// Gets or sets a value indicating whether low-profile image loading is enabled.
/// </summary>
public static bool IsEnabled { get; set; }
[SuppressMessage("Microsoft.Performance", "CA1810:InitializeReferenceTypeStaticFieldsInline", Justification = "Static constructor performs additional tasks.")]
static LowProfileImageLoader()
{
Debug.WriteLine("Limit Memory:" + DeviceStatus.ApplicationMemoryUsageLimit / 1024 / 1024);
}
private static void HandleApplicationExit(object sender, EventArgs e)
{
Debug.WriteLine("Exit!");
}
private static void OnUriSourceChanged(DependencyObject o, DependencyPropertyChangedEventArgs e)
{
lock (_syncBlock)
{
var image = (Image)o;
var uri = (Uri)e.NewValue;
Debug.WriteLine("Memory:" + DeviceStatus.ApplicationCurrentMemoryUsage / 1024 / 1024);
if (DesignerProperties.IsInDesignTool || !uri.IsAbsoluteUri)
{
image.Source = PhoneAppVKContest.ImageUtils.getJpegImage(uri.OriginalString);
}
else
{
PhoneAppVKContest.downloadImage di = new PhoneAppVKContest.downloadImage(0, uri.AbsoluteUri);
di.destinationImage = image;
di.FileCompleteEvent += new PhoneAppVKContest.downloadImage.FileCompleteHandler(di_FileCompleteEvent);
di.Download();
}
}
}
static void di_FileCompleteEvent(object sender)
{
Debug.WriteLine("Download success!");
}
}
}

When you are creating webClient request for each image, then a conflict may arise when the webClient is bombarded with all the requests. You need to order the requests sequentially via a queue. If the image in the queue's first element is already in the cache or IS, link it, else check if webclient is busy or not. If busy then send it to the end of the queue. And check for the next image. If its not busy, submit a downloading request. This is the method which I have followed. You might also consider binding the Imagesource for each image inorder to prevent auto reloading on page reload or due to problem in scroll cache. I hope this answer helps you.

