Keydown event auto recall - events

i have code:
private void textEdit_KeyDown(object sender, KeyEventArgs e)
{ //line start
if (e.KeyCode == Keys.Enter)
{
//Do something
e.SuppressKeyPress = true;
} //line done
}
when i press enter key, event is fire, after perform something (cursor == line done), i don't know why cursor auto jump to line start and re-perform code in if statement,
pls, let me know if u have solution for this issue (prevent auto re-call)

A scenario where this can happen, is when the textEdit_KeyDown event handler is subscribed more than once, in other words, the KeyDown event is handled more than once, by the same handler. I suggest you look in your code and comment (if found), one subscription of the textEdit_KeyDown event handler.
//textEdit.KeyDown += textEdit_KeyDown;

Related

Xamarin Forms Map Viewable Area event handler

I have a Xamarin form map on my screen and I'm using PropertyChanged event to retrieve geolocation information from my server and display the proper pins on screen.
While coding the solution I noticed the PropertyChanged event is triggered multiple times (up to 10 times) with a single zoom or drag action on the map. This causes unnecessary calls to server which I want to avoid.
Ideally I want to make only one call to server when the final PropertyChanged event is called but I cant's find an easy solution to implement this.
At this point I've added a refresh button to my page that becomes enabled when a PropertyChanged event happens and I disable it after user uses the button.
Obviously this fixed the too many calls to server but made the solution manual.
I was wondering if there is a more elegant way to make the server call but do it automatically.
Thanks in advance.
I just test the PropertyChanged event on iOS side and it just triggered one time with a single zoom or drag action on the map.
While if it really triggered multiple times, you can use a timer to call the server when the final PropertyChanged event is called, for example:
public partial class MapPage : ContentPage
{
Timer aTimer;
public MapPage()
{
InitializeComponent();
customMap.PropertyChanged += CustomMap_PropertyChanged;
}
private void CustomMap_PropertyChanged(object sender, System.ComponentModel.PropertyChangedEventArgs e)
{
if (aTimer != null)
{
aTimer.Enabled = false;
aTimer.Stop();
aTimer.Close();
}
aTimer = new Timer();
aTimer.Interval = 1000;
aTimer.Enabled = true;
aTimer.Elapsed += ATimer_Elapsed;
aTimer.Start();
}
private void ATimer_Elapsed(object sender, ElapsedEventArgs e)
{
aTimer.Stop();
//do web request
Console.WriteLine(sender);
Console.WriteLine("CustomMap_PropertyChanged");
}
}
In the above code, I set the Interval = 1 second, that means in 1 second, whatever how many times PropertyChanged triggered, only the last call will trigger the ATimer_Elapsed function.
The Interval can be set to any value depending on your requirement.

Windows Forms Event before the Closing event? [duplicate]

