how to cleanup view model properly? - wpf

I have a view model that is used as the data source for my custom control. In the view model's constructor I set up a WMI ManagementEventWatcher and start it. My view model implements IDisposable, so I stop the watcher in the Dispose method.
When I embed the custom control into a window, and then close the window to exit the application it throws an InvalidComObjectException saying "COM object that has been separated from its underlying RCW cannot be used". This happens because of my watcher, and if I do not create it, there is no exception. there is no additional information about the exception such as stack trace, etc.
My guess is that something keeps the view model until the thread that the watcher uses terminates but before the watcher is stopped, and I do not know how to handle this.
Any advice?
Thanks
Konstantin
public abstract class ViewModelBase : IDisposable, ...
{
...
protected virtual void OnDispose() { }
void IDisposable.Dispose()
{
this.OnDispose();
}
}
public class DirectorySelector : ViewModelBase
{
private ManagementEventWatcher watcher;
private void OnWMIEvent(object sender, EventArrivedEventArgs e)
{
...
}
protected override void OnDispose()
{
if (this.watcher != null)
{
this.watcher.Stop();
this.watcher = null;
}
base.OnDispose();
}
public DirectorySelector()
{
try
{
this.watcher = new ManagementEventWatcher(new WqlEventQuery(...));
this.watcher.EventArrived += new EventArrivedEventHandler(this.OnWMIEvent);
this.watcher.Start();
}
catch (ManagementException)
{
this.watcher = null;
}
}
}

this article has the solution: Disposing WPF User Controls
basically, WPF dos not seem to use IDisposable anywhere, so the app needs to cleanup itself explicitly. so in my case, i subscribe to the Dispatcher.ShutdownStarted event from my control that uses the view model that needs to be disposed, and dispose the control's DataContext from the event handler.

