I've made a WPF application that has a GUI but I also want it to optionally run from command line, so I have added this to my App.xaml.cs:
[DllImport("kernel32.dll")]
private static extern bool AttachConsole(int pid);
protected override void OnStartup(StartupEventArgs e)
{
base.OnStartup(e);
if (e.Args.Count() > 0)
{
CreateReport(e.Args);
Environment.Exit(0);
}
}
void CreateReport(string[] arguments)
{
AttachConsole(-1);
// Parse arguments, generate report, etc.
}
There are two problems with this approach:
Problem 1: Running the application from command-line waits for user input before it closes:
C:\Code>GenerateReport.exe -output Example.html
Started report generation.
Report has been generated.
<-- Console waits until user input here, even though the application has finished doing its business.
Problem 2: These are command line redirection operators. AttachConsole, for some reason, stops them from working:
C:\Code>GenerateReport.exe -output Example.html > Log.txt <-- Causes no output in Log.txt (just an empty file)!
I've checked other Stack questions but none address this issue in particular...so how can you actually attach to the current console Window to output this data back to the user (for example, give them error messages, etc.) but not have these nasty problems come out of it?
I found a discussion about this here:
The problem of attachconsole
Seems you are out of luck or if you are not willing to resort to an ugly hack.
From the previous thread's answer: I always have gone with option 3:
"Or you can restructure your application/source a bit and provide two executables, GUI one that starts GUI directly, another that is console executable."
Related
I tried to make File open picker asynchronous using TaskComplectionSource however sometimes I get my application closed with -1 return value, sometimes I get exception like:
[System.Runtime.InteropServices.COMException] = {System.Runtime.InteropServices.COMException (0x80004005): Unspecified error
Unspecified error
at Windows.Storage.Pickers.FileOpenPicker.PickSingleFileAndContinue()
at PhotosGraphos.Mobile.Common.StorageFileExtensions.<PickSingleFileAsyncMobile..
Code:
public static class StorageFileExtensions
{
private static TaskCompletionSource<StorageFile> PickFileTaskCompletionSource;
private static bool isPickingFileInProgress;
public static async Task<StorageFile> PickSingleFileAsyncMobile(this FileOpenPicker openPicker)
{
if (isPickingFileInProgress)
return null;
isPickingFileInProgress = true;
PickFileTaskCompletionSource = new TaskCompletionSource<StorageFile>();
var currentView = CoreApplication.GetCurrentView();
currentView.Activated += OnActivated;
openPicker.PickSingleFileAndContinue();
StorageFile pickedFile;
try
{
pickedFile = await PickFileTaskCompletionSource.Task;
}
catch (TaskCanceledException)
{
pickedFile = null;
}
finally
{
PickFileTaskCompletionSource = null;
isPickingFileInProgress = false;
}
return pickedFile;
}
private static void OnActivated(CoreApplicationView sender, IActivatedEventArgs args)
{
var continuationArgs = args as FileOpenPickerContinuationEventArgs;
sender.Activated -= OnActivated;
if (continuationArgs != null && continuationArgs.Files.Any())
{
StorageFile pickedFile = continuationArgs.Files.First();
PickFileTaskCompletionSource.SetResult(pickedFile);
}
else
{
PickFileTaskCompletionSource.SetCanceled();
}
}
}
What's weird - this bug is hardly reproduced while debugging. Does anyone have any idea what could be reason of that?
Don't do that (don't try to turn Continuation behaviour into async). Why?
Normally when your app is put into the background (for example when you call file picker), it's being suspended, and here is one small pitfall - when you have a debugger attached, your app will work without being suspended. Surely that can cause some troubles.
Note also that when you normally run your app and you fire a picker, then in some cases your app can be terminated (low resources, user closes it ...). So you need here two things which are added by VS as a template: ContinuationManager and SuspensionManager. More you will find at MSDN. At the same link you will find a good procedure to debug your app:
Follow these steps to test the case in which your app is terminated after calling the AndContinue method. These steps ensure that the debugger reattaches to your app after completing the operation and continuing.
In Visual Studio, right-click on your project and select Properties.