I have a form that spawns a BackgroundWorker, that should update form's own textbox (on main thread), hence Invoke((Action) (...)); call.
If in HandleClosingEvent I just do bgWorker.CancelAsync() then I get ObjectDisposedException on Invoke(...) call, understandably. But if I sit in HandleClosingEvent and wait for bgWorker to be done, than .Invoke(...) never returns, also understandably.
Any ideas how do I close this app without getting the exception, or the deadlock?
Following are 3 relevant methods of the simple Form1 class:
public Form1() {
InitializeComponent();
Closing += HandleClosingEvent;
this.bgWorker.RunWorkerAsync();
}
private void backgroundWorker1_DoWork(object sender, DoWorkEventArgs e) {
while (!this.bgWorker.CancellationPending) {
Invoke((Action) (() => { this.textBox1.Text = Environment.TickCount.ToString(); }));
}
}
private void HandleClosingEvent(object sender, CancelEventArgs e) {
this.bgWorker.CancelAsync();
/////// while (this.bgWorker.CancellationPending) {} // deadlock
}
The only deadlock-safe and exception-safe way to do this that I know is to actually cancel the FormClosing event. Set e.Cancel = true if the BGW is still running and set a flag to indicate that the user requested a close. Then check that flag in the BGW's RunWorkerCompleted event handler and call Close() if it is set.
private bool closePending;
protected override void OnFormClosing(FormClosingEventArgs e) {
if (backgroundWorker1.IsBusy) {
closePending = true;
backgroundWorker1.CancelAsync();
e.Cancel = true;
this.Enabled = false; // or this.Hide()
return;
}
base.OnFormClosing(e);
}
void backgroundWorker1_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e) {
if (closePending) this.Close();
closePending = false;
// etc...
}
I've found another way. If you have more backgroundWorkers you can make:
List<Thread> bgWorkersThreads = new List<Thread>();
and in every backgroundWorker's DoWork method make:
bgWorkesThreads.Add(Thread.CurrentThread);
Arter that you can use:
foreach (Thread thread in this.bgWorkersThreads)
{
thread.Abort();
}
I used this in Word Add-in in Control, which i use in CustomTaskPane. If someone close the document or application earlier then all my backgroundWorkes finishes their work, it raises some COM Exception(I don't remember exatly which).CancelAsync() doesn't work.
But with this, I can close all threads which are used by backgroundworkers Immediately in DocumentBeforeClose event and my problem is solved.
Here was my solution (Sorry it's in VB.Net).
When I run the FormClosing event I run BackgroundWorker1.CancelAsync() to set the CancellationPending value to True. Unfortunately, the program never really gets a chance to check the value CancellationPending value to set e.Cancel to true (which as far as I can tell, can only be done in BackgroundWorker1_DoWork).
I didn't remove that line, although it doesn't really seem to make a difference.
I added a line that would set my global variable, bClosingForm, to True. Then I added a line of code in my BackgroundWorker_WorkCompleted to check both e.Cancelled as well as the global variable, bClosingForm, before performing any ending steps.
Using this template, you should be able to close your form out at any time even if the backgroundworker is in the middle of something (which might not be good, but it's bound to happen so it might as well be dealt with). I'm not sure if it's necessary, but you could dispose the Background worker entirely in the Form_Closed event after this all takes place.
Private bClosingForm As Boolean = False
Private Sub SomeFormName_FormClosing(ByVal sender As Object, ByVal e As System.Windows.Forms.FormClosingEventArgs) Handles Me.FormClosing
bClosingForm = True
BackgroundWorker1.CancelAsync()
End Sub
Private Sub backgroundWorker1_DoWork(ByVal sender As Object, ByVal e As System.ComponentModel.DoWorkEventArgs) Handles BackgroundWorker1.DoWork
'Run background tasks:
If BackgroundWorker1.CancellationPending Then
e.Cancel = True
Else
'Background work here
End If
End Sub
Private Sub BackgroundWorker1_RunWorkerCompleted(ByVal sender As System.Object, ByVal e As System.ComponentModel.RunWorkerCompletedEventArgs) Handles BackgroundWorker1.RunWorkerCompleted
If Not bClosingForm Then
If Not e.Cancelled Then
'Completion Work here
End If
End If
End Sub
Can you not wait on the signal in the destructor of the form?
AutoResetEvent workerDone = new AutoResetEvent();
private void HandleClosingEvent(object sender, CancelEventArgs e)
{
this.bgWorker.CancelAsync();
}
private void backgroundWorker1_DoWork(object sender, DoWorkEventArgs e)
{
while (!this.bgWorker.CancellationPending) {
Invoke((Action) (() => { this.textBox1.Text =
Environment.TickCount.ToString(); }));
}
}
private ~Form1()
{
