C# event not being handled - c#

I'm learning C# event handling by writing an app that uses the iTunes COM API. I have a method that should run when iTunes stops playing a song, but the method is never getting called when I trigger the event in the app by hitting the "stop/pause" button.
EDIT: Based on dboarman's reply, I deleted the while loop. Now the event does get handled, but only if I restart iTunes prior to running PlayPlaylist(). If I run PlayPlaylist() a second time, the stop event no longer gets fired/handled.
void trayIcon_Click(object sender, EventArgs e)
{
PlayPlaylist();
}
public static void PlayPlaylist()
{
itapp = new iTunesApp();
itapp.OnPlayerStopEvent +=
new _IiTunesEvents_OnPlayerStopEventEventHandler(itapp_OnPlayerStopEvent);
lastPlaylist = itapp.LibraryPlaylist;
itapp.Play();
}
static void itapp_OnPlayerStopEvent(object iTrack)
{
Debug.WriteLine("Stop Event fired");
//...
}
Updated source in Pastebin here (lines 59-68 are the relevant ones).
Spec: My app is supposed to play the songs in a Genius recommendations playlist from first to last (iTunes by default doesn't play Genius recommendations consecutively). The StopEvent should trigger the next song in the list to play.

Here is the complete code that is in question:
public static void PlayPlaylist()
{
itapp = new iTunesApp();
itapp.OnPlayerStopEvent += new _IiTunesEvents_OnPlayerStopEventEventHandler(itapp_OnPlayerStopEvent);
lastPlaylistID = itapp.LibraryPlaylist.playlistID;
Debug.WriteLine("Last playlist:");
Debug.WriteLine(lastPlaylistID);
itapp.Play();
while (true)
{
System.Threading.Thread.Sleep(1000);
}
}
I suspect that the while loop is causing the event to never fire because the thread will sleep for a second and because true is, well...always true.
I would put your playlist in into a list. Something like:
static List<myTrack> Tracks;
public static void PlayPlaylist()
{
itapp = new iTunesApp();
itapp.OnPlayerStopEvent += new _IiTunesEvents_OnPlayerStopEventEventHandler(itapp_OnPlayerStopEvent);
foreach (myTrack track in Tracks)
{
// perform play
}
}
See how that works for you.

When your itapp goes out of scope, be sure to release it with
System.Runtime.InteropServices.Marshal.ReleaseComObject(itapp);
or you'll have to restart iTunes for it to work again. Unregistering the event handlers with -= probably wouldn't hurt either.

If you want the thread to block and wait for the event you can use the ManualResetEvent class.
private ManualResetEvent _resetEvent;
public void PlayPlaylist()
{
_resetEvent = new ManualResetEvent(false);
itapp = new iTunesApp();
itapp.OnPlayerStopEvent += new _IiTunesEvents_OnPlayerStopEventEventHandler(itapp_OnPlayerStopEvent);
// Block until the resetEvent has been Set() or
// give up waiting after 5 minutes
_resetEvent.WaitOne(1000*5*60);
}
Inside itapp_OnPlayerStopEvent() you must call:
_resetEvent.Set();
To answer your original question, I'm pretty sure the while loop is not giving the thread any time to respond to the stop event, hence you are not seeing it being handled.

I'm wondering if the fact that the event handler doesn't unhook is causing an issue somewhere along the line (i.e. iTunes holds a singular reference to the initial instance of your app). This may solve it? I don't have the iTunes API so I'm flying a little blind; apologize if it's a waste of time.
private bool stopIt;
private void trayIcon_Click(object sender, EventArgs e)
{
if (!stopIt)
{
PlayPlaylist();
stopIt = true;
}
else
{
StopPlaylist();
stopIt = false;
}
}
public static void PlayPlaylist()
{
itapp = new iTunesApp();
itapp.OnPlayerStopEvent +=
new _IiTunesEvents_OnPlayerStopEventEventHandler(itapp_OnPlayerStopEvent);
lastPlaylist = itapp.LibraryPlaylist;
itapp.Play();
}
public static void StopPlaylist()
{
itapp.Stop(); // don't know if this is the right method name
// unhook the event so the reference object can free if necessary.
itapp.OnPlayerStopEvent -=
new _IiTunesEvents_OnPlayerStopEventEventHandler(itapp_OnPlayerStopEvent);
}
private static void itapp_OnPlayerStopEvent(object iTrack)
{
Debug.WriteLine("Stop Event fired");
// ...
}

