i have a doubt..
i would like to create a function and it will look like this...
public class A //this is just a class file
{
function dowork()
{
//work 1
INPUT = here in this line it should call a delegate function or raise event etc...
//work 2 using INPUT
}
}
public class B
{
function myfn()
{
A objA = new A();
objA.dowork();
}
}
In the "Class A" we will raise event or so & it will display a windows form to user and then user will input some value & we need to return that value to Class A -> dowork method.... then only we should continue "work 2"
this should also support multi threading... anyone have idea how we can implement this??
thanks :)
You can use ManulResetEvent for this purpose: You run your input form and when it done that form set the event so you can catch it from A.dowork method. While the input in action you run the infinite loop, check event state and process application event to make you app responsible in this time:
public class A //this is just a class file
{
private ManualResetEvent _event;
public void dowork()
{
//work 1
_event = new ManualResetEvent(false);
//INPUT = here in this ...
Worker worker = new Worker();
worker.DoInput(_event);
while(true)
{
if(_event.WaitOne())
break;
Application.DoEvents();
}
//work 2 using INPUT
}
}
class Worker
{
private ManualResetEvent _event;
public void DoInput(ManualResetEvent #event)
{
_event = #event;
// Show input form here.
// When it done, you call: _event.Set();
}
}
Also, I suggest you (if you can) use Async library (it is available as a standalone setup). There you can implement it in much more straightforward way:
public class A //this is just a class file
{
public async void dowork()
{
//work 1
//INPUT = here in this ...
Worker worker = new Worker();
wait worker.DoInput();
//work 2 using INPUT
}
}
class Worker
{
public async void DoInput()
{
InputForm form = new InputForm();
wait form.ShowInput();
}
}
public class B
{
async void myfn()
{
A objA = new A();
wait objA.dowork();
}
}
As you see you just wait while other piece of code get executed without any UI locking and events.
I can provide deeper explanation of how async/wait works here if you need.
Related
I have a problem with the behavior switch model.
I have a simple receive actor with 2 behaviors: Ready & DoJob.
The Ready one contains a message handler plus one instruction I need to be evaluated at each behavior switch (cpt++).
Below is the code of the actor:
public class BecomeUnbecome : ReceiveActor
{
private int cpt=0;
public BecomeUnbecome()
{
this.Become(this.Ready);
}
public void Ready()
{
cpt++;
Receive<BeginWork>(msg =>
{
Console.WriteLine($"Go and work!");
BecomeStacked(this.DoJob);
});
}
public void DoJob()
{
Receive<Work>(msg =>
{
Console.WriteLine("Start working...");
Console.WriteLine($"Counter: {cpt}\nWork done\n");
UnbecomeStacked();
});
}
}
The main code is:
int counter = 0;
while (counter < 10)
{
actor.Tell(new BeginWork());
actor.Tell(new Work());
counter++;
}
The program execution shows cpt++ in Ready() is evaluated once next to the call to Become in the constructor.
I cannot find any reasonable workaround to that.
Does anyone have any idea ?
I have the following scenario I think I'm doing it wrong.
I have a RootDialog which calls a ResultDialog. The ResultDialog presents the user a list of results (using HeroCard).
The ResultDialog closes itself using context.Done(..) after the message was posted.
In the RootDialog- AfterResultDialog Resume handler I want to ask the user if he has found the matching result, using another dialog (NotificationDialog), but I want to do that after 30 seconds.
After some research, this seems like it must be done using proactive messages.
It this example, I found a way to post the NotificationDialog in a proactive way.
private async Task AfterResultDialog(IDialogContext context, IAwaitable<object> result)
{
var message = await result as IMessageActivity;
var conversationReference = context.Activity.ToConversationReference();
ConversationStarter.conversationReference = JsonConvert.SerializeObject(conversationReference);
t = new Timer(timerEvent);
t.Change(30000, Timeout.Infinite);
context.Wait<string>(NotificationDialogAfter);
}
public void timerEvent(object target)
{
t.Dispose();
ConversationStarter.Resume();
}
But the problem I have is that I'm interested in the result of this NotifcationDialog to know what the user wants to do next.