Related

Frame-by-frame MJPEG streaming with C#/ASP.NET MVC

I have been trying to setup a MJPEG stream in ASP.NET. I want to retrieve a MJEPG stream from a URL, and send every frame that I get to every connected client. Examples that I have been able to find only read from a set file, instead of a continues stream from URL, and send the entire file through MultiStreamContent. Since I retrieve frame-by-frame, I cannot do this.
I would like to know if it is possible to do what I want with ASP.NET MVC. I'm currently using AForge video to retrieve the MJPEG stream from a link.
My code for the controller class:
using System.Net.Http;
using System.Web.Http;
using AForge.Video;
namespace VideoPrototypeMVC.Controllers
{
public class CameraController : ApiController
{
int framecounter = 0;
MJPEGStream stream = new MJPEGStream();
[HttpGet]
public void GetVideoContent()
{
stream.Source = #"http://127.0.0.1:5002/stream";
stream.NewFrame += new NewFrameEventHandler(showFrame);
stream.Start();
MultipartContent content = new MultipartContent();
while (stream.IsRunning)
{
//Continues streaming should be here?
}
}
//Can be used to display of a frame is available
private void showFrame(object sender, NewFrameEventArgs eventArgs)
{
framecounter++;
System.Diagnostics.Debug.WriteLine("New frame event: " + framecounter);
}
//Should be called at the end of the stream
private void stopStream(object sender, ReasonToFinishPlaying reason)
{
System.Diagnostics.Debug.WriteLine("Stop stream");
stream.Stop();
framecounter = 0;
}
}
}
This code is not final, but I just need to get the continues streaming down. I have found examples that use Socket servers, but I would like to stick to MVC since it allows me to set up the rest of the server easier.
To make sure other people will manage with this as well. I managed to combine what #Evk (Thank you once again) said, together with information I found here: creating my own MJPEG stream.
DO NOTE: The code below is just prototype/proof-of-concept! When I run this my processor shoots to 100% because of the endless while loop in StartStream. Will work on making this more event based but I thought the code below was more easely explained.
using System;
using System.IO;
using System.Net;
using System.Web;
using System.Net.Http;
using System.Web.Http;
using AForge.Video;
using System.Drawing;
using System.Text;
using System.Drawing.Imaging;
using System.Threading;
namespace VideoPrototypeMVC.Controllers
{
public class CameraController : ApiController
{
private MJPEGStream mjpegStream = new MJPEGStream();
private bool frameAvailable = false;
private Bitmap frame = null;
private string BOUNDARY = "frame";
/// <summary>
/// Initializer for the MJPEGstream
/// </summary>
CameraController()
{
mjpegStream.Source = #"{{INSERT STREAM URL}}";
mjpegStream.NewFrame += new NewFrameEventHandler(showFrameEvent);
}
[HttpGet]
public HttpResponseMessage GetVideoContent()
{
mjpegStream.Start();
var response = Request.CreateResponse();
response.Content = new PushStreamContent((Action<Stream, HttpContent, TransportContext>)StartStream);
response.Content.Headers.ContentType = System.Net.Http.Headers.MediaTypeHeaderValue.Parse("multipart/x-mixed-replace; boundary=" + BOUNDARY);
return response;
}
/// <summary>
/// Craete an appropriate header.
/// </summary>
/// <param name="length"></param>
/// <returns></returns>
private byte[] CreateHeader(int length)
{
string header =
"--" + BOUNDARY + "\r\n" +
"Content-Type:image/jpeg\r\n" +
"Content-Length:" + length + "\r\n\r\n";
return Encoding.ASCII.GetBytes(header);
}
public byte[] CreateFooter()
{
return Encoding.ASCII.GetBytes("\r\n");
}
/// <summary>
/// Write the given frame to the stream
/// </summary>
/// <param name="stream">Stream</param>
/// <param name="frame">Bitmap format frame</param>
private void WriteFrame(Stream stream, Bitmap frame)
{
// prepare image data
byte[] imageData = null;
// this is to make sure memory stream is disposed after using
using (MemoryStream ms = new MemoryStream())
{
frame.Save(ms, ImageFormat.Jpeg);
imageData = ms.ToArray();
}
// prepare header
byte[] header = CreateHeader(imageData.Length);
// prepare footer
byte[] footer = CreateFooter();
// Start writing data
stream.Write(header, 0, header.Length);
stream.Write(imageData, 0, imageData.Length);
stream.Write(footer, 0, footer.Length);
}
/// <summary>
/// While the MJPEGStream is running and clients are connected,
/// continue sending frames.
/// </summary>
/// <param name="stream">Stream to write to.</param>
/// <param name="httpContent">The content information</param>
/// <param name="transportContext"></param>
