Multiple event handler firings, why? - c#

I have a tough time trying to solve this problem. I have been at for 3 hours, and still I couldn't find out why it is doing this. Here is the code:
private void Catagory_SelectionChanged(object sender, SelectionChangedEventArgs e)
{
int selectedCategoryId = categoryIdList[categoryListBox.SelectedIndex];
client.GetItemsAsync(selectedCategoryId);
client.GetItemsCompleted +=
new EventHandler<GetItemsCompletedEventArgs>(client_GetItemsCompleted);
}
void client_GetItemsCompleted(object sender, GetItemsCompletedEventArgs e)
{
itemIdList.Clear();
itemNameList.Clear();
itemNumberList.Clear();
itemDisplayList.Clear(); //Clears the Display List Items
if (e.Error == null)
{
itemIdList = e.ItemIDList;
itemNumberList = e.itemNumber;
itemNameList = e.Result;
for (int i = 0; i < itemIdList.Count; i++)
{
itemDisplayList.Add(new ItemDisplay { itemNumber = itemNumberList[i], itemName = itemNameList[i] });
}
//Populating the listbox controll with the itemDisplaylist...
Items.ItemsSource = itemDisplayList;
}
else
{
MessageBox.Show("Problem in getting the items list.");
}
}
When I change the category the first time it works perfectly. By perfectly, I mean that it calls the function GetItemsAsync(selectedCategoryId) and grabs the results and calls the event handler client_GetItemsCompleted() and the inner working of the event handler works as it is supposed to, it sets the lists with the proper data and displays the itemNumber and the itemName in the list box . But, when I change the category again to get different items, it doesn't work properly, what it's doing is that it clears the lists and populates the lists as it is supposed to, runs the for loop and populates the listBox called Items but for some reason it goes to the top of the function again and empties all the lists. Please tell my why it is executing the function again? And when I choose another category again, it executes the event handler 3 times and then 4 times and so on. Wnow why it is doing this?

Everytime this is executed:
client.GetItemsCompleted +=
You add a subscriber to the event, so the second time it will fire twice (the third time triple times, etc..).
Either unsubscrice ( -= ) in the completed method:
void client_GetItemsCompleted(object sender, GetItemsCompletedEventArgs e)
{
try {
/* .... */
}
finally {
client.GetItemsCompleted -=
new EventHandler<GetItemsCompletedEventArgs>(client_GetItemsCompleted);
}
}
or initiate the client object before every call.
var client = new ...();
client.GetItemsAsync(selectedCategoryId);
client.GetItemsCompleted +=
new EventHandler<GetItemsCompletedEventArgs>(client_GetItemsCompleted);

Related

Detect column reordering - ColumnDisplayIndexChanged raises multiple times

I am working on a .net 4.6.1 C# winforms project that has a datagridview where users can change the order of columns.
I would like to store the new order in a db table, but have trouble finding the right event for detecting when a user changed the order of the columns.
After searching here, I was pointed to the DataGridView.ColumnDisplayIndexChanged event in this thread. But that one does not solve my issue. (it only gives a solution for multiple events when you fill the datagrid view, but that is answered easily by adding the handler after setting the datasource)
That sort of works, but gets fired multiple times when a user changes the order of columns (it f.e. looks like when changing columns A,B,C,D to D,A,B,C the event gets fired 3 times (probably for A,B,D,C - A,D,B,C - D,A,B,C)
I am having a hard time finding out how I can detect if the event is the final one (since I don't want to store all these new orders, only the final one)
My questions are:
Is this event the 'best' one to use for my case?
If so, how can I detect the final ColumnDisplayIndexChanged event (D,A,B,C)?
When you reorder columns, ColumnDisplayIndexChanged will raise for all the columns which their display index has been changed. For example if you move colum A to the position after C, the event will raise for all those three columns.
There is a solution to catch the last one. DataGridViewColumn has an internal property called DisplayIndexHasChanged which is true if the event should be fired for the column. The private method which raise the event, looks into list of the columns and for each column if that property is true, first sets it to false, then raises the event. You can read internal implementations here.
You can check if there is no column having DisplayIndexHasChanged with true value, you can say it's the last event in the sequence:
private void dgv_ColumnDisplayIndexChanged(object sender, DataGridViewColumnEventArgs e)
{
var g = (DataGridView)sender;
var property = typeof(DataGridViewColumn).GetProperty("DisplayIndexHasChanged",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
if (g.Columns.Cast<DataGridViewColumn>().Any(x => (bool)property.GetValue(x)))
return;
else
MessageBox.Show("Changed");
}
Just keep in mind, you should disable capturing that event when you add columns:
private void f_Load(object sender, EventArgs e)
{
LoadData();
}
void LoadData()
{
dgv.ColumnDisplayIndexChanged -= dgv_ColumnDisplayIndexChanged;
dgv.DataSource = null;
var dt = new DataTable();
dt.Columns.Add("A");
dt.Columns.Add("B");
dt.Columns.Add("C");
dgv.DataSource = dt;
dgv.ColumnDisplayIndexChanged += dgv_ColumnDisplayIndexChanged;
}
My suggestion would be not to do any custom logic to find out if its the last one or something along those lines. The best approach would be to save after each event but you can debounce it.
Using a debounce approach you can cancel the old event if the new event is fired right after depending on some amount of time you wish to allow inbetween calls.
Ex: write to storage only if there is no new event after lets say 1 second or 5 seconds depending on what is accepteable for your application
Say we decide to save with a debounce of 1 second
First event occurs you trigger the action which has 1 second to execute
If another event is triggered the old action is ignored and the new action now has 1 second to execute and so on for other sequential actions
public static Action Debounce(this Action func, int milliseconds = 300)
{
var last = 0;
return arg =>
{
var current = Interlocked.Increment(ref last);
Task.Delay(milliseconds).ContinueWith(task =>
{
if (current == last) func(arg);
task.Dispose();
});
};
}
Assuming the following action below for saving your data
Action a = (arg) =>
{
save my data here
};
first assign the debouncer to your action
var debouncedWrapper = a.Debounce(1000); //1 sec debounce
Then you can use it as follows
public void datagridchangeevent(object sender, Event e)
{
debouncedWrapper()
}
This will ignore sequential calls and the aciton will be executed only if nothing is called for one second