But all examples I found using proactive-messages do not regard the result of a proactive message with dialog:
public class ConversationStarter
{
public static string conversationReference;
public static async Task Resume()
{
var message = JsonConvert.DeserializeObject<ConversationReference>(conversationReference).GetPostToBotMessage();
var client = new ConnectorClient(new Uri(message.ServiceUrl));
using (var scope = DialogModule.BeginLifetimeScope(Conversation.Container, message))
{
var botData = scope.Resolve<IBotData>();
await botData.LoadAsync(CancellationToken.None);
var task = scope.Resolve<IDialogTask>();
// here it seems only to be possible to call a dialog using Void
var dialog = new NotificationDialog();
task.Call(dialog.Void<object, IMessageActivity>(), null);
await task.PollAsync(CancellationToken.None);
await botData.FlushAsync(CancellationToken.None);
}
}
}
The NotificationDialogAfter handler should decide based on the user input which dialog to call next:
private async Task NotificationDialogAfter(IDialogContext context, IAwaitable<string> result)
{
var whereToContinue = await result;
if (whereToContinue.Equals("Start over"))
{
context.ClearAllConversationDataKeys();
context.Call(new TagDialog(), this.TagDialogAfter);
}
else if (whereToContinue == "Tell friends")
{
context.Call(new TellFriendsDialog(), TellFriendsDialogAfter);
}
else if (whereToContinue == "Feedback")
{
context.Call(new FeedbackDialog(), this.FeedbackDialogAfter);
}
}
So what I basically want is that the result of the NotificationDialog is forwarded to the NotificationDialogAfter handler which the Root dialog is waiting for.
Is this even possible?
I solve the problem by defining static continue handlers (in GlobalContinueHandler), that I can provide inside the NotificationDialog, when calling other dialogs.
[Serializable]
public class NotificationDialog : IDialog<string>
{
public Task StartAsync(IDialogContext context)
{
PromptDialog.Choice(context, Resume, new List<string> { "yes", "no" },
"Found what you're looking for?");
return Task.CompletedTask;
}
private async Task Resume(IDialogContext context, IAwaitable<string> result)
{
var message = await result;
if (message == "yes")
{
context.Call(new SignupDialog(), GlobalContinueHandler.SignupDialogAfter);
}
else
{
context.Call(new FeedbackDialog(), GlobalContinueHandler.FeedbackDialogAfter);
}
}
}
I'm really not fan of this solution but for now it seems to work.
I'm learning RX and would like to use Console.ReadLine as a source for observable sequences.
I know that I can create "IEnumerable" using "yield return", but for my concrete use case I've decided to create a C# event, so that potentially many observers will be able to share the same keyboard input.
Here is my code:
class Program
{
private delegate void OnNewInputLineHandler(string line);
private static event OnNewInputLineHandler OnNewInputLineEvent = _ => {};
static void Main(string[] args)
{
Task.Run((Action) GetInput);
var input = ConsoleInput();
input.Subscribe(s=>Console.WriteLine("1: " + s));
Thread.Sleep(30000);
}
private static void GetInput()
{
while (true)
OnNewInputLineEvent(Console.ReadLine());
}
private static IObservable<string> ConsoleInput()
{
return Observable.Create<string>(
(IObserver<string> observer) =>
{
OnNewInputLineHandler h = observer.OnNext;
OnNewInputLineEvent += h;
return Disposable.Create(() => { OnNewInputLineEvent -= h; });
});
}
}
My problem - when I run the GetInput method as it is shown above, the very first input line is not sent to the sequence (but it is sent to the event handler).
However, if I replace it with the following version, everything works as expected:
private static void GetInput()
{
while (true)
{
var s = Console.ReadLine();
OnNewInputLineEvent(s);
}
}
Could someone shed some light on why this might happen?
You're trying to make life difficult for yourself. There is almost always a way to make things simple with Rx. It's just a matter of learning to think more functionally rather than procedurally.
This is all you need:
class Program
{
static void Main(string[] args)
{
var subscription = ConsoleInput().Subscribe(s => Console.WriteLine("1: " + s));
Thread.Sleep(30000);
subscription.Dispose();
}
private static IObservable<string> ConsoleInput()
{
return
Observable
.FromAsync(() => Console.In.ReadLineAsync())
.Repeat()
.Publish()
.RefCount()
.SubscribeOn(Scheduler.Default);
}
}
This lets multiple subscribers share the one input through the .Publish().RefCount(). And the .SubscribeOn(Scheduler.Default) pushes the subscription out to a new thread - without it you block on a subscription.
If you move Task.Run((Action) GetInput); to after the subscription your code will work as desired. This is because in your original version, the first call of OnNewInputEvent(Console.ReadLine()) is run before you've hooked OnNewInputLineEvent to the observer.OnNext.
I would like to capture all events within a GWT frame. I've found several ways to do this, but they only return mousemove and mouseout events. I also need keypresses, input, etc. The goal is to capture the events and send them to another client by using websockets, and then replicate them on the other side (co-browsing).
I am using a page on the same domain within the frame.
public class ESinkFrame extends Frame implements EventListener {
public ESinkFrame(String src){
super(src);
DOM.sinkEvents(getElement(), Event.KEYEVENTS);
DOM.sinkEvents(getElement(), Event.MOUSEEVENTS);
}
public void onBrowserEvent(Event event) {
System.out.println( "sunk event: " + DOM.eventGetTypeString(event) );
}
}
And when I use it, I also try to attach a different way of grabbing the events.