Related

CaliburnMicro IEventAggregator won't work with ChildViews

and sorry if this is a somewhat easy question, but I'm still new to CaliburnMicro and EventAggregator is proving to be the worst thing to learn by a long mile. Anyway, let's go to it. I have an app with a main ShellView and a bunch of ChildViews that display various information, and I need certain parameters to be shared between the Views. It did not take very long to find I need to use EventAggregator, but with Net6 I could not make it work, no chance. I found this app someone else did in Net3.1 and CaliburnMicro where a new window is created, on this second window there is a TextBox and a send button. Whatever you type here gets sended to the Main window. I studied the code and replicated the app succesfully, also with the latest version of Caliburn and Net6.
BUT then I decided to modify the app and instead of having a new window, now I have exactly the same but with a ChildView inside the ShellView, and here is where nothing works.
1st on the Bootstrapper
public class Bootstrapper : BootstrapperBase
{
private SimpleContainer _container;
public Bootstrapper()
{
Initialize();
}
protected override void Configure()
{
_container = new SimpleContainer();
_container.Singleton<IWindowManager, WindowManager>();
_container.Singleton<IEventAggregator, EventAggregator>();
_container.PerRequest<ShellViewModel>();
}
protected override object GetInstance(Type service, string key)
{
var instance = _container.GetInstance(service, key);
if (instance != null)
return instance;
throw new InvalidOperationException("Could not locate any instances.");
}
protected override IEnumerable<object> GetAllInstances(Type service)
{
return _container.GetAllInstances(service);
}
protected override void BuildUp(object instance)
{
_container.BuildUp(instance);
}
protected override void OnStartup(object sender, StartupEventArgs e)
{
DisplayRootViewFor<ShellViewModel>();
}
As seen, I've created a SimpleContainer, then initialised it as a Singleton.
Also _container.Singleton<IWindowManager, WindowManager>(); is no longer needed as I am not opening a new window anymore, so that could be commented but as I had so many issues, I let it be just in case for this last try before posting this question.
2nd I've created a class for the message IHandle to manage.
public class EventMessage
{
public string Text { get; set; }
}
3rd I created and edited the ChildViewModel (still called SecondWindowViewModel as this experiment is directly derivated from the original worknig one) and ChildView (well SecondWindowView still). Note that SecondWindowView is a WPF User Control, not a Window.
class SecondWindowViewModel : Screen
{
private readonly IEventAggregator _eventAggregator;
private string _secondTextBox;
public string SecondTextBox
{
get { return _secondTextBox; }
set { _secondTextBox = value; NotifyOfPropertyChange(() => SecondTextBox); }
}
public SecondWindowViewModel(IEventAggregator eventAggregator)
{
this._eventAggregator= eventAggregator;
}
public void SendBack()
{
EventMessage ToSend = new EventMessage();
ToSend.Text = SecondTextBox;
_eventAggregator.PublishOnUIThreadAsync(ToSend);
}
As seen, I have an IEventAggregator _eventAggregator, then on the constructor of the class I added this._eventAggregator= eventAggregator; and then on the method SendBack that is called upon pressing the button I send the message with SubscribeOnUIThread.
And lastly the ShellViewModel:
public class ShellViewModel : Conductor<Object>, IHandle<EventMessage>
{
private readonly IEventAggregator _eventAggregator;
private string _parentText;
public string ParentText
{
get { return _parentText; }
set { _parentText = value; NotifyOfPropertyChange(() => ParentText); }
}
public ShellViewModel(IEventAggregator eventAggregator)
{
ActivateItemAsync(new SecondWindowViewModel(_eventAggregator));
_eventAggregator = eventAggregator;
_eventAggregator.Subscribe(this);
}
public Task HandleAsync(EventMessage message, CancellationToken cancellationToken)
{
ParentText = message.Text;
return Task.CompletedTask;
}
//public void NewWindow()
//{
//WindowManager wm = new WindowManager();
//SecondWindowViewModel swm = new SecondWindowViewModel(_eventAggregator);
//wm.ShowWindowAsync(swm);
//}
}
}
Now here instead of inheriting from Screen and IScreen, I inherit from Conductor because I want to have that ChildView on my form. NewWindow is how it worked before but now that button no longer works as I don't need to launch a new window anymore, that's why it is commented out.
As seen, on the contructor I subscribe _eventAggregator, and then HandleAsync does the job of receiving the message and assign it to a variable. Now on the Caliburn Documentatin the method to use is public void Handle() but that no longer works, that's the only way I managed to make it work.
Now when I run this the app does load and seems to work just fine, but as soon as the SendBack() method gets called (in SecondWindowViewModel) the line _eventAggregator.PublishOnUIThreadAsync(ToSend); launches an exception System.NullReferenceException: 'Object reference not set to an instance of an object.'
From my understanding EventAggregator should not care if I'm sending the message to a Window or a user panel or anything. Only thnig I changed is commenting out NewWindow and deleting the old SecondWindowWiew WPF Window and replacing it with a new SecondWindowView WPF User Control with the exact same XAML, then in ShellWiev added bellow a <ContentControl x:Name="ActiveItem"/>.
I'm a bit of a loss here, I've been trying everything, coping the code from the documentation, looking for tutorials online, other StackOverflow questions, and while I could make the UI load and make HandleAsync work, for 3 days straight I could not make it work with ChildViews. That code I wrote does work with a new window. I even run into problems of ShellView straight up not loading unless putting a new constructor that takes no parameters and empty inside, but that's for another day.
Sorry for the extra long post, but I think it's important to put all the information out there. Thank you for your time and again, sorry if this is somewhat of a dumb question, but we all have to start somewhere no?