Related

Calling a method after set amount of time and/or aborting thread issues

So I've got an application that employs a filesystemWatcher and triggers an event just fine. The FSW will trigger a bunch of times pretty close together. I want to create a function that triggers say an hour after the last time the FSW was triggered.
I first tried using a backgroundworker: (All code is shortened for clarity)
namespace Devo
{
public partial class Form1 : Form
{
BackgroundWorker bw = new BackgroundWorker();
private void fileSystemWatcher_Created(object sender, FileSystemEventArgs e)
{
if (bw.IsBusy)
{
bw.CancelAsync(); //this is to, in a way, reset the timer for the delayed method.
}
//do a lot of stuff
bw.RunWorkerAsync();
}
private void backgroundWorker_DoWork(object sender, DoWorkEventArgs e)
{
Stopwatch sw = new Stopwatch();
sw.Start();
while(sw.ElapsedMilliseconds < 180000)
{
if (bw.CancellationPending == true)
{
sw.Stop();
sw.Reset();
e.Cancel = true;
return;
}
}
sw.Stop();
sw.Reset();
DelayedMethod();
}
}
}
This didn't work as the second time bw.RunWorkerAsync() was called it was apparently busy, even though the call to bw.CancelAsync().
My next attempt involved a regular thread as I read somewhere on SO (can't find the link now) that one could not "restart" a backgroundWorker as I am trying to do.
The thread attemp is nearly identical but I thought I'd try in since there might be some constraints within the backgroundWorker that is not present in a regular thread. I thought.
namespace Devo
{
public partial class Form1 : Form
{
Thread PWC_counter_thread = new Thread(PWC_Counter);
private void fileSystemWatcher_Created(object sender, FileSystemEventArgs e)
{
if (PWC_counter_thread.IsAlive)
PWC_counter_thread.Abort();
//do a lot of stuff
PWC_counter_thread.Start();
}
static void PWC_Counter()
{
Thread.Sleep(180000);
DelayedMethod();
}
}
}
But this gave me the same error. On the second call to PWC_counter_thread.Start() is was busy.
I'm assuming that a race condition is not present as the second thread waits for, in this example, 3 minutes, and the initial FSW method takes a good full second to execute, therefore I believe that the call to .Abort() and .CancelAsync() both are done before their respective methods are completed.
Now for the questions:
Is it possible to restart a thread in the fashion I am trying? If so, what am I doing wrong?
Should I delay my method call in another way? If so, tips?
EDIT/UPDATE/SOLUTION
I never got starting and stopping a thread to work as I wanted so I found another solution to my situation.
The situation was that I had a second thread that worked as a sort of timer where it would call a method after a set amount of time. My first thread did some work and upon finishing it would start the second thread. If the first thread got fired up again before the timer-thread had finished it was supposed to kill the thread and restart it.
This proved, for me, to be difficult to get the way I wanted. So I instead took another approach towards my wanted end result. Instead of restarting the thread I simply restarted the stopwatch that my second thread was using as a counter. This gave me the result I wanted. It's probably bad practice but it works.