ESinkFrame frame = new ESinkFrame("http://127.0.0.1:8888/other.html");
RootPanel.get().add(frame);
FrameElement frameElt = frame.getElement().cast();
Document frameDoc = frameElt.getContentDocument();
BodyElement body = frameDoc.getBody();
Element el = body.cast();
DOM.setEventListener(el, new EventListener()
{
public void onBrowserEvent(Event event)
{
Window.alert("test");
}
});
DOM.sinkEvents(el, Event.KEYEVENTS);
Event.addNativePreviewHandler(new NativePreviewHandler(){
public void onPreviewNativeEvent(NativePreviewEvent event) {
String eventName = event.getNativeEvent().getType();
if (event.isFirstHandler() /* && (event.getTypeInt() & Event.MOUSEEVENTS) == 0*/)
System.out.println("PreviewHandler: " + eventName);
}
});
I have one problem with publish/handle messages between 2 screens.
My scenario is:
Messenger screen, is it master screen, publish on chat screens, they are slave screens.
Messenger view model handle with messages from server.
Chat screen can publishes messages on messenger screen. And messanger view model send this message on server.
Messenger class look like this:
[Export("MessengerScreen", typeof(IMessengerViewModel))]
public class MessengerViewModel : Screen, IMessengerViewModel, IInitializable<Account>, IHandle<Rp>
{
// ...
[ImportingConstructor]
public MessengerViewModel(IPokecService service, IEventAggregator eventAgg)
{
_eventAgg = eventAgg;
_eventAgg.Subscribe(this);
}
//publish on slave screen
public void Publish(Rp rp)
{
_eventAgg.Publish(rp);
}
//handle msg from slave screen
public void Handle(Rp msg)
{
//send to server
}
}
Slave screen class look like this:
[Export("ChatScreen", typeof(IChatViewModel))]
[PartCreationPolicy(CreationPolicy.NonShared)]
public class ChatViewModel : Screen, IInitializable<DetailData>, IHandle<Rp>
{
[ImportingConstructor]
public ChatViewModel(IEventAggregator eventAgg)
{
_eventAgg = eventAgg;
_eventAgg.Subscribe(this);
}
//publish only on messenger screen
public void Publish(Rp rp)
{
_eventAgg.Publish(rp);
}
//show message from published from messenger
public void Handle(Rp rp)
{
AddBlockToConversation(rp);
}
//if enter is pressed publish on messanger screen
public void SendRp(KeyEventArgs e)
{
if (e.Key == Key.Enter && !string.IsNullOrEmpty(RpText))
{
_yourRp.Time = String.Format("{0:yyyy-MM-dd HH:mm:ss}", DateTime.Now);
_yourRp.RpText = RpText;
AddBlockToConversation(_yourRp);
//publish on messanger screen
Publish(_yourRp);
}
}
}
My problems are:
First problem is:
I call method SendRp from class
ChatViewModel.
It calls method void Publish() in ChatViewModel,
then is call method void Handle() from class MessengerViewModel
and then call also method void
Handle() from ChatViewModel class.
I don’t want call method Handle() in ChatViewModel class. Why if I send message from ChatViewModel to MessengerViewModel is also called method Handle in ChatViewModel class?
My second problem is:
I would like publish from MessengerViewModel message on only certain slave screen.
MessgerVieModel have in queue messages: {msg1, msg2, msg3, ..., msgN}
I would like publish:
msg1 on slave screen #1.
msg2 on slave screen #2
...
msg3 on slave screen #3
MY SOLUTION:
I solved my problem with modification class EventAggregator.
Something like this:
Every my view model imlements this interface:
public interface IViewModelIdentity
{
string ScreenIdentity { get; set; }
}
And in Publish method in even aggregator class I have this:
public void Publish(Rp rp)
{
WeakReference[] toNotify;
lock (_subscribers)
toNotify = _subscribers.ToArray();
Execute.OnUIThread(() =>
{
Log.Info("Publishing {0}.", rp);
var dead = new List<WeakReference>();
foreach (var reference in toNotify)
{
var target = reference.Target as IHandle<Rp>;
//GET ID OF SCREEN
var screenId = reference.Target as IViewModelIdentity;
//!
if (target != null && screenId != null)
{
if (screenId.ScreenIdentity=="screen on which we want to send a message")
{
//PUBLISH ON SCREEN
target.Handle(rp);
}
}
else if (!reference.IsAlive)
dead.Add(reference);
}
if (dead.Count > 0)
{
lock (_subscribers)
dead.Apply(x => _subscribers.Remove(x));
}
});
}