How to load module when using events

I'm very newbie in C#\Prism ecosystem.
I want to connect modules via events, but if just send event:
_eventAggregator.GetEvent<LoginSuccessEvent>().Publish(new LoginSuccessEventArgs(user));
then my event handler is not working.
As I understand it happens, because reciever ViewModel is not created (I checked with break point in debugger).
But if I navigate from event sender:
_regionManager.RequestNavigate(RegionNames.RootRegion, "WorksheetListView");
_regionManager.RequestNavigate(RegionNames.WorksheetDetailsRegion, "WorksheetDetailsView");
_eventAggregator.GetEvent<LoginSuccessEvent>().Publish(new LoginSuccessEventArgs(user));
Then before first RequestNavigate command reciever ViewModel constructor is called.
_regionManager = regionManager;
_model = container.Resolve<WorksheetListModel>();
OpenWorksheetCommand = new DelegateCommand(OpenWorksheet);
Worksheets = _model.WorksheetList;
eventAggregator.GetEvent<LoginSuccessEvent>().Subscribe(OnLoginSuccessEvent);
I tried to add ViewModel class registration to reciever module:
_container.RegisterType<WorksheetListViewModel>();
But no luck. I don't want to add this registration to sender, because hard relation is maked.
But I want to have weak relation between modulel and to do navigation from RECIEVER, but not from SENDER. So sender will don't know anything about reciever.
How can I achive this?
Thanks.
It's a bit unclear what you're trying to achieve, but as far as I get it, your problem's that events are there for those instances that are currently alive. It seems you want more of a state, so that view models that are created after the user logged in can check whether a user is logged in and act accordingly.
I suggest you create a service to hold the currently logged in user and keep the event, because they complement each other nicely.
Example:
public interface IUserManager : INotifyPropertyChanged // this is optional if you keep the event
{
// returns null if no user is logged in
string CurrentUserName { get; }
// returns true if user name and password are valid and updates CurrentUserName
bool TryLogin( string userName, string password );
}
Ok. I found a tons of question like ('EventAggregator don't work around modules').
My solution is very easy. I create a instance of my viewmodel, so constructor with event subscribtion is invoked too.
using Microsoft.Practices.Unity;
using Prism.Modularity;
using Prism.Regions;
using Prism.Events;
using Prism.Unity;
using WorksheetListModule.ViewModels;
using WorksheetListModule.Views;
using WorksheetListModule.Models;
namespace WorksheetListModule
{
public class WorksheetListModule : IModule
{
IRegionManager _regionManager;
IUnityContainer _container;
IEventAggregator _eventAggregator;
public WorksheetListModule(RegionManager regionManager, IUnityContainer container, IEventAggregator eventAggregator)
{
_regionManager = regionManager;
_container = container;
_eventAggregator = eventAggregator;
}
public void Initialize()
{
WorksheetListViewModel vm = new WorksheetListViewModel(_regionManager, _container, _eventAggregator);
_container.RegisterInstance<WorksheetListViewModel>(vm);
_container.RegisterType<WorksheetListModel>();
_container.RegisterTypeForNavigation<WorksheetListView>();
_container.RegisterTypeForNavigation<WorksheetDetailsView>();
}
}
}
Key feature here is RegisterInstance function.
So now I can do navigation in event reciever and event sender now don't know any information about reciever internal structure.

