WinRT timed logout - c#

I am developing a WinRT app. One of the requirements is that the app should have a "timed logout" feature.
What this means is that on any screen, if the app has been idle for 10 mins, the app should logout and navigate back to the home screen.
The brute force way of doing this obviously would be to hook up pointer pressed events on every grid of every page and resetting the timer if any of these events is fired but I was wondering if there was a more elegant and more reliable way of doing this.
Thanks,
Rajeev

With the use of DispatcherTimer & several events you can achieve that.
DispatcherTimer Timer;
private void InitializeTimer()
{
Dispatcher.AcceleratorKeyActivated += Dispatcher_AcceleratorKeyActivated;
Window.Current.CoreWindow.PointerMoved += CoreWindow_PointerMoved;
Window.Current.CoreWindow.PointerPressed += CoreWindow_PointerPressed;
Timer = new DispatcherTimer();
Timer.Interval = TimeSpan.FromMinutes(10);
Timer.Tick += Timer_Tick;
Timer.Start();
}
private void CoreWindow_PointerPressed(CoreWindow sender, PointerEventArgs args)
{
Timer.Start();
}
private void CoreWindow_PointerMoved(CoreWindow sender, PointerEventArgs args)
{
Timer.Start();
}
private void Dispatcher_AcceleratorKeyActivated(CoreDispatcher sender, AcceleratorKeyEventArgs args)
{
Timer.Start();
}
private void Timer_Tick(object sender, object e)
{
Timer.Stop();
//TODO: Do logout.
}

I'm not aware of anything built in, but rather than attaching to Grids and etc., I'd suggest you attach event handlers to the current CoreWindow (documentation) for the various types of events that you would need to track to determine idleness.
If you did attach to a Grid for example, you'd find controls that use Popup won't trigger the events. A ComboBox for example wouldn't be tracked by the event handlers.
For example, you might do this:
var core = CoreWindow.GetForCurrentThread();
core.KeyDown += (sender, kdArgs) => {
// reset timeout
};
core.PointerMoved = core.PointerMoved = (sender, pmArgs) {
// reset timeout (maybe with a bit of logic to prevent tiny mouse drift from
// causing false positives
};
// etc. (whatever else makes sense)
The code relies on the GetForCurrentThread call (documentation) which returns the instance of the CoreWindow that is the host for all content.

Related

Timer stop's firing events winForms

I have time declared like this :
private readonly Timer _timer = new Timer();
public MyForm()
{
InitializeComponent();
_timer.Interval = 100;
_timer.Tick += TimerTick;
_timer.Enabled = true;
}
void TimerTick(object sender, EventArgs e)
{
//update some textBoxes some labels etc.
}
At some point it just stops ticking why is that ? I saw some post's where the timer was getting garbage collected so to prevent this i used GC.KeepAlive(_timer); in one of my methods but even after adding this line it still stops ticking. Am i not preventing the GC in the correct way ? Or something else is happening ? I would like to lower the interval even more but I'm not sure if can go lower than 55ms.

C# EvenHandler only updates once

I'm trying to get more familiar with eventhanlders, but my current even only updates once, I want it to update until I close the application.
This is my code:
private static event EventHandler Updater;
Updater += Program_updater;
Updater.Invoke(null, EventArgs.Empty);
Application.Run();
private static void Program_updater(object sender, EventArgs e)
{
KeyUtils.Update();
Framework.Update();
}
But like I said, it will only update once, I want it to update until I close my application. I know I can just do a While(true) but I rather not.
I think you want a Timer here:
Timer aTimer = new System.Timers.Timer(2000);
// Hook up the Elapsed event for the timer.
aTimer.Elapsed += Program_updater;
// Have the timer fire repeated events (true is the default)
aTimer.AutoReset = true;
// Start the timer
aTimer.Enabled = true;
Specify callback:
private void Program_updater(Object source, System.Timers.ElapsedEventArgs e)
{
KeyUtils.Update();
Framework.Update();
}
Now every 2 seconds (or specify any other interval) callback OnTimedEvent will be called.
It is absolutely normal that your event is fired only once because the application starts only once.
What you acctualy need is to set up a timer and do some work on its tick.
Please have a look on example in answer for that question Simple example of the use of System. Timers. Timer in C#
Well it only updates once since you only invoke it once (I don't really get the context where your code runs since you both declare a static variable and invokes it on the same scope which is impossible).
If you want something to occur periodically you should use Timer, or in some cases AutoResetEvent/ManualResetEvent.
EventHandlers should be used only when you work as event driven which mean you want your handler to invoke When something happens
Here an example for [System.Timers.Timer][2] with your handler:
//Invoke every 5 seconds.
Timer timer = new Timer(5000);
//Add your handler to the timer invocation list.
timer.Elapsed += Program_updater;
//Start the timer.
timer.Start();
Also you need Program_update's signature to look like that:
private void Program_updater(object source, ElapsedEventArgs e)