private void StartStream(Stream stream, HttpContent httpContent, TransportContext transportContext)
{
while (mjpegStream.IsRunning && HttpContext.Current.Response.IsClientConnected)
{
if (frameAvailable)
{
try
{
WriteFrame(stream, frame);
frameAvailable = false;
} catch (Exception e)
{
System.Diagnostics.Debug.WriteLine(e);
}
}else
{
Thread.Sleep(30);
}
}
stopStream();
}
/// <summary>
/// This event is thrown when a new frame is detected by the MJPEGStream
/// </summary>
/// <param name="sender">Object that is sending the event</param>
/// <param name="eventArgs">Data from the event, including the frame</param>
private void showFrameEvent(object sender, NewFrameEventArgs eventArgs)
{
frame = new Bitmap(eventArgs.Frame);
frameAvailable = true;
}
/// <summary>
/// Stop the stream.
/// </summary>
private void stopStream()
{
System.Diagnostics.Debug.WriteLine("Stop stream");
mjpegStream.Stop();
}
}
}
Great answer from Arastelion however I noticed that if you leave the application then there is still a request going on in the background which can be a resource hog
popping in stream.FlushAsync();
stream.Close();
stream.Dispose(); after the stopStream seems to resolve that.
using System;
using System.IO;
using System.Net;
using System.Web;
using System.Net.Http;
using System.Web.Http;
using AForge.Video;
using System.Drawing;
using System.Text;
using System.Drawing.Imaging;
using System.Threading;
namespace VideoPrototypeMVC.Controllers
{
public class CameraController : ApiController
{
private MJPEGStream mjpegStream = new MJPEGStream();
private bool frameAvailable = false;
private Bitmap frame = null;
private string BOUNDARY = "frame";
/// <summary>
/// Initializer for the MJPEGstream
/// </summary>
CameraController()
{
mjpegStream.Source = #"{{INSERT STREAM URL}}";
mjpegStream.NewFrame += new NewFrameEventHandler(showFrameEvent);
}
[HttpGet]
public HttpResponseMessage GetVideoContent()
{
mjpegStream.Start();
var response = Request.CreateResponse();
response.Content = new PushStreamContent((Action<Stream, HttpContent, TransportContext>)StartStream);
response.Content.Headers.ContentType = System.Net.Http.Headers.MediaTypeHeaderValue.Parse("multipart/x-mixed-replace; boundary=" + BOUNDARY);
return response;
}
/// <summary>
/// Craete an appropriate header.
/// </summary>
/// <param name="length"></param>
/// <returns></returns>
private byte[] CreateHeader(int length)
{
string header =
"--" + BOUNDARY + "\r\n" +
"Content-Type:image/jpeg\r\n" +
"Content-Length:" + length + "\r\n\r\n";
return Encoding.ASCII.GetBytes(header);
}
public byte[] CreateFooter()
{
return Encoding.ASCII.GetBytes("\r\n");
}
/// <summary>
/// Write the given frame to the stream
/// </summary>
/// <param name="stream">Stream</param>
/// <param name="frame">Bitmap format frame</param>
private void WriteFrame(Stream stream, Bitmap frame)
{
// prepare image data
byte[] imageData = null;
// this is to make sure memory stream is disposed after using
using (MemoryStream ms = new MemoryStream())
{
frame.Save(ms, ImageFormat.Jpeg);
imageData = ms.ToArray();
}
// prepare header
byte[] header = CreateHeader(imageData.Length);
// prepare footer
byte[] footer = CreateFooter();
// Start writing data
stream.Write(header, 0, header.Length);
stream.Write(imageData, 0, imageData.Length);
stream.Write(footer, 0, footer.Length);
}
/// <summary>
/// While the MJPEGStream is running and clients are connected,
/// continue sending frames.
/// </summary>
/// <param name="stream">Stream to write to.</param>
/// <param name="httpContent">The content information</param>
/// <param name="transportContext"></param>
private void StartStream(Stream stream, HttpContent httpContent, TransportContext transportContext)
{
while (mjpegStream.IsRunning && HttpContext.Current.Response.IsClientConnected)
{
if (frameAvailable)
{
try
{
WriteFrame(stream, frame);
frameAvailable = false;
} catch (Exception e)
{
System.Diagnostics.Debug.WriteLine(e);
}
}else
{
Thread.Sleep(30);
}
}
stopStream();
stream.FlushAsync();
stream.Close();
stream.Dispose();
}
/// <summary>
/// This event is thrown when a new frame is detected by the MJPEGStream
/// </summary>
/// <param name="sender">Object that is sending the event</param>
/// <param name="eventArgs">Data from the event, including the frame</param>
private void showFrameEvent(object sender, NewFrameEventArgs eventArgs)
{
frame = new Bitmap(eventArgs.Frame);
frameAvailable = true;
}
/// <summary>
/// Stop the stream.
/// </summary>
private void stopStream()
{
System.Diagnostics.Debug.WriteLine("Stop stream");
mjpegStream.Stop();
}
protected override void Dispose(bool disposing)
{
if (disposing)
{
stopStream();
}
base.Dispose(disposing);
}
}
}