In your BackgroundWorker example you probably have an issue with racing. CancelAsync(), as its name implies, is an asynchronious call, meaning that BackgroundWorker does not stop working immediately and it might still work when try to restart it. To avoid that, you should subscribe to RunWorkerCompleted event and wait for it to fire before calling bw.RunWorkerAsync(); again. For example:
public Form1()
{
bw = new BackgroundWorker();
bw.RunWorkerCompleted += OnCompleted;
}
private BackgroundWorker bw;
private ManualResetEvent completed = new ManualResetEvent(false);
private void OnCompleted(object sender, RunWorkerCompletedEventArgs e)
{
completed.Set();
}
private void fileSystemWatcher_Created(object sender, FileSystemEventArgs e)
{
if (bw.IsBusy)
{
bw.CancelAsync();
completed.WaitOne();
}
//do a lot of stuff
completed.Reset();
bw.RunWorkerAsync();
}
You have multiple issues with your Thread-based example.
You should never call Thread.Abort(). Instead, you should implement a cancellation mechanism, similar to that of BackgroundWorker. Make a bool field (_isCancelled or something) and check it periodically in thread delegate.
You can not reuse a Thread object. You should always create a new one.
You would be best off encapsulating this in a class, and use a System.Threading.Timer to detect the inactivity.
Here's an example I put together. The idea is that you create an InactivityDetector with the appropriate inactivity threshold (an hour in your case) and a callback method that will be called when that period of inactivity is exceeded.
You have to call InactivityDetector.RegisterActivity() whenever activity is detected (e.g. in your case a file creation is detected).
Once the inactivity callback has been issued, it will not be called again until RegisterActivity() has been called again (this prevents multiple callbacks for the same period of extended inactivity).
Your code would pass DelayedMethod for the inactivity Action delegate.
Note that the callback is on a separate thread!
(Also note that I didn't put in any parameter validation, to keep the code shorter.)
using System;
using System.Threading;
namespace ConsoleApp1
{
sealed class Program
{
void test()
{
using (var inactivityDetector = new InactivityDetector(TimeSpan.FromSeconds(2), inactivityDetected))
{
for (int loop = 0; loop < 3; ++loop)
{
Console.WriteLine("Keeping busy once a second for 5 seconds.");
for (int i = 0; i < 5; ++i)
{
Thread.Sleep(1000);
Console.WriteLine("Registering activity");
inactivityDetector.RegisterActivity();
}
Console.WriteLine("Entering 3 second inactivity");
Thread.Sleep(3000);
inactivityDetector.RegisterActivity();
}
}
}
static void inactivityDetected()
{
Console.WriteLine("Inactivity detected.");
}
static void Main(string[] args)
{
new Program().test();
}
}
public sealed class InactivityDetector: IDisposable
{
public InactivityDetector(TimeSpan inactivityThreshold, Action onInactivity)
{
_inactivityThreshold = inactivityThreshold;
_onInactivity = onInactivity;
_timer = new Timer(timerCallback, null, (int)inactivityThreshold.TotalMilliseconds, -1);
}
public void RegisterActivity()
{
_timer.Change(-1, -1);
_timer.Change((int)_inactivityThreshold.TotalMilliseconds, -1);
}
private void timerCallback(object state)
{
_timer.Change(-1, -1);
_onInactivity();
}
public void Dispose()
{
_timer.Dispose();
}
private readonly TimeSpan _inactivityThreshold;
private readonly Action _onInactivity;
private readonly Timer _timer;
}
}