In Project Designer, on the Debug tab under Start action, enable Do not launch, but debug my code when it starts.
Run your app with debugging. This deploys the app, but does not run it.
Start your app manually. The debugger attaches to the app. If you have breakpoints in your code, the debugger stops at the breakpoints. When your app calls the AndContinue method, the debugger continues to run.
If your app calls a file picker, wait until you have opened the file provider (for example, Phone, Photos, or OneDrive). If your app calls an online identity provider, wait until the authentication page opens.
On the Debug Location toolbar, in the Process dropdown list, select the process for your app. In the Lifecycle Events dropdown list, select Suspend and Shutdown to terminate your app but leave the emulator running.
After the AndContinue operation completes, the debugger reattaches to your app automatically when the app continues.
I've changed file picker to standard way provided by #Romasz - it still was crashing. I've been debugging it for hours and I get same COMException but sometimes with information provided:
"GetNavigationState doesn't support serialization of a parameter type which was passed to Frame.Navigate"
It seems that code with TaskCompletionSource works and there is nothing wrong with that. I found out in msdn documentation for Frame
Note: The serialization format used by these methods is for internal use only. Your app should not form any dependencies on it. Additionally, this format supports serialization only for basic types like string, char, numeric and GUID types.
And I was passing my model-class object in navigation parameter - so it was kept in navigation stack therefore it couldn't be serialized. The lesson is: do not use non-primitive types for navigation parameter - Frame.Navigate should disallow such navigation and throw exception - but it doesn't..
EDIT:
Another bug - if you bind tapped (let say button tapped) or event like that to command which launch FileOpenPicker you need to check if picker.PickFile.. was called before - otherwise when you tap fast on that button you'll get few calls to picker.PickFile.. and UnauthorizedAccessException will be thrown.
In the top of Form1 i did:
private Process zipFileDirectoryProcess;
In the constructor i did:
zipFileDirectoryProcess = new Process();
zipFileDirectoryProcess.StartInfo.FileName = "explorer.exe";
zipFileDirectoryProcess.StartInfo.CreateNoWindow = true;
zipFileDirectoryProcess.EnableRaisingEvents = true;
zipFileDirectoryProcess.Exited += new EventHandler(zipFileDirectoryProcess_Exited);
Then i have a method i call it from a button click event:
private void Compress()
{
zipFileDirectoryProcess.StartInfo.Arguments = zipFileDirectoryProcess.StartInfo.Arguments = "/select," + Path.GetFullPath(t);
zipFileDirectoryProcess.Start();
zipFileDirectoryProcess.WaitForExit();
this.TopMost = true;
}
And then in the bottom the Exited event:
private void zipFileDirectoryProcess_Exited(object sender, EventArgs e)
{
this.BeginInvoke(new MethodInvoker(delegate()
{
this.TopMost = false;
}));
}
What i wanted to do is only when i close the process window after started it in the method only if closed the window/process then do the Exited event.
The problem is that once the process started after 2-3 seconds its jumping automatic to the Exited event.
How can i fix it ? Tried examples cant figure out.
Tried to add this line:
zipFileDirectoryProcess.WaitForExit();
But no effect.
zipFileDirectoryProcess.StartInfo.FileName = "explorer.exe";
Trying to start Windows Explorer again when it is already running, and it is always running, will have a disappointing outcome. It is a "heavy" process and it intentionally tries the minimize the number of running copies. Otherwise known as a "single-instance app". There are lots like that, the Microsoft Office programs are single instance apps for example.
So what really happens is that explorer.exe actually starts up, but sees that another instance is already running. And uses process interop to ask that first instance to do the job that you asked it to do. Since you didn't ask it to do anything, you just get another window, displayed by the first instance. The one that you started immediately quits, it doesn't have anything else to do.
So, yes, you'll see that the Exited event fires without you doing anything. Accurately telling you that the explorer.exe process you started did in fact quit. Easy to see in the Taskmgr.exe Processes tab btw. Waiting for that window to be closed is never going to work, it is displayed by the original instance of explorer.exe.
