My head started to spin: I have a windows phone 8.1 universal app. In App.xaml.cs I have implemented the following methods:
public sealed partial class App : Application
{
public static bool isSuspended = false;
public App()
{
this.InitializeComponent();
this.Suspending += this.OnSuspending;
this.Resuming += this.OnResuming;
}
private void OnSuspending(object sender, SuspendingEventArgs e)
{
SuspendingDeferral deferral = e.SuspendingOperation.GetDeferral();
App.isSuspended = true;
// TODO: Save application state and stop any background activity
deferral.Complete();
}
private async void OnResuming(object sender, object e)
{
App.isSuspended = false;
}
}
In my MainPageVM (it is a View Model) I have implemented the following methods:
private async void onPushNotificationReceived(PushNotificationChannel sender, PushNotificationReceivedEventArgs args)
{
switch (args.NotificationType)
{
case PushNotificationType.Toast:
if (App.isSuspended)
{
args.ToastNotification.Activated += this.toastNotification_Activated;
}
else
{
args.Cancel = true;
this.manageNotification(args.ToastNotification.Content)
}
break;
case PushNotificationType.Raw:
break;
}
}
private void toastNotification_Activated(ToastNotification sender, object args)
{
ToastActivatedEventArgs tArgs = (ToastActivatedEventArgs)args;
this.manageNotification(tArgs.Arguments);
}
It runs well when the app is killed or when the app is in foreground. The problem comes when the app is in background: when user clicks the notification, toastNotification_Activated never gets raised.
What am I missing?
When your app is Suspended it means that it's not running (app lifecycle at MSDN). In this case when the notification comes it's not intercepted by the event you have declared, like MSDN says:
Note This procedure applies only to running apps. Notifications that the system sends when the app is not running and the handler is not implemented are delivered normally—tiles are updated, toast is shown, and raw notifications are delivered to background tasks (if implemented).
If you want to handle the notification in the background, then you may think of declaring a Background Task for it.
Related
I am doing a xamarin forms app, i want to check every second if there is a internet connection, if the connection is lost, the program should go to diferent page.
I am using the plugin "Xam.Plugin.Connectivity" , but doesnt do what i want.
Is possible to do what i want?
Edit: this can be easily done with the new Xamarin Essentials Connectivity plugin, just follow the instructions there :D
Create a method in your App.cs (or App.xaml.cs) like this:
private async void CheckConnection()
{
if(!CrossConnectivity.Current.IsConnected)
await Navigation.PushAsync(new YourPageWhenThereIsNoConnection());
else
return;
}
And use it on your main app method like this:
public App()
{
InitializeComponent();
var seconds = TimeSpan.FromSeconds(1);
Xamarin.Forms.Device.StartTimer(seconds,
() =>
{
CheckConnection();
});
}
Never used, but this is a documentation about the plugin you are using
Detecting Connectivity Changes
Often you may need to notify your user or respond based on network changes. You can do this by subscribing several different events.
Changes in Connectivity
When any network connectivity is gained, changed, or loss you can register for an event to fire:
/// <summary>
/// Event handler when connection changes
/// </summary>
event ConnectivityChangedEventHandler ConnectivityChanged;
You will get a ConnectivityChangeEventArgs with the status if you are connected or not:
public class ConnectivityChangedEventArgs : EventArgs
{
public bool IsConnected { get; set; }
}
public delegate void ConnectivityChangedEventHandler(object sender, ConnectivityChangedEventArgs e);
CrossConnectivity.Current.ConnectivityChanged += async (sender, args) =>
{
Debug.WriteLine($"Connectivity changed to {args.IsConnected}");
};
Changes in Connectivity Type
When any network connectivity type is changed this event is triggered. Often it also is accompanied by a ConnectivityChanged event.
