I am somewhat new to C# but not new to coding itself. I am currently trying to write a console app to run some processes, gather information from those processes, and then write the values to a .txt file.
I have everything running smoothly in Visual Studio 2017 RC but when I publish and run the program everything runs except the part where the values/data is published to a document on my desktop. Can someone point me in the right direction or inform me why it is working in Visual but not in the program?
public static bool WriteData(string DataNeeded)
{
string Root = #"\text.txt";
string path = Environment.GetFolderPath(Environment.SpecialFolder.Desktop) + Root;
if (!File.Exists(path))
{
using (StreamWriter sw = File.CreateText(path))
{
sw.WriteLine("Header of TXT file");
sw.WriteLine("Document created: " + DateTime.Now);
}
}
using (StreamWriter sw = File.AppendText(path))
{
sw.WriteLine("Data being written to text file: " + DataNeeded+ " " + DateTime.Now);
}
return true;
}
I cant believe the solution was that simple. I was using a logical desktop space reference rather than using the file system location
string Root = #"\text.txt";
string path = Environment.GetFolderPath(Environment.SpecialFolder.Desktop) + Root;
The above SpecialFolder.Desktop should have been:
string Root = #"\text.txt";
string path = Environment.GetFolderPath(Environment.SpecialFolder.DesktopDirectory) + Root;
Related
I have a problem here and i need some help.
I work on a C# software in WPF, i have finished it, the program compile but do not run.
I've tried to search the problem using step by step run and it end on this line
var logfile = new NLog.Targets.FileTarget("logfile") { FileName = Application.StartupPath + #"\Logs\" + DateTime.Now.DayOfYear + ".txt" };
and
var logconsole = new NLog.Targets.ConsoleTarget("logconsole");
and i got this error : " Attempt to read or write protected memory. This often indicates that another memory is corrupted "
that happen randomly during execution but mostly while running theses lines of code.
If you got a solution i'll take it !
The WPF Application class does not have a StartupPath property.
You could add System.Windows.Forms as project reference and use System.Windows.Forms.Application.StartupPath
Alternative:
string appPath = System.Reflection.Assembly.GetExecutingAssembly()
.GetModules()[0].FullyQualifiedName;
string appDir = Path.GetDirectoryName(appPath);
To debug your code with finer granularity, you could rewrite it:
var fileName = Application.StartupPath;
fileName += #"\Logs\";
fileName += DateTime.Now.DayOfYear
fileName += ".txt";
var logfile = new NLog.Targets.FileTarget("logfile");
logFile.FileName = fileName;
string UserFolder = Session["Username"].ToString();
if (!Directory.Exists("~/MisReports/EmailAttachment/"+UserFolder))
{
Directory.CreateDirectory("~/MisReports/EmailAttachment/"+UserFolder);
}
filePathE = Server.MapPath("~/MisReports/EmailAttachment/" + UserFolder + "/");
filePathE = filePathE + a + ".pdf";
bool isExist = File.Exists(filePathE);
if (isExist)
{
File.Delete(filePathE);
}
report.ExportToDisk(ExportFormatType.PortableDocFormat, filePathE);
I get the error
Could not find a part of the path
if (!Directory.Exists("~/MisReports/EmailAttachment/"+UserFolder))
{
Directory.CreateDirectory("~/MisReports/EmailAttachment/"+UserFolder);
}
in this area code does not enter if check although that the folder has not been created
The ~ is probably not evaluated if you are running on Windows. Windows is not Unix. Read up on Path.Combine, Environment.GetFolderPath and Environment.SpecialFolder on MSDN. You should build a path with code like
string directoryName = Path.Combine(System.Environment.GetFolderPath(System.Environment.SpecialFolder.MyDocuments), "MisReports/EmailAttachment", UserFolder);
My program saves user's input to a txt file on it's current location
TextWriter ts = new StreamWriter("url.txt");
ts.WriteLine(textBox2.Text.ToString());
ts.Close();
It reads that when application starts
if (File.Exists("url.txt")) {
TextReader tr = new StreamReader("url.txt");
readUrl = tr.ReadLine().ToString();
textBox2.Text = readUrl;
tr.Close();
}
I add this program to Windows startup with these code
using (RegistryKey key = Registry.CurrentUser.OpenSubKey("SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\Run", true)) {
key.SetValue("House Party Protocol", "\"" + Application.ExecutablePath + "\"");
}
I published it with ClickOnce and installed it to my computer. It starts at windows startup bu doesn't read txt file. When I open it manually it works. I think ClickOnce installation path and windows startup path are different. How should I change my startup code to avoid this
You could try to use a specific directory. For example, you could save the url.txt file to LocalApplicationData (the directory for application-specific data that is used by the current, non-roaming user).
static void Main(string[] args)
{
string inputText = string.Empty;
//string directory = Environment.CurrentDirectory;
string directory = Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData);
string path = Path.Combine(directory, "url.txt");
if (File.Exists(path))
{
TextReader tr = new StreamReader(path);
string readUrl = tr.ReadLine().ToString();
inputText = readUrl;
tr.Close();
}
string text = "abc";
TextWriter ts = new StreamWriter(path);
ts.WriteLine(text);
ts.Close();
}
If you really want to use the directory where the application is running then you could try to use Environment.CurrentDirectory (commented-out in the sample code above). This might give you the same error you had before (when using relative path) but it might help you troubleshoot the issue by showing what directory it's trying to use.