workerDone.WaitOne();
}
void backgroundWorker1_RunWorkerCompleted( Object sender, RunWorkerCompletedEventArgs e )
{
workerDone.Set();
}
Firstly, the ObjectDisposedException is only one possible pitfall here. Running the OP's code has produced the following InvalidOperationException on a substantial number of occasions:
Invoke or BeginInvoke cannot be called
on a control until the window handle
has been created.
I suppose this could be amended by starting the worker on the 'Loaded' callback rather than the constructor, but this entire ordeal can be avoided altogether if BackgroundWorker's Progress reporting mechanism is used. The following works well:
private void backgroundWorker1_DoWork(object sender, DoWorkEventArgs e)
{
while (!this.bgWorker.CancellationPending)
{
this.bgWorker.ReportProgress(Environment.TickCount);
Thread.Sleep(1);
}
}
private void bgWorker_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
this.textBox1.Text = e.ProgressPercentage.ToString();
}
I kind of hijacked the percentage parameter but one can use the other overload to pass any parameter.
It is interesting to note that removing the above sleep call clogs the UI, consumes high CPU and continually increases the memory use. I guess it has something to do with the message queue of the GUI being overloaded. However, with the sleep call intact, the CPU usage is virtually 0 and the memory usage seems fine, too. To be prudent, perhaps a higher value than 1 ms should be used? An expert opinion here would be appreciated... Update: It appears that as long as the update isn't too frequent, it should be OK: Link
In any case, I can't foresee a scenario where the updating of the GUI has to be in intervals shorter than a couple of milliseconds (at least, in scenarios where a human is watching the GUI), so I think most of the time progress reporting would be the right choice
I really dont see why DoEvents is regarded as such a bad choice in this case if you are using this.enabled = false. I think it would make it quite neat.
protected override void OnFormClosing(FormClosingEventArgs e) {
this.Enabled = false; // or this.Hide()
e.Cancel = true;
backgroundWorker1.CancelAsync();
while (backgroundWorker1.IsBusy) {
Application.DoEvents();
}
e.cancel = false;
base.OnFormClosing(e);
}
Your backgroundworker should not use Invoke to update the textbox. It should ask the UI thread nicely to update the textbox using event ProgressChanged with the value to put in the textbox attached.
During event Closed (or maybe event Closing), the UI thread remembers that the form is closed before it cancels the backgroundworker.
Upon receiving the progressChanged the UI thread checks if the form is closed and only if not, it updates the textbox.
This won't work for everyone, but if you are doing something in a BackgroundWorker periodically, like every second or every 10 seconds, (perhaps polling a server) this seems to work well to stop the process in an orderly manner and without error messages (at least so far) and is easy to follow;
public void StopPoll()
{
MyBackgroundWorker.CancelAsync(); //Cancel background worker
AutoResetEvent1.Set(); //Release delay so cancellation occurs soon
}
private void bw_DoWork(object sender, DoWorkEventArgs e)
{
while (!MyBackgroundWorker.CancellationPending)
{
//Do some background stuff
MyBackgroundWorker.ReportProgress(0, (object)SomeData);
AutoResetEvent1.WaitOne(10000);
}
}
I'd pass in the SynchronizationContext associated with the textbox to the BackgroundWorker and use that to perform Updates on the UI thread. Using SynchronizationContext.Post, you can check if the control is disposed or disposing.
What about Me.IsHandleCreated?
Private Sub BwDownload_RunWorkerCompleted(sender As Object, e As System.ComponentModel.RunWorkerCompletedEventArgs) Handles BwDownload.RunWorkerCompleted
If Me.IsHandleCreated Then
'Form is still open, so proceed
End If
End Sub
Another way:
if (backgroundWorker.IsBusy)
{
backgroundWorker.CancelAsync();
while (backgroundWorker.IsBusy)
{
Application.DoEvents();
}
}
One solution that works, but too complicated. The idea is to spawn the timer that will keep trying to close the form, and form will refuse to close until said bgWorker is dead.
private void HandleClosingEvent(object sender, CancelEventArgs e) {
if (!this.bgWorker.IsBusy) {
// bgWorker is dead, let Closing event proceed.
e.Cancel = false;
return;
}
if (!this.bgWorker.CancellationPending) {
// it is first call to Closing, cancel the bgWorker.
this.bgWorker.CancelAsync();
this.timer1.Enabled = true;
}
// either this is first attempt to close the form, or bgWorker isn't dead.
e.Cancel = true;
}
private void timer1_Tick(object sender, EventArgs e) {
Trace.WriteLine("Trying to close...");
Close();
}