I can't deal with the fileSystemWatcher

Today my problem is in that i can't deal with the fileSystemWatcher (even with debug).
So... i want to use the function GetHashFromFile(string path, HashAlgorithm algorithm ) while the fileSystemWatcher is watching the choosen directory. Once it gets an change in this directory (File has been created, re-named, change..) i want to use the e.fullPath as 1st argument in GetHashFromFile, but it throws me an exception about that this file can't be found. Could someone tell me on wich place in the code should i use the GetHashFromFile() ?
Thanks !
Here is some sample code which I created for a different SO question which correctly uses FileSystemWatcher to process files which should meet your needs
using System;
using System.Collections.Concurrent;
using System.Globalization;
using System.Reactive.Linq;
using System.Reflection;
using System.Threading;
using System.Threading.Tasks;
using System.IO;
using System.Security.Permissions;
namespace ConsoleApplication9
{
internal class Program
{
private static void Main(string[] args)
{
const string directorytowatch = #"d:\junk\watch\"; // the directory to watch for new files
// this initiates a filesystemmonitor to watch for new files being created
Task.Factory.StartNew(() => FileSystemMonitor.Instance.WatchDirectory(directorytowatch));
// initiate the processing of any new files
FilesWorker.Instance.ReadQueue();
Console.ReadLine();
}
}
/// <summary>
/// Monitors the filesystem in "real-time" to check for new files
/// </summary>
[PermissionSet(SecurityAction.Demand, Name = "FullTrust")]
internal class FileSystemMonitor : SingletonBase<FileSystemMonitor>
{
private FileSystemMonitor()
{
}
internal void WatchDirectory(string dir)
{
var watcher = new FileSystemWatcher(dir)
{
NotifyFilter = NotifyFilters.FileName | NotifyFilters.LastWrite | NotifyFilters.LastAccess,
Filter = "*.*"
};
// watch all files
watcher.Created += WatcherOnCreated;
watcher.EnableRaisingEvents = true;
}
private static void WatcherOnCreated(object sender, FileSystemEventArgs fileSystemEventArgs)
{
Console.WriteLine(fileSystemEventArgs.FullPath + "" + fileSystemEventArgs.ChangeType); // for test purposes
var fileInfo = new FileInfo(fileSystemEventArgs.FullPath);
FilesWorker.Instance.AddToQueue(fileInfo);
}
}
/// <summary>
/// handles the queue of files to be processed and the syncronisation of tasks related to the queue
/// </summary>
internal class FilesWorker : SingletonBase<FilesWorker>
{
private FilesWorker()
{
}
/// <summary>
/// The queue of files which still need to be processed
/// </summary>
private readonly ConcurrentQueue<FileInfo> _filesQueue = new ConcurrentQueue<FileInfo>();
/// <summary>
/// create a semaphore to limit the number of threads which can process a file at any given time
// In this case only allow 2 to be processed at any given time
/// </summary>
private static readonly SemaphoreSlim Semaphore = new SemaphoreSlim(2, 2);
/// <summary>
/// add new file to the queue
/// </summary>
/// <param name="fileInfo"></param>
internal void AddToQueue(FileInfo fileInfo)
{
_filesQueue.Enqueue(fileInfo);
}
/// <summary>
/// executes a method on a given timeframe
/// </summary>
/// <param name="method">method to execute</param>
/// <param name="timer">time between execution runs (seconds)</param>
internal void ExecuteMethod(Action method, double timer)
{
IObservable<long> observable = Observable.Interval(TimeSpan.FromSeconds(timer));
// Token for cancelation
var source = new CancellationTokenSource();
observable.Subscribe(x =>
{
var task = new Task(method);
task.Start();
}, source.Token);
}
/// <summary>
/// Get any new files and send for processing
/// </summary>
internal void ReadQueue()
{
// check the queue every two seconds
ExecuteMethod(ProcessQueue, 2d);
}
/// <summary>
/// takes files from the queue and starts processing
/// </summary>
internal void ProcessQueue()
{
try
{
Semaphore.Wait();
FileInfo fileInfo;
while (_filesQueue.TryDequeue(out fileInfo))
{
var fileProcessor = new FileProcessor();
fileProcessor.ProcessFile(fileInfo);
}
}
finally
{
Semaphore.Release();
}
}
}
internal class FileProcessor
{
internal void ProcessFile(FileInfo fileInfo)
{
// do some long running tasks with the file
}
}
/// <summary>
/// Implements singleton pattern on all classes which derive from it
/// </summary>
/// <typeparam name="T">Derived class</typeparam>
public abstract class SingletonBase<T> where T : class
{
public static T Instance
{
get { return SingletonFactory.Instance; }
}
/// <summary>
/// The singleton class factory to create the singleton instance.
/// </summary>
private class SingletonFactory
{
static SingletonFactory()
{
}
private SingletonFactory()
{
}
internal static readonly T Instance = GetInstance();
private static T GetInstance()
{
var theType = typeof(T);
T inst;
try
{
inst = (T)theType
.InvokeMember(theType.Name,
BindingFlags.CreateInstance | BindingFlags.Instance
| BindingFlags.NonPublic,
null, null, null,
CultureInfo.InvariantCulture);
}
catch (MissingMethodException ex)
{
var exception = new TypeLoadException(string.Format(
CultureInfo.CurrentCulture,
"The type '{0}' must have a private constructor to " +
"be used in the Singleton pattern.", theType.FullName)
, ex);
//LogManager.LogException(LogManager.EventIdInternal, exception, "error in instantiating the singleton");
throw exception;
}
return inst;
}
}
}
}

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.