This will just not work the way you hope it will work. What you are actually trying to do is not quite obvious but can be guessed at. Creating a ZIP archive is not difficult, there are excellent libraries available for C# to get the job done, no point in asking another program to do it for you. DotNetZip and SharpZipLib are very popular. It got finally added to .NET as well in version 4.5, Microsoft finally getting over the lost Stacker lawsuit, about time. If you really, really want another program to do it for you then use a console mode zipper like 7-zip.
To show output folder in windows explorer to the user, it's simply enough to do this:
Process.Start("explorer.exe", OutputDir);
This question already has answers here:
Closed 10 years ago.
Possible Duplicate:
How do I show console output/window in a forms application?
Is there a way for a c# winforms program to write to the console window?
There are basically two things that can happen here.
Console output
It is possible for a winforms program to attach itself to the console window that created it (or to a different console window, or indeed to a new console window if desired). Once attached to the console window Console.WriteLine() etc works as expected. One gotcha to this approach is that the program returns control to the console window immediately, and then carries on writing to it, so the user can also type away in the console window. You can use start with the /wait parameter to handle this I think.
Start commsnd syntax
Redirected console output
This is when someone pipes the output from your program somewhere else, eg.
yourapp > file.txt
Attaching to a console window in this case effectively ignores the piping. To make this work you can call Console.OpenStandardOutput() to get a handle to the stream that the output should be piped to. This only works if the output is piped, so if you want to handle both of the scenarios you need to open the standard output and write to it and attach to the console window. This does mean that the output is sent to the console window and to the pipe but its the best solution I could find. Below the code I use to do this.
// This always writes to the parent console window and also to a redirected stdout if there is one.
// It would be better to do the relevant thing (eg write to the redirected file if there is one, otherwise
// write to the console) but it doesn't seem possible.
public class GUIConsoleWriter : IConsoleWriter
{
[System.Runtime.InteropServices.DllImport("kernel32.dll")]
private static extern bool AttachConsole(int dwProcessId);
private const int ATTACH_PARENT_PROCESS = -1;
StreamWriter _stdOutWriter;
// this must be called early in the program
public GUIConsoleWriter()
{
// this needs to happen before attachconsole.
// If the output is not redirected we still get a valid stream but it doesn't appear to write anywhere
// I guess it probably does write somewhere, but nowhere I can find out about
var stdout = Console.OpenStandardOutput();
_stdOutWriter = new StreamWriter(stdout);
_stdOutWriter.AutoFlush = true;
AttachConsole(ATTACH_PARENT_PROCESS);
}
public void WriteLine(string line)
{
_stdOutWriter.WriteLine(line);
Console.WriteLine(line);
}
}
What I want to have happen is that the console window just goes away, or better yet that it is hidden, but I want my application to keep running. Is that possible? I want to be able to use Console.WriteLine and have the console serve as an output window. I want to be able to hide and show it, and I don't want the whole app to die just because the console was closed.
EDIT
Code:
internal class SomeClass {
[DllImport("kernel32")]
private static extern bool AllocConsole();
private static void Main() {
AllocConsole();
while(true) continue;
}
}
EDIT 2
I tried the accepted solution here [ Capture console exit C# ], per the suggestion in the comments on this question. The example code is bugged in that the DLLImport needs to be "kernel32.dll" or "kernel32", not "Kernel32". After making that change, I'm getting a message to my handler for CTRL_CLOSE_EVENT when I click the X on the console window. However, calling FreeConsole and/or returning true doesn't prevent the application from terminating.
Ah, yes, this is one of the caveats of using the Windows console subsystem. When the user closes the console window (regardless of how the console was allocated), all of the processes that are attached to the console are terminated. That behavior makes obvious sense for console applications (i.e., those that specifically target the console subsystem, as opposed to standard Windows applications), but it can be a major pain in cases like yours.