Reset System.Timers.Timer to prevent Elapsed event

I am trying to use the Timer to trigger an event to send data across the network. I created a simple class to debug. Basically I have a List<string> I'd like to send. I want the following to happen:
Add string to List
Start Timer for 10 seconds
Add second string to List before Timer.Elapsed
Restart Timer back at 10 seconds.
So far I have this:
public static List<string> list;
public static Timer timer;
public static bool isWiredUp = false;
public static void Log(string value) {
if (list == null) list = new List<string>();
list.Add(value);
//this does not reset the timer, elapsed still happens 10s after #1
if (timer != null) {
timer = null;
}
timer = new Timer(10000);
timer.Start();
timer.Enabled = true;
timer.AutoReset = false;
if (!isWiredUp) {
timer.Elapsed += new ElapsedEventHandler(SendToServer);
isWiredUp = true;
}
}
static void SendToServer(object sender, ElapsedEventArgs e) {
timer.Enabled = false;
timer.Stop();
}
Any ideas?
You can use the Stop function followed immediately by the Start function to "restart" the timer. Using that you can create the Timer when the class is first created, wire up the Elapsed event at that time, and then do nothing but call those two methods when an item is added. It will either start, or restart, the timer. Note that calling Stop on a timer that hasn't yet been started just does nothing, it doesn't throw an exception or cause any other problems.
public class Foo
{
public static List<string> list;
public static Timer timer;
static Foo()
{
list = new List<string>();
timer = new Timer(10000);
timer.Enabled = true;
timer.AutoReset = false;
timer.Elapsed += SendToServer;
}
public static void Log(string value)
{
list.Add(value);
timer.Stop();
timer.Start();
}
static void SendToServer(object sender, ElapsedEventArgs e)
{
//TODO send data to server
//AutoReset is false, so neither of these are needed
//timer.Enabled = false;
//timer.Stop();
}
}
Note that rather than using a List it's very possible that you want to use a BlockingCollection<string> instead. This has several advantages. First, the Log methods will work if called at the same time from multiple threads; as is multiple concurrent logs could break the list. It also means that SendToServer can be taking items out of the queue at the same time that new items are added. If you use a List you'll need to lock all access to the list (which might not be a problem, but isn't as straightforward).
This kind of thing is very easy to achieve with IObservable (Rx).
Let us simplify matters by declaring a Subject<string> as your list to push onto using .OnNext. Once you have your subject, an observable, you can do what you want with a single 'line' of System.Reactive.Linq. This is illustrated in the following pseudo-c#
subject
.Buffer(<your timespan>,1) //buffer until either a value is added or the timeout expires
.Subscribe(x =>
{
if (x.Count == 0) //the timeout expired so send on
{
SendAccumulatedListToServer(<your list>);
<clear your list>
}
else
{
<your list>.Add(x);
}
});
What you are implementing is totally the wrong way to go about doing this. Have a look at the consumer producer model:
http://msdn.microsoft.com/en-us/library/hh228601.aspx
What you are trying to do is very commonly called the Consumer/Producer dataflow model. Essentially you have something generating a list of data that is to be sent somewhere, rather than sending it each time an item is added to the list you would like to send them in groups.. So you have a producer (the code putting data to be sent) and a consumer (the code sending the data).
Generally this problem is solved by spawning a thread that watches the list (usually a queue) and sends the data at regulary intervals, the best way to do this is using an EventWaitHandle.
Here is some very simplified code as an example
class ServerStuff
{
public void Init()
{
datatosend = new List<string>();
exitrequest = new EventWaitHandle(false, EventResetMode.ManualReset); //This wait handle will signal the consumer thread to exit
Thread t = new Thread(new ThreadStart(_RunThread));
t.Start(); // Start the consumer thread...
}
public void Stop()
{
exitrequest.Set();
}
List<string> datatosend;
EventWaitHandle exitrequest;
public void AddItem(string item)
{
lock (((ICollection)datatosend).SyncRoot)
datatosend.Add(item);
}
private void RunThread()
{
while (exitrequest.WaitOne(10 * 1000)) //wait 10 seconds between sending data, or wake up immediatly to exit request
{
string[] tosend;
lock (((ICollection)datatosend).SyncRoot)
{
tosend = datatosend.ToArray();
datatosend.Clear();
}
//Send the data to Sever here...
}
}
}