Is it possible to get Timer.Tick event after diposing it

I have a question about System.Windows.Forms.Timer. Is it possible to get Tick event after disposing it? For example, if the message is in the message loop and I dispose the timer meanwhile. If it is possible what is the best way to prevent against it. Do you now any good sources explaining it, because I couldn't find anything explaining it. Here is same code explaining my problem:
namespace TestTimer
{
public partial class Form1 : Form
{
ObjectWithTimer obj = null;
public Form1()
{
InitializeComponent();
}
private void button1_Click(object sender, EventArgs e)
{
if(obj != null)
{
obj.Deinit();
obj = null;
}
obj = new ObjectWithTimer();
}
}
public class ObjectWithTimer
{
public Object o = new object();
public Timer timer = new Timer();
bool disposed = false;
public ObjectWithTimer()
{
timer.Interval = 10;
timer.Tick += new EventHandler(timer_Tick);
timer.Enabled = true;
}
public void Deinit()
{
timer.Enabled = false;
timer.Tick -= new EventHandler(timer_Tick);
timer.Dispose();
timer = null;
disposed = true;
}
private void timer_Tick(object sender, EventArgs e)
{
if (disposed)
{
//Is it possible to get here
if (timer.Enabled) return;
}
//doing something
}
}
}
Understanding how timers work can help you feel better about it. They are implemented by the operating system, the underlying winapi call to start a timer is SetTimer(). The OS then posts a notification whenever the timer ticks, you get a WM_TIMER message. The plumbing in Winforms ensures that your Tick event handler runs when this message is received.
These messages are stored in the message queue, an internal data structure associated with a window. This queue serializes messages, it is the basic mechanism that ensures that you for example can never lose a mouse click or a keyboard key press, even when the window is unresponsive because the UI thread is busy with something else.
This queue gives reason to be cautious, what happens when the queue stores a WM_TIMER message when you disposed the timer? Unless something drastic is done, you'd still get that message and your Tick event handler will fire.
But no need to worry, WM_TIMER belongs to a small group of messages that are generated in a special way. They are synthesized messages, it is only ever generated when your program asks for a message with GetMessage(). Other common messages that belong that group are WM_PAINT, it fires the Paint event. Note how you can call Invalidate() as often as you like, you still get only a single Paint event. WM_MOUSEMOVE is another one, it fires the MouseMove event. Something you can reason about, no matter how fast you move the mouse, you can never flood the message queue with mouse-move messages.
Another characteristic of these synthesized messages is that they appear to have a "low priority". Given is that they are only ever synthesized when the message queue is empty. Which is why keyboard messages and mouse clicks always generate an event ahead of a paint.
Long story short, you can only get a WM_TIMER message if you ask for a message and the timer is still alive. The Timer.Dispose() method calls KillTimer() under the hood. Which ends any opportunity to still get a Tick event. Only possible way that could get screwed up is when you call the Stop() or Dispose() methods from a worker thread. Don't do that.
The Windows Forms Timer is single threaded so is not possible that while disposing it you are in timer_Tick.
Also you are not detaching your event in deinit function.
This is very easy to test. I've modified your code a bit:
public class Form1 : Form
{
public Form1()
{
var button = new Button();
button.Click += button1_Click;
Controls.Add(button);
}
private void button1_Click(object sender, EventArgs e)
{
var obj = new ObjectWithTimer();
Thread.Sleep(2000);
obj.Deinit();
}
}
public class ObjectWithTimer
{
public System.Windows.Forms.Timer timer = new System.Windows.Forms.Timer();
bool disposed = false;
public ObjectWithTimer()
{
timer.Interval = 100;
timer.Tick += new EventHandler(timer_Tick);
timer.Enabled = true;
}
public void Deinit()
{
timer.Enabled = false;
timer.Tick -= new EventHandler(timer_Tick);
timer.Dispose();
timer = null;
disposed = true;
}
private void timer_Tick(object sender, EventArgs e)
{
"Ticked".Dump();
}
}
The Thread.Sleep ensures the UI thread is occupied while the timer does its ticking.
The result? No, the Tick will not fire after the timer is disabled. Even the timer.Tick -= new EventHandler(timer_Tick); is unnecessary.