Windows phone - How to exit on double tap?

I'm learning to develop windows phone application. I started with a browser based app by following this tutorial - http://blogs.msdn.com/b/jaimer/archive/2011/02/04/back-button-press-when-using-webbrowser-control-in-wp7.aspx. I'm experimenting with http://m.facebook.com I can correctly use back button to go to the previous page and all that stuff but I'm not able to implement exit on double tap of back button.
I have seen many browsers app which exit after double tapping the back button. for example - Flipkart - http://www.windowsphone.com/en-us/store/app/flipkart/84fc03ea-210d-4e3e-88e0-de502a2434c5
There is no double tab event for back button. How can we achieve this?
You can create a global long that represents the last time the user pressed the back button.
Every time the back button is pressed, you can make your program subtract the number of elapsed ticks. If it has passed a short amount of ticks, you can make your program exit. If not, set the last tick variable once more.
You can get the current tick that represents the current time with System.DateTime.Ticks.
Simple code sample:
long LastExitAttemptTick = DateTime.Ticks;
private void BackButtonPressHandler(...)
{
long thisTick = DateTime.Ticks;
if (LastExitAttemptTick - thisTick < [specified amount])
throw new Exception("Exit Exception"); //You can use XNA, but this is a quick and dirty way of exiting
else
LastExitAttemptTick = DateTime.Ticks;
}
You can use a value of 10,000,000 ticks (1 second). MSDN says 10,000 ticks per millisecond, so 10,000 * 1000 = 10,000,000.
EDIT: Or as you said, you can also use DateTime.Now and use the seconds value instead. Either way works.
well this kind of logic could work for you
make a global variable
int Count=0
protected ovverride void OnBackKeyPress(CancelEventArgs e)
{
if(Count==0)
{
e.Canel=true;
Count++;
}
else if(Count==1)
{
Count=0;
//code for exiting
//may be App.Current.Terminate(); in wp8
//or in wp7
//if (NavigationService.CanGoBack)
//{
// while (NavigationService.RemoveBackEntry() != null)
// {
// NavigationService.RemoveBackEntry();
// }
//}
}
}
Hope this helps
To close the application on double click, you can use DispatcherTimer task to check whether a two clicks are within one second, if yes close the application else start timer and again check. The snippet for that as follows:
make a DispatcherTimer object as a class field like,
DispatcherTimer dt = new DispatcherTimer();
In your class's constructor specify the interval you want to check for double tap and also add event handler to perform some action when specified time has elapsed. You can do in a class's constructor,
dt.Interval = TimeSpan.FromSeconds(1.0);
dt.Tick += delegate(object s, EventArgs e)
{
dt.Stop();
};
Here what we're doing is we're specifying timespan of 1 second to check whether double tap occurs within that second. Tick event is for what we want to do when timer completes its 1 second. We're simply going to stop the timer.
Now navigate to back key event handler and here is my code to check double tap:
protected override void OnBackKeyPress(System.ComponentModel.CancelEventArgs e)
{
e.Cancel = true;
if (!dt.IsEnabled)
dt.Start();
else
new Microsoft.Xna.Framework.Game().Exit();
}
When for the first tap, timer is not started, it will go to if condition and will start the timer. If second tap occurs after 1 second, then the Tick event we wrote in constructor will fire and according to logic written there, the timer will stop.
Now assume the double tap occurs consequently within 1 second. For the 1st tap as usual it will start the timer, if immediately user presses back button again, then in its handler, it will check whether timer is running. As timer has not completed its 1 second interval, else condition will fired up and the application will close.
I used XNA library / shortcut to force close the application. To work with new Microsoft.Xna.Framework.Game().Exit(); method you should add a microsoft.xna.framework.game.dll in a reference.
Make TimeSpan interval as required.
Hope this helps. Thanks.
EDIT:
Sometimes XNA is not installed on windows 8. Here is a solution for that, so that you add above mentioned assembly reference in you project.
http://blogs.msdn.com/b/astebner/archive/2012/02/29/10274694.aspx
You have to download update which is around around 23MB.
To save time here's a Dropbox link to above assembly reference:
https://db.tt/RYTwv7cS
Yes there is no Double Tap event for back button. You have to write your own logic to exit application on Double Tap on device back key tap twice. Here is the solution this may be help you.
Create a Global variable and initialize with zero
Int TapCount =0;
Now Override OnBackKeyPress event with your own logic.
protected override void OnBackKeyPress(System.ComponentModel.CancelEventArgs e)
{
TapCount++;
if(TapCount==2)
{
if( windows phone 8 )
{
Application.Current.Terminate();
}
else
{
if (NavigationService.CanGoBack)
{
while (NavigationService.RemoveBackEntry() != null)
{
NavigationService.RemoveBackEntry();
}
}
}
}
else
e.Canel=true;
base.OnBackKeyPress(e);
}
It's very simple. I've implemented it like this:
First declare global variable:
int count;
Now initialize its value in OnNavigatedTo(NavigationEventArgs e) method:
count = 0;
Now at last add the below code to your cs file:
protected override void OnBackKeyPress(System.ComponentModel.CancelEventArgs e)
{
count++;
e.Cancel = true;
if(count == 2)
{ e.Cancel = false; base.OnBackKeyPress(e); }
}

How to get user input from a popup control

I have a UserControl that utilizes a popup window in wp7. The user control has a text box for input, and a submit button. My issue is that the code does not halt once the popup is shown. It continues on through the code and does not wait for the user to press submit.
What is a good practice for making the code "halt" similar to a message box with an "Okay" button?
//my custom popup control
InputBox.Show("New Highscore!", "Enter your name!", "Submit");
string name = InputBox.GetInput();
//it does not wait for the user to input any data at this point, and continues to the next piece of code
if (name != "")
{
//some code
}
You could accomplish this with either an event, or an async method. For the event you would subscribe to a Closed event of your popup.
InputBox.Closed += OnInputClosed;
InputBox.Show("New Highscore!", "Enter your name!", "Submit");
...
private void OnInputClosed(object sender, EventArgs e)
{
string name = InputBox.Name;
}
You would fire the event when the user pushes the OK button
private void OnOkayButtonClick(object sender, RoutedEventArgs routedEventArgs)
{
Closed(this, EventArgs.Empty);
}
The other option is to use an async method. For this you need the async Nuget pack. To make a method async you use two main objects, a Task and a TaskCompletionSource.
private Task<string> Show(string one, string two, string three)
{
var completion = new TaskCompletionSource<string>();
OkButton.Click += (s, e) =>
{
completion.SetResult(NameTextBox.Text);
};
return completion.Task;
}
You would then await the call to the show method.
string user = await InputBox.Show("New Highscore!", "Enter your name!", "Submit");
I believe the Coding4Fun toolkit also has some nice input boxes