Windows Forms and Background Images

I'm using SlimDX to render to a Windows Panel within a form using Visual C# Express. SlimDX derives a class from System.Windows.Forms.Form called SlimDX.Windows.RenderForm. I need to use this class in order to handle the windows message loop. I in turn must derive a class from SlimDX.Windows.RenderForm in order to add controls. My derived class looks like this:
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using SlimDX;
using SlimDX.Windows;
namespace SceneGenerator
{
public partial class ApplicationForm : RenderForm
{
public ApplicationForm() { }
public ApplicationForm( string text )
{
InitializeComponent();
this.Text = text;
}
public Panel GetViewport() { return this.ViewportPanel; }
}
}
Now though my background image does not show up in Visual C# environment( nor during runtime ). The background image is set in the usual InitializeComponent() function of the base class...Here are my designer and entry point codes:
namespace SceneGenerator
{
partial class ApplicationForm
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
System.ComponentModel.ComponentResourceManager resources = new System.ComponentModel.ComponentResourceManager(typeof(ApplicationForm));
this.ViewportPanel = new System.Windows.Forms.Panel();
this.SuspendLayout();
//
// ViewportPanel
//
this.ViewportPanel.Location = new System.Drawing.Point(410, 12);
this.ViewportPanel.Name = "ViewportPanel";
this.ViewportPanel.Size = new System.Drawing.Size(475, 345);
this.ViewportPanel.TabIndex = 0;
//
// ApplicationForm
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.BackgroundImage = ((System.Drawing.Image)(resources.GetObject("$this.BackgroundImage")));
this.BackgroundImageLayout = System.Windows.Forms.ImageLayout.Stretch;
this.ClientSize = new System.Drawing.Size(897, 788);
this.Controls.Add(this.ViewportPanel);
this.DoubleBuffered = true;
this.Name = "ApplicationForm";
this.Text = "ApplicationForm";
this.ResumeLayout(false);
}
#endregion
private System.Windows.Forms.Panel ViewportPanel;
}
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Windows.Forms;
using System.Drawing;
using System.Runtime.InteropServices;
using SlimDX.Windows;
using SlimDX.Direct3D9;
using Device = SlimDX.Direct3D9.Device;
using Resource = SlimDX.Direct3D9.Resource;
namespace SceneGenerator
{
static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
//Application.EnableVisualStyles();
//Application.SetCompatibleTextRenderingDefault(false);
//Application.Run(new Form1());
// form
var form = new ApplicationForm("Scene Generator");
Panel viewportPanel = form.GetViewport();
// device
var device = new Device(new Direct3D(), 0, DeviceType.Hardware, viewportPanel.Handle, CreateFlags.HardwareVertexProcessing, new PresentParameters()
{
BackBufferWidth = viewportPanel.Width,
BackBufferHeight = viewportPanel.Height
});
MessagePump.Run(form, () =>
{
device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Green, 1.0f, 0);
device.BeginScene();
device.EndScene();
device.Present();
});
}
}
}
Why might this occur? Seems related to Visual C# Express and my lack of instructions to use the background image...
This is a problem caused by this RenderForm class. It overrides the OnPaintBackground() method and does nothing. So you don't see the BackgroundImage, you don't see BackColor either. You do get interesting LSD-style psychedelic effects in the designer. You can fix thix by writing your own:
protected override void OnPaintBackground(PaintEventArgs e) {
if (this.BackgroundImage != null) {
e.Graphics.DrawImage(this.BackgroundImage, this.DisplayRectangle);
}
}
But you'd better work from the assumption that this was done intentionally to solve some kind of drawing interference problem. Which you'll probably get back by using a Panel, you'd have to derive your own and in turn override its OnPaintBackground() method:
using System;
using System.Windows.Forms;
class RenderPanel : Panel {
protected override void OnPaintBackground(PaintEventArgs e) {
// Do nothing, like RenderForm
}
}
Might work, but this is pretty iffy stuff, not entirely uncommon for open source. This just doesn't look like it was made to do what you like to do. Best to avoid trouble and pass the form's Handle to the Device constructor.
Try referencing it as an external resource as in via a direct path or something. The way I'd try it is:
Environment.CurrentDirectory + #"\backgroundimage.png"
And if it still doesn't work like that one of two things might be happening.
Your background image is corrupt somehow
SlimDX might not accept BackgroundImages properly
Now I've never used SlimDX before so I'm not entirely sure on this but you could also try referencing it via the designer.