The only workaround that I know of is to use the SetConsoleCtrlHandler function, which allows you to register a handler function for Ctrl+C and Ctrl+Break signals, as well as system events like the user closing the console window, the user logging off, or the system shutting down. The documentation says that if you're only interested in ignoring these events, you can pass null for the first argument. For example:
[DllImport("kernel32")]
static extern bool SetConsoleCtrlHandler(HandlerRoutine HandlerRoutine, bool Add);
delegate bool HandlerRoutine(uint dwControlType);
static void Main()
{
AllocConsole();
SetConsoleCtrlHandler(null, true);
while (true) continue;
}
That works perfectly for Ctrl+C and Ctrl+Break signals (which would have otherwise caused your application to terminate as well), but it doesn't work for the one you're asking about, which is the CTRL_CLOSE_EVENT, generated by the system when the user closes the console window.
Honestly, I don't know how to prevent that. Even the sample in the SDK doesn't actually allow you to ignore the CTRL_CLOSE_EVENT. I tried it in a little test app, and it beeps when you close the window and prints the message, but the process still gets terminated.
Perhaps more worryingly, the documentation makes me think it is not possible to prevent this:
The system generates CTRL_CLOSE_EVENT, CTRL_LOGOFF_EVENT, and CTRL_SHUTDOWN_EVENT signals when the user closes the console, logs off, or shuts down the system so that the process has an opportunity to clean up before termination. Console functions, or any C run-time functions that call console functions, may not work reliably during processing of any of the three signals mentioned previously. The reason is that some or all of the internal console cleanup routines may have been called before executing the process signal handler.
It's that last sentence that catches my eye. If the console subsystem starts cleaning up after itself immediately in response to the user attempting to close the window, it may not be possible to halt it after the fact.
(At least now you understand the problem. Maybe someone else can come along with a solution!)
Unfortunately there's nothing you can do to really alter this behaviour.
Console windows are "special" in that they're hosted by another process and do not allow sub-classing. This limits your ability to modify their behaviour.
From what I know, your two options are:
1. Disable the close button altogether. You can do this with the following code fragment:
HWND hwnd = ::GetConsoleWindow();
if (hwnd != NULL)
{
HMENU hMenu = ::GetSystemMenu(hwnd, FALSE);
if (hMenu != NULL) DeleteMenu(hMenu, SC_CLOSE, MF_BYCOMMAND);
}
2. Stop using consoles altogether, and implement your own text output solution.
Option #2 is the more complicated option but would provide you the greatest control. I found an article on CodeProject that implements a console-like application using a rich edit control to display the text (rich edit controls have the ability to stream text like the console, so they are well suited to this sort of application).
On closing the console window obtained using AllocConsole or AttachConsole, the associated process will exit. There is no escape from that.
Prior to Windows Vista, closing the console window would present a confirmation dialogue to the user asking him whether the process should be terminated or not but Windows Vista and later do not provide any such dialogue and the process gets terminated.
One possible solution to work around this is avoiding AttachConsole altogether and achieving the desired functionality through other means.
For instance in the case described by OP, console window was needed to output some text on Console using Console static class.
This can be achieved very easily using inter-process communication. For example a console application can be developed to act as an echo server
namespace EchoServer
{
public class PipeServer
{
public static void Main()
{
var pipeServer = new NamedPipeServerStream(#"Com.MyDomain.EchoServer.PipeServer", PipeDirection.In);
pipeServer.WaitForConnection();
StreamReader reader = new StreamReader(pipeServer);
try
{
int i = 0;
while (i >= 0)
{
i = reader.Read();
if (i >= 0)
{
Console.Write(Convert.ToChar(i));
}
}
}
catch (IOException)
{
//error handling code here
}
finally
{
pipeServer.Close();
}
}
}
}
and then instead of allocating/attaching a console to the current application, the echo server can be started from within the application and Console's output stream can be redirected to write to the pipe server.
class Program
{
private static NamedPipeClientStream _pipeClient;
static void Main(string[] args)
{
//Current application is a Win32 application without any console window
var processStartInfo = new ProcessStartInfo("echoserver.exe");
Process serverProcess = new Process {StartInfo = processStartInfo};
serverProcess.Start();
_pipeClient = new NamedPipeClientStream(".", #"Com.MyDomain.EchoServer.PipeServer", PipeDirection.Out, PipeOptions.None);
_pipeClient.Connect();
StreamWriter writer = new StreamWriter(_pipeClient) {AutoFlush = true};
Console.SetOut(writer);
Console.WriteLine("Testing");
//Do rest of the work.