/// <summary>
/// Event handler when connection type changes
/// </summary>
event ConnectivityTypeChangedEventHandler ConnectivityTypeChanged;
When this occurs an event will be triggered with EventArgs that have the most recent information:
public class ConnectivityTypeChangedEventArgs : EventArgs
{
public bool IsConnected { get; set; }
public IEnumerable<ConnectionType> ConnectionTypes { get; set; }
}
public delegate void ConnectivityTypeChangedEventHandler(object sender, ConnectivityTypeChangedEventArgs e);
Example:
CrossConnectivity.Current.ConnectivityTypeChanged += async (sender, args) =>
{
Debug.WriteLine($"Connectivity changed to {args.IsConnected}");
foreach(var t in args.ConnectionTypes)
Debug.WriteLine($"Connection Type {t}");
};
I'm trying to build a metronome application that has the capability to run in the background. As a starting point I decided to create something simple, a class that has a timer (the metronome itself), a class responsible for obtaining the MIDI output device and a class to play the sound. I'm having difficulty with how to make this run in the background. Additionally, another problem is the fact that the metronome needs to be executed when clicking an application button (in the main process).
Metronome Class:
public class Metronome
{
private DispatcherTimer timer = new DispatcherTimer();
private MidiDeviceSelector deviceSelector = new MidiDeviceSelector();
private void TimerStart()
{
timer.Start();
timer.Tick += timer_Tick;
}
private void timer_Tick(object sender, object e)
{
AudioPlayback.Beep1();
}
public void Start(int bpm)
{
double interval = (double)60.000f / (bpm);
timer.Interval = TimeSpan.FromSeconds(interval);
TimerStart();
}
public void Stop()
{
timer.Stop();
}
}
MidiDeviceSelector:
class MidiDeviceSelector
{
public MidiDeviceSelector()
{
GetOutputMidiDevice();
}
public async void GetOutputMidiDevice()
{
IMidiOutPort currentMidiOutputDevice;
DeviceInformation devInfo;
DeviceInformationCollection devInfoCollection;
string devInfoId;
devInfoCollection = await DeviceInformation.FindAllAsync(MidiOutPort.GetDeviceSelector());
if (devInfoCollection == null)
{
//notify the user that any device was found.
System.Diagnostics.Debug.WriteLine("Any device was found.");
}
devInfo = devInfoCollection[0];
if (devInfo == null)
{
//Notify the User that the device not found
System.Diagnostics.Debug.WriteLine("Device not found.");
}
devInfoId = devInfo.Id.ToString();
currentMidiOutputDevice = await MidiOutPort.FromIdAsync(devInfoId);
if (currentMidiOutputDevice == null)
{
//Notify the User that wasn't possible to create MidiOutputPort for the device.
System.Diagnostics.Debug.WriteLine("It was not possible to create the OutPort for the device.");
}
MidiDevice.midiDevice = currentMidiOutputDevice;
}
Class to Holds the MidiDevice:
class MidiDevice
{
public static IMidiOutPort midiDevice; //Bad practice i know.
}
Class to play the "toc" sound:
class AudioPlayback
{
static IMidiMessage beep1 = new MidiNoteOnMessage(9, 76, 90);
//static IMidiOutPort midiOutputDevice = (IMidiOutPort)MidiDeviceSelector.GetOutputMidiDevice();
public static void Beep1()
{
try
{
MidiDevice.midiDevice.SendMessage(beep1);
}
catch (Exception e)
{
System.Diagnostics.Debug.WriteLine(e.Message);
}
}
}
Each class is contained in a different file. As you can see, it is a very simple code, if you see any bad programming practice, I apologise, I do not have much experience.
I was looking at the documentation, however, I did not succeed. How do I register an activity in the background and that there is interaction with the application's user interface (a button to stop and start the metronome).
My apologies for bad English, not my native language.
Thank you.
Two things you need to add to make this scenario work:
add the "backgroundMediaPlayback" capability as documented here: https://learn.microsoft.com/en-us/windows/uwp/audio-video-camera/background-audio
since you are using the MiDI APIs, you need to explicitly integrate with the SystemMediaTransportControls to prevent getting muted on minimize
I have update your repro sample and verified that it works correctly after adding those two things.