ScheduledTaskAgent issue in updating WP8 app tiles programatically

I am recently working in a Windows Phone 8 app that update tiles in background. I followed this http://jeffblankenburgdotcom.wordpress.com/2011/11/25/31-days-of-mango-day-25-background-agents/ tutorial to make my work done. I followed every steps, but its putting the tile first but it does not updated the next tile after 60seconds in background. You can download the solution file here https://onedrive.live.com/?cid=843581c79c017ebc&id=843581C79C017EBC%21149&ithint=file,.rar&authkey=!ABbazYty8Rw7a_A
MainPage.xaml.cs is
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Navigation;
using Microsoft.Phone.Controls;
using Microsoft.Phone.Shell;
using BackgroundAgentTileTest.Resources;
using Microsoft.Phone.Scheduler;
namespace BackgroundAgentTileTest
{
public partial class MainPage : PhoneApplicationPage
{
PeriodicTask periodicTask;
string periodicTaskName = "PeriodicAgent";
bool agentsAreEnabled = true;
// Constructor
public MainPage()
{
InitializeComponent();
agentsAreEnabled = true;
// Obtain a reference to the period task, if one exists
periodicTask = ScheduledActionService.Find(periodicTaskName) as PeriodicTask;
if (periodicTask != null)
{
RemoveAgent(periodicTaskName);
}
periodicTask = new PeriodicTask(periodicTaskName);
// The description is required for periodic agents. This is the string that the user
// will see in the background services Settings page on the device.
periodicTask.Description = "This demonstrates a periodic task.";
// Place the call to Add in a try block in case the user has disabled agents.
try
{
ScheduledActionService.Add(periodicTask);
// If debugging is enabled, use LaunchForTest to launch the agent in one minute.
#if(DEBUG_AGENT)
ScheduledActionService.LaunchForTest(periodicTaskName, TimeSpan.FromSeconds(10));
#endif
}
catch (InvalidOperationException exception)
{
if (exception.Message.Contains("BNS Error: The action is disabled"))
{
MessageBox.Show("Background agents for this application have been disabled by the user.");
agentsAreEnabled = false;
}
if (exception.Message.Contains("BNS Error: The maximum number of ScheduledActions of this type have already been added."))
{
// No user action required. The system prompts the user when the hard limit of periodic tasks has been reached.
}
}
catch (SchedulerServiceException)
{
// No user action required.
}
}
private void RemoveAgent(string periodicTaskName)
{
try
{
ScheduledActionService.Remove(periodicTaskName);
}
catch (Exception)
{
}
}
}
}
ScheduledAgent.cs is
#define DEBUG_AGENT
using System.Diagnostics;
using System.Windows;
using Microsoft.Phone.Scheduler;
using Microsoft.Phone.Shell;
using System;
using System.Linq;
namespace ScheduledTaskAgent1
{
public class ScheduledAgent : ScheduledTaskAgent
{
/// <remarks>
/// ScheduledAgent constructor, initializes the UnhandledException handler
/// </remarks>
static ScheduledAgent()
{
// Subscribe to the managed exception handler
Deployment.Current.Dispatcher.BeginInvoke(delegate
{
Application.Current.UnhandledException += UnhandledException;
});
}
/// Code to execute on Unhandled Exceptions
private static void UnhandledException(object sender, ApplicationUnhandledExceptionEventArgs e)
{
if (Debugger.IsAttached)
{
// An unhandled exception has occurred; break into the debugger
Debugger.Break();
}
}
/// <summary>
/// Agent that runs a scheduled task
/// </summary>
/// <param name="task">
/// The invoked task
/// </param>
/// <remarks>
/// This method is called when a periodic or resource intensive task is invoked
/// </remarks>
protected override void OnInvoke(ScheduledTask task)
{
//TODO: Add code to perform your task in background
//UpdateAppTile(GetLastUpdatedTimeMessage());
StandardTileData data = new StandardTileData
{
Title = "My tile!",
Count = 10, // I Need To Get This Counter From Isolated Storage Or My Other main Project
BackgroundImage = new Uri("/Background.png", UriKind.RelativeOrAbsolute),
BackTitle = "This is the back",
BackContent = DateTime.Now.ToString(),
BackBackgroundImage = new Uri("/Background.png", UriKind.RelativeOrAbsolute)
};
ShellTile.ActiveTiles.First().Update(data);
// If debugging is enabled, launch the agent again in one minute.
#if DEBUG_AGENT
ScheduledActionService.LaunchForTest(task.Name, TimeSpan.FromSeconds(60));
#endif
NotifyComplete();
}
private string GetLastUpdatedTimeMessage()
{
return string.Format("Last Updated: {0}", DateTime.Now);
}
private void UpdateAppTile(string message)
{
ShellTile appTile = ShellTile.ActiveTiles.First();
if (appTile != null)
{
StandardTileData tileData = new StandardTileData
{
BackContent = message
};
appTile.Update(tileData);
}
}
}
}
Note : I have put the reference.
It works after adding #define DEBUG_AGENT line on top of the MainPage.xaml.cs file.

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