create checkbox checking sequence

Hello I am trying to program some checkboxes to become checked and unchecked in a specific sequence programmatically. I know it sounds dumb, but this is corresponding to some LED controls that I've already coded the check events for.
I want to check a checkbox to start this sequence and uncheck it to stop it. Currently the checking and unchecking of my D2 checkbox occurs fine, but the do while loop freezes the form so I can't actually uncheck the cycle box. I probably should not be using Thread.Sleep either. Any advice is appreciated.
private void cycleCheckBox_CheckedChanged(object sender, EventArgs e)
{
do
{
D2.Checked = true;
Thread.Sleep(1000);
D2.Checked = false;
Thread.Sleep(1000);
} while (cycleCheckBox.Checked);
}
The Thread.Sleep method will run on the UI thread if called directly in the checked event which is why the UI is freezing. Push the work into a System.Windows.Forms.Timer (assumption is this is a WinForms app):
Implements a timer that raises an event at user-defined intervals.
This timer is optimized for use in Windows Forms applications and must
be used in a window.
Example based on your question:
Timer _timer;
private void cycleCheckBox_CheckedChanged(object sender, EventArgs e)
{
if(_timer == null )
{
_timer = new Timer();
_timer.Interval = 1000; // 1 second
_timer.Tick += DoTimerWork;
}
if(cycleCheckBox.Checked)
{
_timer.Start();
}
else
{
_timer.Stop();
}
}
private void DoTimerWork(object obj, EventArgs args)
{
D2.Checked = !D2.Checked;
}
I don't know if this will work for you but what I would do is drag in a Timer Control at 1000 ms and use a method to figure out which checkbox should currently be checked by using an integer that loops to 0 at a certain point and gets incremented at each tick.

How do I show text on a label for a specific time (like 3 seconds)?

I have a statusbar label and I want to show a text on my StatusBar Label for 3 seconds only
How can I do it without using threads?
public void InfoLabel(string value)
{
if (InvokeRequired)
{
this.Invoke(new Action<string>(InfoLabel), new object[] { value });
return;
}
infoLabel.Text = value;
}
Simply add timer on the end of your method:
if (!string.IsNullOrWhiteSpace(value))
{
System.Timers.Timer timer = new System.Timers.Timer(3000) { Enabled = true };
timer.Elapsed += (sender, args) =>
{
this.InfoLabel(string.Empty);
timer.Dispose();
};
}
You need to define a function that you call each time you need to display your text, inside this function you define a timer, this timer is based on System.Windows.Forms.Timer, the only difference is that its modified to hold a stopTime parameter that represents the running duration, the only thing you need to do is to put your starting code(display text) inside the MyFunction function and to put the ending code(to stop displaying text) inside the Timer_Tick function, once you call MyFunction just specify how many seconds you want it to run in the function parameter.
private void MyFunction(int durationInSeconds)
{
MyTimer timer = new MyTimer();
timer.Tick += new EventHandler(Timer_Tick);
timer.Interval = (1000) * (1); // Timer will tick every second, you can change it if you want
timer.Enabled = true;
timer.stopTime = System.DateTime.Now.AddSeconds(durationInSeconds);
timer.Start();
//put your starting code here
}
private void Timer_Tick(object sender, EventArgs e)
{
MyTimer timer = (MyTimer)sender;
if (System.DateTime.Now >= timer.stopTime)
{
timer.Stop();
//put your ending code here
}
}
the modified timer class
public class MyTimer : System.Windows.Forms.Timer
{
public System.DateTime stopTime;
public MyTimer()
{
}
}
You can use Timer to create an instance of a timer that waits for n seconds before firing the Elapsed event. In the elapsed event, you clear the label's Content.
As the timer is executed in a separate thread, the UI thread is not locked while the timer is counting i.e. you are free to perform other operations in the UI.
private delegate void NoArgDelegate();
private void StartTimer(int durationInSeconds)
{
const int milliSecondsPerSecond = 1000;
var timer = new Timer(durationInSeconds * milliSecondsPerSecond);
timer.Start();
timer.Elapsed += timer_Elapsed;
}
private void timer_Elapsed(object sender, ElapsedEventArgs e)
{
var clearLabelTextDelegate = new NoArgDelegate(ClearLabelText);
this.Dispatcher.BeginInvoke(clearLabelTextDelegate);
}
private void ClearLabelText()
{
this.myLabel.Content = string.Empty;
}
As I do not the rest of your code, some suggestions would be to create a lock on the timer so as to prevent more than one UI event starting the timer. In addition, the delegate and the timer instance can be made as private members of the class.
You'll always be using at least the GUI thread. If you decide to wait on that thread, no other interaction with controls is possible (ie. no buttons will work, the window will not be repainted).
Alternatively you could use a System.Windows.Forms.Timer that gives control back to the OS, or another type of timer. Either way, the "countdown" will either block user interaction or happen on another thread (under the hood).

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