CGEventTapCreate breaks down mysteriously with "key down" events

I'm using CGEventTapCreate to "steal" media keys from iTunes when my app is running. The code inside of the callback that I pass to CGEventTapCreate examines the event, and if it finds that it's one of the media keys, posts an appropriate notification to the default notification center.
Now, this works fine if I post a notification for the "key up" event. If I do that for "key down" events, eventually my app stops getting media key events and iTunes takes over. Any ideas on what can be causing this? The relevant part of the code is below
enum {
...
PlayPauseKeyDown = 0x100A00,
PlayPauseKeyUp = 0x100B00,
...
};
static CGEventRef event_tap_callback(CGEventTapProxy proxy,
CGEventType type,
CGEventRef event,
void *refcon)
{
if (!(type == NX_SYSDEFINED) || (type == NX_KEYUP) || (type == NX_KEYDOWN))
return event;
NSEvent* keyEvent = [NSEvent eventWithCGEvent: event];
if (keyEvent.type != NSSystemDefined) return event;
switch(keyEvent.data1)
{
case PlayPauseKeyUp: // <--- this works reliably
//case PlayPauseKeyDown: // <--- this will break eventually
post_notification(#"PlayPauseMediaKeyPressed", nil, nil);
return NULL;
... and so on ...
Does something kill my event tap if the callback takes too long?
Some people suspect that Snow Leopard has a bug that sometimes disables event taps even if they don't take too long. To handle that, you can watch for the event type kCGEventTapDisabledByTimeout, and respond by re-enabling your tap with CGEventTapEnable.
First of all, why is your first "if" allowing key-down and key-up events to pass? Your second "if" only lets system events pass through anyway. So for all key-down/-up events you create a NSEvent, just to drop the event one line further downwards. That makes little sense. An Event Tap should always be as fast as possible, otherwise it will slow down all event processing of the whole system. Your callback should not even be called for key-down/-up events, since system events are not key-down/-up events, they are system events. If they were key events, you would for sure never access data1, but instead use the "type" and "keyCode" methods to get the relevant information from them.
static CGEventRef event_tap_callback(CGEventTapProxy proxy,
CGEventType type,
CGEventRef event,
void *refcon)
{
NSEvent * sysEvent;
// No event we care for? return ASAP
if (type != NX_SYSDEFINED) return event;
sysEvent = [NSEvent eventWithCGEvent:event];
// No need to test event type, we know it is NSSystemDefined,
// becuase that is the same as NX_SYSDEFINED
Also you cannot determine if that is the right kind of event by just looking at the data, you must also verify the subtype, that must be 8 for this kind of event:
if ([sysEvent subtype] != 8) return event;
The next logical step is to split the data up into its components:
int data = [sysEvent data1];
int keyCode = (data & 0xFFFF0000) >> 16;
int keyFlags = (data & 0xFFFF);
int keyState = (keyFlags & 0xFF00) >> 8;
BOOL keyIsRepeat = (keyFlags & 0x1) > 0;
And you probably don't care for repeating key events (that is when I keep the key pressed and it keeps sending the same event over and over again).
// You probably won't care for repeating events
if (keyIsRepeat) return event;
Finally you should not define any own constant, the system has ready to use constants for those keys:
// Analyze the key
switch (keyCode) {
case NX_KEYTYPE_PLAY:
// Play/Pause key
if (keyState == 0x0A) {
// Key down
// ...do your stuff here...
return NULL;
} else if (keyState == 0x0B) {
// Key Up
// ...do your stuff here...
return NULL;
}
// If neither down nor up, we don't know
// what it is and better ignore it
break;
case NX_KEYTYPE_FAST:
// (Fast) Forward
break;
case NX_KEYTYPE_REWIND:
// Rewind key
break;
}
// If we get here, we have not handled
// the event and want system to handle it
return event;
}
And if this still not works, my next question would be what your post_notification function looks like and do you also see the described problem if you don't call post_notification there, but just make a NSLog call about the event you just saw?
In your handler, check for the following type, and just re-enable the listener.
if (type == kCGEventTapDisabledByTimeout) {
NSLog(#"Event Taps Disabled! Re-enabling");
CGEventTapEnable(eventTap, true);
return event;
}

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