WPF NotifyIcon From Background Thread

I know normally one is not supposed to touch UI elements from threads other than the UI thread, but I am new to WPF and I am wondering if my current working implementation can be improved.
I have an application that is comprised solely of a notification tray icon, and I want to update that icon from a background thread.
Here is my Program.cs entry point:
static class Program
{
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
using (IconHandler notify = new IconHandler())
{
notify.Display();
Application.Run();
}
}
}
This is my IconHandler.cs notification icon handler class:
class IconHandler : IDisposable
{
NotifyIcon ni;
public IconHandler()
{
ni = new NotifyIcon();
}
public void Display()
{
ni.MouseClick += new MouseEventHandler(ni_MouseClick);
ni.Icon = Resources.icon1;
ni.Visible = true;
new Thread(new ThreadStart(UpdateIcon)).Start();
}
public void UpdateIcon()
{
while (true)
{
// reference ni directly, it updates fine
}
}
public void Dispose()
{
ni.Dispose();
}
void ni_MouseClick(object sender, MouseEventArgs e)
{
// something useful
}
}
Is there anything blatantly incorrect about this? It seems a bit fishy to me - it was just my first attempt. It seems to work for what I want to do, does anyone have any suggestions for a better implementation? Will I run into lifecycle issues with this setup?
Is there anything blatantly incorrect about this? It seems a bit fishy to me - it was just my first attempt. It seems to work for what I want to do, does anyone have any suggestions for a better implementation? Will I run into lifecycle issues with this setup?
To begin with NotifyIcon is not a WPF control, but comes from the Windows Forms namespace. As such it has normal C# properties (e.g. Icon, Visible) meaning you have been able to alter the icon property in the non-UI thread without an exception being raised. If you had used a WPF controls then they have Dependency Properties and direct manipulation of Dependency Properties outside of the UI thread will cause an exception to be raised.
Will I run into lifecycle issues with this setup?
You've currently NOT created a WPF window or WPF controls. If your application develops such that you start using WPF and the UpdateIcon method is expanded to do more than you currently do and access these WPF objects then yes you will need a strategy to deal with the updates from non-UI threads.
You can hide some of this cross-threaded access using some helper methods.
Example 1 If your strategy becomes referencing WPF controls programmatically from the background thread then you can use a helper method such as this.
It first checks if the call is on the UI thread, if so then it updates the control directly, otherwise it will schedule that the method (itself) be called from the UI thread at a later point in time.
I've used BeginInvoke here so that the background thread can continue before the UI thread has actually called the method. If you want to block the background thread then use Invoke instead.
public void UpdateLabel(Label control, string text)
{
if (Application.Current.Dispatcher.CheckAccess())
control.Content = text;
else
Application.Current.Dispatcher.BeginInvoke(new System.Action(() => UpdateLabel(control, text)), DispatcherPriority.Normal);
}
Example 2
If your strategy uses Events raised on the background thread to update the WPF controls programmatically then you can hide some of the cross-threading calls as part of raising the event, leaving the WPF update routine quite clean and simple to read.
Any event handlers of this event can be coded knowing that the call will be made from the UI thread, so no threading issues.
public void OnRaiseEvent(EventHandler handler, EventArgs args)
{
if (handler != null)
{
if (Application.Current.Dispatcher.CheckAccess())
handler(sender, new PropertyChangedEventArgs(propName));
else
Application.Current.Dispatcher.BeginInvoke(new System.Action(() => handler(sender, args)), DispatcherPriority.Normal);