Sharing it here for your reference: https://1drv.ms/u/s!AovTwKUMywTNl9QJTeecnDzCf0WWyQ
i am having trouble creating a callback on a newly started thread.
I have 2 classes, an API, and the Form.cs. I start a thread running a method in API, from Form.cs, i want to notify a method in Form.cs from inside the method in API.
I am familiar with delegation in Obj-C, but not in C#.
I only included the relevant code.
public partial class Main: Form
{
private Api Connect = new Api();
private void StartStopButton_Click(object sender, EventArgs e)
{
//new thread
Thread ThreadConnect = new Thread(Connect.startAttemptingWithUsername);
ThreadConnect.Start();
}
public void AttemptingWithPasswordMessage(string password)
{
// i want to notify this method from the API
}
}
class Api : UserAgent
{
public void startAttemptingWithUsername()
{
_shouldStop = false;
while (!_shouldStop)
{
Console.WriteLine(username);
// How would i notify AttemptingWithPasswordMessage from here?
System.Threading.Thread.Sleep(1000);
}
}
}
Provide an event to your other class, and fire that event whenever it is relevant based on the processing:
class Api : UserAgent
{
public event Action<string> SomeEvent;//TODO give better name
public void startAttemptingWithUsername()
{
_shouldStop = false;
while (!_shouldStop)
{
Console.WriteLine(username);
var handler = SomeEvent;
if (handler != null)
handler("asdf");
// How would i notify AttemptingWithPasswordMessage from here?
System.Threading.Thread.Sleep(1000);
}
}
}
Then add a handler for that event: (And marshal back to the UI thread)
private void StartStopButton_Click(object sender, EventArgs e)
{
//new thread
Thread ThreadConnect = new Thread(Connect.startAttemptingWithUsername);
ThreadConnect.Start();
Connect.SomeEvent += (data) => Invoke(
new Action(()=>AttemptingWithPasswordMessage(data)));
}
I have a c++/cli wrapper class which grabs frames from a camera and sends them as events.
A WPF test application Starts the camera, and updates the images.
When I click Stop, it usually ends in a deadlock, on m->streamThread->Join(). I'm suspecting the problem has to do with the frame handling event in the WPF, rather than the wrapper code.
namespace WpfTestApp
{
public partial class Window1 : Window
{
private void OnFrameArrived(object sender, EventArgs e)
{
Action a = delegate
{
// this uses Imaging.CreateBitmapSourceFromMemorySection
// to copy the frame data to the image memory
m_colorImage.UpdateImage(e.Image);
};
Dispatcher.Invoke(a);
}
private void startBtn_Click(object sender, RoutedEventArgs e)
{
m_camera.FrameArrived += m_frameHandler;
m_camera.Start();
}
private void Stop()
{
m_camera.FrameArrived -= m_frameHandler;
m_camera.Stop();
}
}
}
// Camera.h
public ref class Camera
{
public:
delegate void FrameArrivedHandler(Object^ sender, DGEventArgs^ e);
event FrameArrivedHandler^ FrameArrived;
void Start();
void Stop();
private:
void StreamThreadWorker();
Thread^ m_streamThread;
bool m_isStreaming;
}
// Camera.cpp
void Camera::Start()
{
if (m_isStreaming)
return;
m_isStreaming = true;
m_streamThread = gcnew Thread(gcnew ThreadStart(this, &Camera::StreamThreadWorker));
m_streamThread->Start();
}
void Camera::Stop()
{
if (!m_isStreaming)
return;
m_isStreaming = false;
m_streamThread->Join(); // stuck here
}
void Camera::StreamThreadWorker()
{
EventArgs^ eventArgs = gcnew EventArgs();
while (m_isStreaming)
{
eventArgs->Image = Camera->GetImage();
FrameArrived(this, eventArgs);
}
}
likely what happens is: you click Stop, this gets handled in the WPF ui dispatcher thread. So the Join call is in the ui dispatcher thread. However this same thread is also responsible for drawing the frames (the invoked call to UpdateImage). As a result, the StreamThreadWorker is waiting on FrameArrived to finish, but that cannot finish because the thread is waiting for Stop to finish. There's your deadlock.