Pause the while loop until the button is pressed w/o using event handler C#

I am struggling to workout how to create something that essentially pauses my while loop until my button1 is pressed, I know about the event handler button1_Click but I don't think that will work in this situation as I have lots of loops nested in each other on my form_load.
Any help would be highly appreciated!
This is a snipped of my code where I want the loop to be 'paused' with the notes:
while (reader2.Read())
{
QuestionSpace = Convert.ToString(reader2["Question Space"]);
label1.Text = QuestionSpace;
if (button1.Click = true) // if the button is clicked)
{
// continue with the while loop (I am going to add an INSERT SQL query in here later)
}
else
{
// pause until the button is pressed
}
}
My whole code for the form:
public partial class CurrentlySetTestForm : Form
{
private int QuestionID { get; set; }
private string QuestionSpace { get; set; }
public CurrentlySetTestForm()
{
InitializeComponent();
}
private void CurrentlySetTestForm_Load(object sender, EventArgs e)
{
string y = GlobalVariableClass.Signedinteacher;
MessageBox.Show(y);
Convert.ToInt32(y);
string connectionString = ConfigurationManager.ConnectionStrings["myconnectionstring"].ConnectionString;
SqlConnection connect = new SqlConnection(connectionString);
connect.Open();
SqlCommand command18 = new SqlCommand("SELECT [QuestionID] FROM QuestionStudentAssociation WHERE ( [StudentID]=#Signedinstudent)", connect);
command18.Parameters.AddWithValue("#Signedinstudent", y);
var reader = command18.ExecuteReader();
while (reader.Read())
{
QuestionID = Convert.ToInt32(reader["QuestionID"]);
SqlCommand command19 = new SqlCommand(#"SELECT [Question Space] FROM Questions WHERE ( [QuestionID] = #currentQID )", connect);
command19.Parameters.AddWithValue("#currentQID", QuestionID);
try
{
var reader2 = command19.ExecuteReader();
while (reader2.Read())
{
QuestionSpace = Convert.ToString(reader2["Question Space"]);
label1.Text = QuestionSpace;
if (button1.Click = true) // if the button is clicked)
{
// continue with the while loop (I am going to add an INSERT SQL query in here later)
}
else
{
// pause until the button is pressed
}
}
}
catch (SyntaxErrorException ex)
{
MessageBox.Show(ex.Message);
}
finally
{
MessageBox.Show("Done one loop");
}
}
}
}
Sounds like your not ready to learn TPL
So maybe a BackgroundWorker , you can paint it on the form
To make the click cancel the background worker have a look at Cancel backgroundworker
I would some time to learn TPL as its going to create a simpler and more elegant solution.
As for pausing I would refactor the code, you should not keep the reader open waiting on the user.
You do want event-driven response to UI events, always. However, I guess that you don't want to split your logic into a state machine by hand (where each event triggers progress to the next state). Well, you're in luck, the C# compiler has some keywords to build state machines automagically so you don't have to manage the details.
There are actually two different mechanisms for continuation-passing style implemented in C#. The old one, yield return, works great if your UI events are pretty much interchangeable (or you're only interested in one). Works like this:
IEnumerator<int> Coroutine;
// this could be a Form_Load, but don't you need to get the user information before making the database connection?
void BeginQuiz_Click( object sender, EventArgs unused )
{
Coroutine = RunQA();
}
IEnumerator<int> RunQA()
{
// connect to DB
// show first question on UI
return ContinueQA();
}
IEnumerator<int> ContinueQA()
{
// you can use a while loop instead if you really want
for( int question = 0; question < questionCount; ++question )
{
// check answer
if (/* too many wrong answers*/) {
// report failure in DB
yield break;
}
// get next question from DB
// show new question on the UI
// wait for UI action
yield return question;
}
// report score in DB
// update UI with completion certificate
}
void AnswerButton_Click( object sender, EventArgs unused )
{
answer = sender;
Coroutine.MoveNext(); // MAGIC HAPPENS HERE
}
void TimeoutTimer_Tick( object sender, EventArgs unused )
{
answer = TimeoutTimer;
Coroutine.MoveNext();
}
The magic comes from yield return. Every time the function reaches yield return, the compiler saves what you were doing. When the button click event comes and calls MoveNext, the compiler generates code that starts where yield return paused everything, and keeps going from there until the next yield return.
Important note, the code inside ContinueQA doesn't start when RunQA() does return ContinueQA(); It actually starts on the first MoveNext(). So split your code between RunQA() and ContinueQA accordingly.
If you need different pause reasons at different places in your code, then async/await will be more helpful.
A better way to handle this would be the use of a timer. This would allow the form to draw it's controls and handle all input, such as clicking the button.
Adjust the timer interval (ms) to your needs.
Another way of doing this would be, as Mehrzad Chehraz said, to use multi-threading.
On a side note, I would strongly recommend condition checks over the try/catch checks if possible.
Enable/Disable the timer using the button and call the loop when the timer ticks.
Example:
Timer loopTimer = new Timer();
private void Form1_Load(object sender, EventArgs e)
{
loopTimer.Interval = 100;
loopTimer.Tick += loopTimer_Tick;
loopTimer.Enabled = true;
}
void loopTimer_Tick(object sender, EventArgs e)
{
//perform the loop here at the set interval
}
private void button1_Click(object sender, EventArgs e)
{
//pause/play the loop
loopTimer.Enabled = !loopTimer.Enabled;
}