//Also detect that the server has terminated (serverProcess.HasExited) and then close the _pipeClient
//Also remember to terminate the server process when current process exits, serverProcess.Kill();
while (true)
continue;
}
}
This is just one of the possible solutions. In essence the work around is to allot the console window to its own process so that it can terminate without affecting the parent process.
You can do this by disabling keyboard mouse input by external program called Keyfreez.
you can use it multiple times in your program where no user input required. And if any user input require u can add a process Takskkill /f /IM .
https://www.sordum.org/7921/bluelife-keyfreeze-v1-4-block-keyboard-and-mouse/
Hope this helps all of you
I've got a mono app written in c# and executed on a Mac using "mono myapp.exe"
The app itself is a "Windows Application" when viewed from the project properties, but it doesn't always show a window. In program.cs, there is a static Main:
static void Main(string[] args) {
UserClient client = new UserClient();
client.Start(args);
}
public class UserClient {
public void Start(string[] args) {
// Talk to server, listen for instructions, etc.
....
// Launch the "Stay Alive" thread
// Just a thread that Sleeps/Loops watching for an exit command; mainly used to keep the process alive
}
}
Inside the UserClient's Start method, there is a piece of code that continuously monitors a server which gives it instructions to do things. One of the things it does is optionally displays a message using a windows form.
When the server instructs the process to display a message, it instantiates a form, displays it using frm.ShowDialog() and then after 30 seconds, a timer on the form runs Close() and the frm then gets disposed. However, when this happens, on my Mac I see an application title bar saying "mono" and a new icon on my dock bar for the mono app. After about 2 minutes the mono process in Activity Monitor shows "Not Responding." This eventually will prevent the user from logging out, shutting down, etc. (because Mac OS can't kill mono gracefully).
ON THE OTHER HAND... if the server never tells the process to display that form, everything runs fine and dandy: a dock icon never shows up (which is good!), mono title bar never shows up and the mono process continues to run happily, not preventing the system from shutting down or rebooting.
Anyone experienced this or have ideas on what's causing it? My guess is that it's a new GUI thread being created by the form which isn't ever being shutdown and is somehow causing a lockup, though I'm unsure of how to handle it.
Thanks for any suggestions.
Update:
Here's some code to easily reproduce and see this happening. I realize that this seems kind of "non-standard." Having said that, the below works perfectly in a Windows environment and provides the desired result of not showing an icon in the task area except when showing a message. Currently, using Application.Run and simply doing frm.ShowDialog() produce exactly the same result.
In the end what we need is to be able to display the form, then destroy the form and any associated icon from the dock. I suspect the GUI is starting a thread which isn't ever being disposed, which is why the dock icon remains. Is there a way to make sure the GUI thread is taken care of?
static class Program {
static void Main() {
StartupClass s = new StartupClass();
s.start();
}
}
public class StartupClass {
Thread stayAliveThread;
public void start() {
// Stay alive thread
stayAliveThread = new Thread(stayAliveLoop);
stayAliveThread.Start();
// This shows a form and would normally be used to display temporary and brief messages to the user. Close the message and you'll see the undesired functionality.
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new Form1());
Application.Exit();
Application.ExitThread();
}
/// <summary>
/// Keep the app alive.
/// </summary>
private void stayAliveLoop() {
while (true) {
Thread.Sleep(10000);
// In the real project this method monitors the server and performs other tasks, only sometimes displaying a message.
}
}
}
I feel I'm missing several things. Most notably
[STAThread]
static void Main(string[] args) { //....
Also see this answer: Windows Forms and ShowDialog problem
I can't see anything like initializing message loop for windowed application. I.e. in windows forms case something like Application.Run(). If you do not have it, no wonder application freezes. In any case, posting more code could be helpful, as stated in comment.
In the end, I couldn't resolve this. I created a process that launched another app which displayed the message form. Not really a true answer, but the solution I had to go with.