}
}
Example 3
If your future strategy fully utilizes the benefits of WPF with Binding (as opposed to programmatically updating your WPF controls), then you can embed the cross-threading code into the data-bound objects.
If for example your XAML databinds to the MyProperty property of an instance of the MyDataClass class and that class implements the INotifyPropertyChanged interface you can put the cross-threading code in the data class making it possible to update the data from any thread. Here is the example of the class:-
public class MyDataClass : INotifyPropertyChanged
{
public event PropertyChangedEventHandler PropertyChanged;
private string _myProperty;
public string MyProperty { get { return _myProperty;} set { PropertyChanged.SetValueAndNotify(this, ref _myProperty, value); } }
}
This class utilizes the SetValueAndNotify extension method on the PropertyChanged event. It is in here we hide the cross-threading code to simplify other parts of the code. Here's the definition of this extension method.
public static class PropertyChangedExtension
{
public static void SetValueAndNotify<T>(this PropertyChangedEventHandler handler, object sender, ref T destination, T source, [CallerMemberName] string propName = "notset")
{
// Is the new value different from the previous value? If there is no difference then there is nothing more to do
if (Equals(destination, source))
return;
// If we got to this point then the new value is different from the old value, so lets make the assignemnt and raise the property changed event
destination = source;
if (handler != null)
{
if (Application.Current.Dispatcher.CheckAccess())
handler(sender, new PropertyChangedEventArgs(propName));
else
Application.Current.Dispatcher.BeginInvoke(new System.Action(() => handler(sender, new PropertyChangedEventArgs(propName))), DispatcherPriority.Normal);
}
}
}
The above example uses the [CallerMemberName] attribute from C#5 to remove any typing errors in supplying the property name for the INotifyPropertyChanged arguments. If you are not using the latest then you will need to modify the getter and setter as follows:-
public string MyProperty { get { return _myProperty;} set { PropertyChanged.SetValueAndNotify(this, ref _myProperty, value, "MyProperty"); } }
You must always update UI from UI thread only, however, you can schedule some work on UI thread from background thread using dispatcher
public void Display()
{
ni.MouseClick += new MouseEventHandler(ni_MouseClick);
ni.Icon = Resources.icon1;
ni.Visible = true;
new Thread(new ThreadStart(UpdateIcon)).Start();
}
public void UpdateIcon()
{
while (true)
{
//do some long running work
Application.Current.Dispatcher.Invoke(()=>{
//update ui
});
}
}
But if you don't have long running work and you just want to do something periodically, you should use DispatcherTimer instead of loop in background thread.
The while(true) loop in your code will cause heavy CPU/resource usage. maybe add e.g. Thread.Sleep(1000) into the loop to allow for a break between updates.
The best usage of background threads is to perform the long-running work (e.g. communication with server/DB) on the background thread and once the thread completes, have the UI thread update the UI.
With BackgroundWorker:
var worker = new BackgroundWorker();
worker.DoWork += (sender, args) =>
{
// long running work
};
worker.RunWorkerCompleted += (sender, args) =>
{
// Update UI
};
worker.RunWorkerAsync();
async/await pattern:
public async void DoWork()
{
// Do long running task
var data = await Task.Run(() => new object());
// Update UI here
}
TaskFactory:
Task.Factory.StartNew(() => new Object()).ContinueWith(task => MessageBox.Show(task.Result.ToString()), TaskScheduler.FromCurrentSynchronizationContext());
If the UI needs to update on a constant loop, maybe use a timer to restart the process on a regular basis. This will save your CPU from taking a pounding.