Navigation Helper SaveState / LoadState works incorrect

First, I read a list of entries from a database and display it in a ListView. When I leave the page to show details of an entry, then go back to the list, everything is ok.
Next, I open another page to add one entry to the database.
Go back to the list, reading from database shows me the correct count.
When I go to display one detail, the correct count is stored in SaveState.
Go back to the list, LoadState give the wrong count. It's the former state.
Display other details and go back now works with the old list and do not show me the added entry.
This is my code:
private void getList()
{
memoList = new List<MemoItem>();
db.loadHistory(ref memoList);
DelButton.IsEnabled = false;
System.Diagnostics.Debug.WriteLine("GetList, memoList[{0}]", memoList.Count);
}
private void NavigationHelper_SaveState(object sender, SaveStateEventArgs e)
{
if (memoList != null)
{
e.PageState["MemoItem"] = memoList;
if (memoSelected > -1)
e.PageState["memoSelected"] = memoSelected;
System.Diagnostics.Debug.WriteLine("SaveState, memoList[{0}]", memoList.Count);
}
}
private void NavigationHelper_LoadState(object sender, LoadStateEventArgs e)
{
if (e.PageState != null)
{
if (e.PageState.ContainsKey("MemoItem"))
{
memoList = (List<MemoItem>)e.PageState["MemoItem"];
System.Diagnostics.Debug.WriteLine("LoadState, memoList[{0}]", memoList.Count);
if (e.PageState.ContainsKey("memoSelected"))
memoSelected = (int)e.PageState["memoSelected"];
MemoListView.ItemsSource = memoList;
MemoListView.Visibility = Visibility.Visible;
}
else
{
getList();
showList();
}
}
}
Here are the Systems.Diagnostic outputs with comments in ():
GetList, memoList[8] (first time loaded)
SaveState, memoList[8] (leave the list to display details for one entry)
LoadState, memoList[8] (come back to the ListView)
SaveState, memoList[8] (leave the list to another page and add one entry)
GetList, memoList[9] (back to the list, read the correct entry count from database)
SaveState, memoList[9] (leave the ListView to display details for one entry)
LoadState, memoList[8] (come back to the ListView loads the wrong old list)
SaveState, memoList[8] (and works with the old list...)
LoadState, memoList[8] (...)
Remark: I can't call GetList from database every time, because I have to preserve checkmarks in the list which are not contained in the database.
What is wrong in my code? How can I resolve this problem? How to invalidate the StateEvent data after availability of a new list from database?
The problem is solved now. It was actually a consequence of the back stack manipulation.
I have four basic pages in my program, for which a GoBack makes sense. But I do not want to go back deeper. (I do not think anyone wants to go back 20 or more steps, but the seemingly unlimited BackStack would allow that.The required memory consumption is not negligible.)
In order to clear the BackStack at selecting one of the basic pages, I had this:
private void NavButton_Click(object sender, RoutedEventArgs e)
{
Button b = sender as Button;
if (b != null && b.Tag != null)
{
Type pageType = Type.GetType(b.Tag.ToString());
if (pageType != null)
{
if (rootFrame.CurrentSourcePageType != pageType)
{
rootFrame.Navigate(pageType, rootFrame);
// No goBack for Basic Pages
if (testBasicPage(pageType))
{
while (rootFrame.BackStackDepth > 1)
{
rootFrame.BackStack.RemoveAt(0);
}
}
}
}
}
}
That worked fine until I came across the problem with SaveState / Load State.
Now I first empty the BackStack and then navigate to the target page. That works.
private void NavButton_Click(object sender, RoutedEventArgs e)
{
Button b = sender as Button;
if (b != null && b.Tag != null)
{
Type pageType = Type.GetType(b.Tag.ToString());
if (pageType != null)
{
if (rootFrame.CurrentSourcePageType != pageType)
{
// No goBack for Basic Pages
if (testBasicPage(pageType))
{
while (rootFrame.BackStackDepth > 0)
{
rootFrame.BackStack.RemoveAt(0);
}
}
rootFrame.Navigate(pageType, rootFrame);
}
}
}
}