Stop loop in class from another class

So I have two event handlers button1_Click() and button2_Click()
In button1_Click() I have something running like this:
toGet = textbox1.Text;
got = 0;
while (got <= toGet)
{
//DoStuff
}
But button2_Click is supposed to be a stop button, and stop button1 early.
How do I go about this?
Thanks for the help. I saw this article here about it, but couldn't get it to work.
Windows.Forms answer
The least sophisticated method is this:
private bool m_stop;
private void button1_Click (object s, EventArgs ea)
{
try
{
// Don't forget to disable all controls except the ones you want a user to be able to click while your method executes.
toGet = textbox1.Text;
got = 0;
while (got <= toGet)
{
Application.DoEvents ();
// DoEvents lets other events fire. When they are done, resume.
if (m_stop)
break;
//DoStuff
}
finally
{
// Enable the controls you disabled before.
}
}
private void button2_Click (object s, EventArgs ea)
{
m_stop = true;
}
It has the distinct advantage of letting you execute button1_Click on the UI thread, still lets the UI respond to your stop button.
It has a disadvantage that you must protect against reentrancy. What happens if they click your button1 while button1_click is already executing!?!?
Edit: Another way I have used is to use a Timer instead of a loop. Then, the stop method just stops the timer.
As much as I understood, correct me if I'm wrong, you're on single thread.
Wired, but you can check for single boolean value inside the your While loop, just as post suggested.
May be to make life easier (may be this is what "couldn't get it to work" means) is inside loop call
1) Windows Forms: Application.DoEvents()
2) WPF (little bit more tricky) : DoEvents in WPF
This to make breathe system.
You need to start the process inside the button1 in new thread, and when you press the button2 flag a local variable to false to stop the loop. like:
using System.Threading;
private volatile bool _requestStop = false;
private readonly object _oneExecuteLocker = new object();
private void OnButton1Click(ojbect sender, EventArgs e)
{
new Thread(() =>
{
if (Monitor.TryEnter(_oneExecuteLocker))
{//if we are here that is means the code is not already running..
try
{
while (!_requestStop)
{
//DoStuff
}
}
finally
{
Monitor.Exit(_oneExecuteLocker);
}
}
}){ IsBackground = true }.Start();
}
private void OnButton2Click(object sender, EventArgs e)
{
_requestStop = true;
}
Notes:
When ever you want to update a UI control inside the newly created thread you should use contorl.Invoke(/*the code get/set or call method in the UI*/).
The Monitro.Enter is just to be sure that your code will not executed multiple time per click if it already running.

Task with Timer crashing a program

I've a little program, that parses all the log files created by another program, and locked by it ( so, no way I can edit or delete those files) . The program runs just fine, and I do it starting a new Task every 10 seconds:
System.Timers.Timer aTimer = new System.Timers.Timer();
public Form1()
{
InitializeComponent();
aTimer.Elapsed += new ElapsedEventHandler(OnTimedEvent);
aTimer.Interval = 10000;
aTimer.Start();
}
private void OnTimedEvent(object source, ElapsedEventArgs e)
{
var t = Task<int>.Factory.StartNew(() => convert());
}
the only problem arises when there are too many log files : if a new Task is started before the end of the previous one, the program crashes.
So, any idea on how to solve this behaviour, or better solutions to the problem?
You could use the lock() statement to lock on an object variable. On the other hand, you might run into thread deadlocks if the parsing of the log files consistently takes longer than the timer interval.
In your OnTimedEvent() function, I would check a boolean member variable that skips the parsing if you are already performing a parse. For example:
public class MyTimerClass
{
private bool isParsing;
// Other methods here which initiate the log file parsing.
private void OnTimedEvent(object sender, ElapsedEventArgs e)
{
if (!isParsing)
{
isParsing = true;
ParseLogFiles();
isParsing = false;
}
}
}
The simple solution would be to wait until the previous task is completed.
Write an event that sends a callback when the file is done being parsed.
This is the best I can do with the code provided.
Have you tried to use lock statement inside OnTimeEvent?
http://msdn.microsoft.com/en-us/library/c5kehkcz(v=VS.100).aspx
You could create a static boolean variable called IsRunning and set it to true when you are moving the logs, before you start moving the logs just check if IsRunning is set to true.
private static bool IsRunning = false;
public void MoveLogs()
{
if (!IsRunning)
{
IsRunning = true;
//Copy log files
IsRunning = false;
}
}
In the current accepted answer there is still the possibility of a race condition in a multi-threaded situation. However unlikely in your case because of the interval, another more threading appropriate solution is to use Monitor.TryEnter
public class MyTimerClass
{
private object _syncObject = new object();
// Other methods here which initiate the log file parsing.
private void OnTimedEvent(object sender, ElapsedEventArgs e)
{
if (Monitor.TryEnter(_syncObject) )
{
try
{
ParseLogFiles();
}
finally
{
Monitor.Exit(_syncObject);
}
}
}
}
I believe this is cleaner and gets you in the habit of using the proper thread synchronization mechanism in the framework.