Here's a list of other special folders:
Environment.SpecialFolder
I have this question,
My boss wants a program which you can enter a path, Console.ReadLine(directory);
This is irrelevant, I got this part working. In fact, the whole code/program is working as it should be.
The point of the path is that the program scans all the files in the given directory/subdirectories for the last write time. He want to pay minimum effort in this. So the plan is to use Windows to start this program once every 24 hours.
Only problem with this "minimum effort" part is that you have to enter the path EVERYTIME when it's started. So it actually doesn't go automaticly.
The question is: is there a way to avoid this?
For example Thread.Sleep(); and when it's done sleeping goto a label right under the Console.ReadLine(directory);?
So not once a day, but sleeping for 24 hours and for 1 whole minute working?
If it's any help, here's the code:
using System.IO;
using System.Security.Permissions;
namespace CheckWithinTime
{
class Program
{
public static void Main(string[] args)
{
Console.WriteLine("Which folder do you wish to scan?");
string path = Console.ReadLine();
//copies everything from the console to a .txt file
FileStream filestream = new FileStream(#"C:\Logs\Log.txt", FileMode.Create);
var streamwriter = new StreamWriter(filestream);
streamwriter.AutoFlush = true;
Console.SetOut(streamwriter);
Console.SetError(streamwriter);
//this is the path which you type in a the beginning of the program
string[] files = Directory.GetFiles(path, "*.*", System.IO.SearchOption.AllDirectories);
List<string> updatedFiles = new List<string>();
DateTime from = DateTime.Now.AddDays(-1);
DateTime to = DateTime.Now;
foreach (string name in files)
{
FileInfo file = new FileInfo(name);
string fullname = file.FullName;
//checks if the last writed time occured less then 24 hours ago, if it's not it will not be loggeed
if (file.LastWriteTime >= from && file.LastWriteTime <= to)
{
updatedFiles.Add(name);
Console.WriteLine(file.FullName + " ; " + "last changed at >> " + " ; " + file.LastWriteTime.ToString());
//Console.WriteLine("File created at >> " + file.CreationTime.ToString());
//Console.WriteLine("File last opened at >> " + file.LastAccessTime.ToString());
Console.WriteLine();
}
}
streamwriter.Close();
filestream.Close();
//The mail class basicly sends an e-mail to the server with the log file, but this is irrelevant
Mail();
}
}
}
It used to be just a simple file system watcher. After that it was like it is now, but without the Console.ReadLine() part. And now he wants to give a path.
If anyone can tell me a way to avoid the Console.ReadLine(), but only use call it when you need it. I would appreciate it!
Sorry in advance for my big texts.
The best way to do this would be to either create an XML file or use a notepad file and have windows run a task manager.
You can set up a program to run every so often in windows task manager and all you need to do is save the path to a file and have your C# console application read that file and get the path, the path will always be store and the program will run all the time.
We do this at work; a program has been running for 4 months doing through a bunch of paths and we don't edit it anymore.
Xml file/config is overkill for one setting. Pass it in to the command line string[] args:
string path;
if(args.Length > 0)
{
path = args[0];
Console.WriteLine("Using path: " + path);
}
else
{
Console.WriteLine("Which folder do you wish to scan?");
path = Console.ReadLine();
}
Then use task scheduler as already suggested, but pass the path as a command line argument. You can also then launch it with different paths without your app supporting multiple paths.
I have a program that is a launcher for a mod for a game. The launcher works for most of the people who use it, including myself, but for some there is a strange bug that really has me struggling to fix it, and further more driving me absolutely mental!
The basic idea is that my mod files are contained in a folder, the launcher iterates through these files, reads a certain byte of the file and based on the result either moves the file, or moves the file and writes some text to a certain file, then launches the game. Seemingly simple.