save and load Listbox Items locally and pass them to other pages

I am currently working on Windows Store App in c#.
Now,
I am having a list box 'Listbox1' which gets its items on a button click event from a text box 'tasks', and have selected Items delete property on other button click event.
private void add_Click(object sender, RoutedEventArgs e)
{
string t;
t = tasks.Text;
if (t != "")
{
Listbox1.Items.Add(t);
}
else
{
var a = new MessageDialog("Please Enter the Task First");
a.Commands.Add(new UICommand("Ok"));
a.ShowAsync();
}
tasks.Text = "";
}
private void del_Click(object sender, RoutedEventArgs e)
{
for (int p = 0; p < Listbox1.SelectedItems.Count; p++)
{
Listbox1.Items.Remove(Listbox1.SelectedItems[p].ToString());
p--;
}
}
Now I want to save this list into local application storage, after user complete the changes (on a button click event perhaps).
And also to send all Listbox Items to another page(s).
I am not much a coder, I design things.
Please guide me by sample or reference.
Thank you in advance :)
If you have already stored the data to local storage, you could just read it in the OnNavigatedTo override of the other page. Otherwise, use the navigation parameter: http://social.msdn.microsoft.com/Forums/windowsapps/en-US/8cb42356-82bc-4d77-9bbc-ae186990cfd5/passing-parameters-during-navigation-in-windows-8
Edit: I am not sure whether you also need some information about local storage. This is easy: Windows.Storage.ApplicationData.Current.LocalSettings has a property called Values, which is a Dictionary you can write your settings to. Have a look at http://msdn.microsoft.com/en-us/library/windows/apps/hh700361.aspx
Edit: Try something like this code to store your list.
// Try to get the old stuff from local storage.
object oldData = null;
ApplicationDataContainer settings = ApplicationData.Current.LocalSettings;
bool isFound = settings.Values.TryGetValue("List", out oldData);
// Save a list to local storage. (You cannot store the list directly, because it is not
// serialisable, so we use the detours via an array.)
List<string> newData = new List<string>(new string[] { "test", "blah", "blubb" });
settings.Values["List"] = newData.ToArray();
// Test whether the saved list contains the expected data.
Debug.Assert(!isFound || Enumerable.SequenceEqual((string[]) oldData, newData));
Note, this is only demo code for testing - it does not make real sense...
Edit: One advice: Do not persist the list in your click handlers as this will become extremely slow as the list grows. I would load and save the list in the Navigation handlers, i.e. add something like
protected override void OnNavigatedTo(NavigationEventArgs e) {
base.OnNavigatedTo(e);
if (this.ListBox1.ItemsSource == null) {
object list;
if (ApplicationData.Current.LocalSettings.Values.TryGetValue("List", out list)) {
this.ListBox1.ItemsSource = new List<string>((string[]) list);
} else {
this.ListBox1.ItemsSource = new List<string>();
}
}
}
protected override void OnNavigatedFrom(NavigationEventArgs e) {
if (this.ListBox1.ItemsSource != null) {
ApplicationData.Current.LocalSettings.Values["List"] = this.ListBox1.ItemsSource.ToArray();
}
base.OnNavigatedFrom(e);
}
Here is very nice simple example on SQLite DataBase Use in winRT app Development. Look at it and you will know how you can store your Data on the Local Machine. I learned Basic code from this example.
http://blogs.msdn.com/b/robertgreen/archive/2012/11/13/using-sqlite-in-windows-store-apps.aspx
Now, for ease of navigation let me suggest you a flow for this portion of your app.
take one ObservableCollection<> of string and store values of
that textBox into this ObservationCollection with onClick() and then
refer that ObservableCollection<String> to the ItemsList of the
listBox.
now at the time you need to send your Data to the next page, make one parameterised constructor of next page and pass that ObservableCollection<String> as it's parameter.
Now you can access those Data in your constructor and can use as however you want.
Hope this will help..