Is there a way to know if a WPF application is shutting down?

I am writing some code that checks that my resources are properly cleaned up.
When the application is shutdown, resources are not cleaned up, which is fine. However, this makes my check code fail.
Is there a way to know if a WPF application is in the process of shutting down? - Something like Application.Current.IsShuttingDown?
There is Application.Exit event, you should be able to do with that.
If you really need it to be a property, then create a property into your App class (your class inheriting Windows.Application) and set it to true in with the Application.Exit event.
/// <summary>
/// Hack to check if the application is shutting down.
/// </summary>
public static bool IsShuttingDown()
{
try
{
Application.Current.ShutdownMode = Application.Current.ShutdownMode;
return false;
}
catch (Exception)
{
return true;
}
}
just add this to your App.cs file
public bool IsShuttingDown { get; private set; }
public new void Shutdown(int exitCode = 0)
{
this.IsShuttingDown = true;
base.Shutdown(exitCode);
}

Run code on UI thread without control object present

I currently trying to write a component where some parts of it should run on the UI thread (explanation would be to long).
So the easiest way would be to pass a control to it, and use InvokeRequired/Invoke on it.
But I don't think that it is a good design to pass a control reference to a "data/background"-component, so I'm searching for a way to run code on the UI thread without the need of having a control available.
Something like Application.Dispatcher.Invoke in WPF...
any ideas,
thx
Martin
There's a better, more abstract way to do this that works on both WinForms and WPF:
System.Threading.SynchronizationContext.Current.Post(theMethod, state);
This works because WindowsForms installs a WindowsFormsSynchronizationContext object as the current sync context. WPF does something similar, installing it's own specialized synchronization context (DispatcherSynchronizationContext).
.Post corresponds to control.BeginInvoke, and .Send corresponds to control.Invoke.
First, in your form constructor, keep a class-scoped reference to the SynchronizationContext.Current object (which is in fact a WindowsFormsSynchronizationContext).
public partial class MyForm : Form {
private SynchronizationContext syncContext;
public MyForm() {
this.syncContext = SynchronizationContext.Current;
}
}
Then, anywhere within your class, use this context to send messages to the UI:
public partial class MyForm : Form {
public void DoStuff() {
ThreadPool.QueueUserWorkItem(_ => {
// worker thread starts
// invoke UI from here
this.syncContext.Send(() =>
this.myButton.Text = "Updated from worker thread");
// continue background work
this.syncContext.Send(() => {
this.myText1.Text = "Updated from worker thread";
this.myText2.Text = "Updated from worker thread";
});
// continue background work
});
}
}
You will need the following extension methods to work with lambda expressions: http://codepaste.net/zje4k6
You are right, it is not good to pass controls to threads. Winforms controls are single-threaded, passing them to multiple threads can cause race conditions or break your UI. Instead, you should make your thread's features available to the UI and let it call the thread when the UI is good and ready. If you want to have background threads trigger UI changes, expose a background event and subscribe to it from the UI. The thread can fire off events whenever it wants and the UI can respond to them when it is able to.
Creating this bidirectional communication between threads that does not block the UI thread is a lot of work. Here is a highly abbreviated example using a BackgroundWorker class:
public class MyBackgroundThread : BackgroundWorker
{
public event EventHandler<ClassToPassToUI> IWantTheUIToDoSomething;
public MyStatus TheUIWantsToKnowThis { get { whatever... } }
public void TheUIWantsMeToDoSomething()
{
// Do something...
}
protected override void OnDoWork(DoWorkEventArgs e)
{
// This is called when the thread is started
while (!CancellationPending)
{
// The UI will set IWantTheUIToDoSomething when it is ready to do things.
if ((IWantTheUIToDoSomething != null) && IHaveUIData())
IWantTheUIToDoSomething( this, new ClassToPassToUI(uiData) );
}
}
}
public partial class MyUIClass : Form
{
MyBackgroundThread backgroundThread;
delegate void ChangeUICallback(object sender, ClassToPassToUI uiData);
...
public MyUIClass
{
backgroundThread = new MyBackgroundThread();
// Do this when you're ready for requests from background threads:
backgroundThread.IWantTheUIToDoSomething += new EventHandler<ClassToPassToUI>(SomeoneWantsToChangeTheUI);
// This will run MyBackgroundThread.OnDoWork in a background thread:
backgroundThread.RunWorkerAsync();
}
private void UserClickedAButtonOrSomething(object sender, EventArgs e)
{
// Really this should be done in the background thread,
// it is here as an example of calling a background task from the UI.
if (backgroundThread.TheUIWantsToKnowThis == MyStatus.ThreadIsInAStateToHandleUserRequests)
backgroundThread.TheUIWantsMeToDoSomething();
// The UI can change the UI as well, this will not need marshalling.
SomeoneWantsToChangeTheUI( this, new ClassToPassToUI(localData) );
}
void SomeoneWantsToChangeTheUI(object sender, ClassToPassToUI uiData)
{
if (InvokeRequired)
{
// A background thread wants to change the UI.
if (iAmInAStateWhereTheUICanBeChanged)
{
var callback = new ChangeUICallback(SomeoneWantsToChangeTheUI);
Invoke(callback, new object[] { sender, uiData });
}
}
else
{
// This is on the UI thread, either because it was called from the UI or was marshalled.
ChangeTheUI(uiData)
}
}
}
Put the UI manipulation in a method on the form to be manipulated and pass a delegate to the code that runs on the background thread, à la APM. You don't have to use params object p, you can strongly type it to suit your own purposes. This is just a simple generic sample.
delegate UiSafeCall(delegate d, params object p);
void SomeUiSafeCall(delegate d, params object p)
{
if (InvokeRequired)
BeginInvoke(d,p);
else
{
//do stuff to UI
}
}
This approach is predicated on the fact that a delegate refers to a method on a particular instance; by making the implementation a method of the form, you bring the form into scope as this. The following is semantically identical.
delegate UiSafeCall(delegate d, params object p);
void SomeUiSafeCall(delegate d, params object p)
{
if (this.InvokeRequired)
this.BeginInvoke(d,p);
else
{
//do stuff to UI
}
}
What about passing a System.ComponentModel.ISynchronizeInvoke? That way you can avoid passing a Control.

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