The main launch function looks like this:
private void Launch()
{
using (StreamWriter writer = new StreamWriter(userScriptPath, false, Encoding.Unicode))
{
foreach (string file in Directory.GetFiles(modFolderPath + "\\Files\\", "*.pack"))
{
int p = GetPackType(file);
if (p == 3)
{
if (File.Exists(modFolderPath + "\\Files\\" + Path.GetFileName(file)))
{
File.Move(modFolderPath + "\\Files\\" + Path.GetFileName(file), dataPath + "\\" + Path.GetFileName(file));
}
writer.WriteLine("mod \"" + Path.GetFileName(file) + "\";");
}
else if (p == 4)
{
if (File.Exists(modFolderPath + "\\Files\\" + Path.GetFileName(file)))
{
File.Move(modFolderPath + "\\Files\\" + Path.GetFileName(file), dataPath + "\\" + Path.GetFileName(file));
}
}
}
}
Process game = Process.Start(gamePath);
// There is code here that waits for a minute until the game process is actually found, incase its slow starting up
game.WaitForExit();
RestorePacks(); // <- Method to put back the files after finishing
}
The problem some users are getting is that when launching the mod the game launches but it appears as though the launcher doesn't move the files as the game is still in its normal state, it was very hard to ascertain exactly why this was happening as I had no way of debugging it on their computers and the program was working fine for me and all of my test users.
To try and find out what was going on I added a number of checks and some logging to the launcher so that if the launcher didn't work, I'd at least have an idea why. (Note that no errors are thrown for the users even when it doesn't work)
The checks I added included using File.Exists() after attempting to move a file to make sure it was actually moved, the logging kept a note of move attempts and the result of this check to see if the file was actually moved.
I even added a specific if statement to the Process.Start function checking specifically that a certain file was indeed in the required location before launching the game.
Finally before launching all of the files in the folder where the mod files should now be are written to the log.
All of the logs from users who the launcher didn't work for shared one thing in common the program attempted to move the file, threw no error, and then when checking that the file was indeed moved, the file appeared to be there. But when reaching the point where all of the files in the required directory are written to the log, only one of the required 30+ mod files appear to be in the directory.
An example output log looked something like this:
File moving: modfile1.txt
Checking if file is where we tried to move it to: Yes
File moving: modfile2.txt
Checking if file is where we tried to move it to: Yes
File moving: modfile3.txt
Checking if file is where we tried to move it to: Yes
Writing out all files in directory:
normalgamefile1.txt
normalgamefile2.txt
normalgamefile3.txt
modfile1.txt
After seeing this and noticing it was always only a single file that had moved and no others, and also that the program did think the files were where they where supposed to be, the confusion really started to kick in.
This is the method that reads the file to ascertain what type of file it is:
private int GetPackType(string path)
{
FileStream fs = File.OpenRead(path);
BinaryReader reader = new BinaryReader(fs);
reader.ReadChars(4);
int packType = reader.ReadInt32();
fs.Close();
fs.Dispose();
return packType;
}
As you can probably see, and what I've just noticed is that I've failed to close/dispose of reader, and I'm guessing and somewhat hoping this might be the cause of my problem.
(Note I'm now using Using statements in this method but can't test this fix for quite a while)
SO, if you've read this far thank you, my question is..
Firstly do you have any idea what the problem is? Could it be that reader still might have the file open and has not closed and thus the file can't move, IF SO then why does it work perfectly for me and most others, but not for some? Surely a file still being used elsewhere would throw an error?
I've gone through all the simple stuff like making sure the program is run with administrator privileges, etc.
Thank you greatly for any help!
EDIT
As asked in the comments this is the version of the code with my checks and logging added. Simple stuff, which is why I omitted it, the log simply adds to a string, the string is then printed to file when all is done.
private void Launch()
{
using (StreamWriter writer = new StreamWriter(userScriptPath, false, Encoding.Unicode))
{
foreach (string file in Directory.GetFiles(modFolderPath + "\\Files\\", "*.pack"))
{
int p = GetPackType(file);
if (p == 3)
{
if (File.Exists(modFolderPath + "\\Files\\" + Path.GetFileName(file)))
{
File.Move(modFolderPath + "\\Files\\" + Path.GetFileName(file), dataPath + "\\" + Path.GetFileName(file));
}
log += "Move File: " + Path.GetFileName(file) + "\r\n";
writer.WriteLine("mod \"" + Path.GetFileName(file) + "\";");
log += "Write mod line: " + Path.GetFileName(file) + "\r\n";
}
else if (p == 4)
{
if (File.Exists(modFolderPath + "\\Files\\" + Path.GetFileName(file)))
{
File.Move(modFolderPath + "\\Files\\" + Path.GetFileName(file), dataPath + "\\" + Path.GetFileName(file));
}
log += "Move File: " + Path.GetFileName(file) + "\r\n";
}
// Check the file did actually move
if (File.Exists(dataPath + "\\" + Path.GetFileName(file)) == false)
{
MessageBox.Show("The mod could not launch successfully!\n\nError: Packs failed to move", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
return;
}
else
{
log += "File Found\r\n";
}
}
}
if (File.Exists(dataPath + "\\_GreatWar5_DB.pack")) // This pack should always be there if things have worked
{
Process game = Process.Start(gamePath);
}
else
{
MessageBox.Show("The mod could not launch successfully!\n\nError: Data pack missing", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
return;
}
// There is code here waits for a minute until the game process is actually found, incase its slow starting up
game.WaitForExit();
RestorePacks(); // <- Method to put back the files after finishing
}