files in C# - "file is used by another process"

I have following code:
private void askforlocation()
{
if (File.Exists("location.txt"))
{
System.IO.StreamReader loc = new System.IO.StreamReader("location.txt");
string loca = loc.ReadToEnd();
if (loca != "")
{
int index = comboBox1.FindString(loca);
comboBox1.SelectedIndex = index;
}
else
{
label6.Text = "Please select the location!";
}
loc.Close();
}
else label6.Text = "Please select the location!";
}
It is supposed to read value "location" from the file and put it to the combo box, which works ok.
I run this script on Form1_Load.
Now, I have another script:
private void comboBox1_SelectedIndexChanged(object sender, EventArgs e)
{
string value = comboBox1.SelectedItem.ToString();
System.IO.File.WriteAllText("location.txt", value);
}
This one is supposed to record the choice so that user doesn't need to enter location every time.
What is happening is when I start a program, so the value is already set, then I try to change it (so that theoretically it should overwrite the previous one), but I get an exception, saying that file is already being used by another process.
I do close the file after I used it. I also tried FILE.DISPOSE.
What am I doing wrong?
I think what's happening here is that this code:
if (loca != "")
{
int index = comboBox1.FindString(loca);
comboBox1.SelectedIndex = index;
}
is causing the SelectedIndexChanged event to be raised on the combobox. When that event is raised, comboBox1_SelectedIndexChanged is called, and that method again tries to access location.txt.
To fix, I would first change the code in askforlocation to something like this:
if (File.Exists("location.txt"))
{
var loca = string.Emtpy;
using(var loc = new System.IO.StreamReader("location.txt"))
{
loca = loc.ReadToEnd();
}
....
}
since there's no need to keep the file open for longer than necessary (note that the using block will call the Dispose() method on the StreamReader when it exits, which in turn will call the Close() method). After that, I'd consider coming up with a way to keep the event from being fired when you set the selected index on the combobox (maybe use a flag or unwire/rewire the event handler).
It seems that you're changing the index of your combobox, thus writing to the same file before closing it. Call loca.Close() before writing to the file again.
comboBox1.SelectedIndex = index;
this will fire the event SelectedIndexChanged, so invoke the Close() method right behind ReadToEnd():
private void askforlocation()
{
if (File.Exists("location.txt"))
{
System.IO.StreamReader loc = new System.IO.StreamReader("location.txt");
string loca = loc.ReadToEnd();
loc.Close();//move that code to here
if (loca != "")
{
int index = comboBox1.FindString(loca);
comboBox1.SelectedIndex = index;
}
else
{
label6.Text = "Please select the location!";
}
//loc.Close();
}
else label6.Text = "Please select the location!";
}
Give this line loc.Close(); before setting the index of the combo box because the event is being raised earlier than you think.
You never need to call file.Close() or file.Dispose().
Please use a using statement ALWAYS (or mostly) when using a class that implements IDisposable. It will call the Dispose method for you.
using(System.IO.StreamReader loc = new System.IO.StreamReader("location.txt"))
{
string loca = loc.ReadToEnd();
}

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