So in order to get the StreamThreadWorker to finish, it must not be blocked by Stop. An easy way to achive this is to stop the thread from within another thread:
void Camera::Stop()
{
...
gcnew Thread( gcnew ThreadStart( this, &Camera::DoStopThread ) )->Start();
}
void Camera::DoStopThread()
{
if( !m_streamThread.Join( 3000 ) )
HandleThreadDidNotStopInTimeError(); //notify listeners there's a serious problem
m_streamThread.Abort();
m_streamThread = null;
RaiseThreadStoppedEvent(); //notify listeners that the thread stopped
}
Since I added a splash screen my main form will sometimes (about 1 every 20 times) disappear like it's minimized (it will be invisible but it will be still on the task bar and if I click it it reappears). Here is my code:
static class Program
{
private static SplashScreen splashScreen = null;
private static ManualResetEvent splashScreenWaiter = null;
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
ShowSplashAsync();
BuilderForm2 builderForm2 = new BuilderForm2();
builderForm2.Shown += new EventHandler(builderForm2_Shown);
Application.Run(builderForm2);
}
private static void HideSplash()
{
if (splashScreenWaiter != null)
{
splashScreenWaiter.WaitOne();
splashScreen.Invoke(new Action(splashScreen.Close));
splashScreenWaiter = null;
splashScreen = null;
}
}
private static void builderForm2_Shown(object sender, EventArgs e)
{
HideSplash();
}
private static void ShowSplashAsync()
{
splashScreenWaiter = new ManualResetEvent(false);
Thread splashThread = new Thread(ShowSplash);
splashThread.IsBackground = true;
splashThread.SetApartmentState(ApartmentState.STA);
splashThread.Start(splashScreenWaiter);
}
private static void ShowSplash(object resetEvent)
{
splashScreen = new SplashScreen((ManualResetEvent)resetEvent);
Application.Run(splashScreen);
}
}
And this is SplashScreen code:
public partial class SplashScreen : Form
{
private ManualResetEvent ResetEvent;
bool handleCreated = false;
bool formShown = false;
public SplashScreen(ManualResetEvent resetEvent)
{
ResetEvent = resetEvent;
HandleCreated += new EventHandler(SplashScreen_HandleCreated);
InitializeComponent();
}
private void SetResetEventIfReady()
{
if(handleCreated && formShown) ResetEvent.Set();
}
private void SplashScreen_Shown(object sender, EventArgs e)
{
formShown = true;
SetResetEventIfReady();
}
void SplashScreen_HandleCreated(object sender, EventArgs e)
{
handleCreated = true;
SetResetEventIfReady();
}
}
Nothing jumps out. There is however a very serious race condition in your code. It is related to the SystemEvents class. That class provides important notifications to controls so they can respond to the user changing the Windows theme. That class needs a hidden notification window to receive messages about the changes the user made.
This goes very wrong if your program's first window is created on a worker thread instead of the UI thread. That makes the SystemEvents class create that notification window on the wrong thread (not your worker thread btw). And the events it raises will be called from that thread. Getting the event on that wrong thread creates havoc, controls are not thread-safe. The most typical outcome is that you'll have odd painting problems or the form deadlocks when you lock the workstation. I can imagine what you see going wrong could be explained by this as well.
The .NET framework already has excellent and time-tested support for splash screens. I recommend you use it instead of spinning your own. Check this answer for the code.
If you want to keep your own then you can work around the race problem by pasting this line of code into your Main method, before the ShowSplashAsync call:
Microsoft.Win32.SystemEvents.UserPreferenceChanged += delegate { };