Call method on the GUI thread from a timers thread

In my application I am using a timer to check for updates in an RSS feed, if new items are found I pop up a custom dialog to inform the user. When I run the check manually everything works great, but when the automatic check runs in the timers Elapsed event the custom dialog is not displayed.
First of all is this a thread issue? (I am assuming it is because both the manual and automatic check use the same code).
When I run the automatic check, do I have to invoke the method that runs the check from the Timers Elapsed event handler?
Is there something I need to do in my custom dialog class?
Edit:
this is a winforms application.
Here is an example of what the code is like. (Please don't point out syntax errors in this code example, this is just a simple example not real code).
public class MainForm : System.Windows.Forms.Form
{
//This is the object that does most of the work.
ObjectThatDoesWork MyObjectThatDoesWork = new ObjectThatDoesWork();
MyObjectThatDoesWork.NewItemsFound += new NewItemsFoundEventHandler(Found_New_Items);
private void Found_New_Items(object sender, System.EventArgs e)
{
//Display custom dialog to alert user.
}
//Method that doesn't really exist in my class,
// but shows that the main form can call Update for a manual check.
private void Button_Click(object sender, System.EventArgs e)
{
MyObjectThatDoesWork.Update();
}
//The rest of MainForm with boring main form stuff
}
public class ObjectThatDoesWork
{
System.Timers.Timer timer;
public ObjectThatDoesWork()
{
timer = new System.Timers.Timer();
timer.Interval = 600000;
timer.AutoReset = true;
timer.Elapsed += new new System.Timers.ElapsedEventHandler(TimeToWork);
timer.Start();
}
private void TimeToWork(object sender, System.Timers.ElapsedEventArgs e)
{
Update();
}
public void Update()
{
//Check for updates and raise an event if new items are found.
//The event is consumed by the main form.
OnNewItemsFound(this);
}
public delgate void NewItemsFoundEventHandler(object sender, System.EventArgs e);
public event NewItemsFoundEventHandler NewItemsFound;
protected void OnNewItemsFound(object sender)
{
if(NewItemsFound != null)
{
NewItemsFound(sender, new System.EventArgs());
}
}
}
After reading some of the comments and answers, I think my problem is that I am using a System.Timers.Timer not a System.Windows.Forms.Timer.
EDIT:
After changing to a Forms.Timer initial testing looks good (but no new items exist yet so have not seen the custom dialog). I added a bit of code to output the thread ID to a file when the update method is called. Using the Timers.Timer the thread ID was not the GUI thread, but using the Forms.Timer the thread ID is the same as the GUI.
Which timer are you using? System.Windows.Forms.Timer automatically fires the event on the UI thread. If you are using other one you will need to use Control.Invoke to call the method on UI thread.
You should use Forms.Timer here, or if you use other kind of timers, serialize calls to UI with .Invoke()
Is your application a WPF-Application? If so, you must delegate the work from your background-thread to the Dispatcher associated with the UI thread.
Post some code, so you can get better help and have a look at the Dispatcher class http://msdn.microsoft.com/en-us/library/system.windows.threading.dispatcher.invoke.aspx
private static System.Threading.SynchronizationContext _UI_Context;
//call this function once from the UI thread
internal static void init_CallOnUIThread()
{
_UI_Context = System.Threading.SynchronizationContext.Current;
}
public static void CallOnUIThread(Action action, bool asynchronous = false)
{
if (!asynchronous)
_UI_Context.Send((o) =>
{
action();
}, null);
else
_UI_Context.Post((o) =>
{
action();
}, null);
}

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