Stop execution of a page - asp.net

I have a task board, some person is working on some task, if task is assigned to another person by his manager the first person who is working on the task board, his execution should be stopped, and a message should be displayed that "This task is assigned to some one else."
I tried using following in page load.
//Code Behind
if (!Owner)
{
SomecontrolsToHide();
MessageDisplay(); // JavaScript function call using RegisterStartupScript()
Response.End();
}
protected void MessageDisplay()
{
string dbMessage = "Task is assigned to someone else.";
ClientScriptManager cs = Page.ClientScript;
cs.RegisterStartupScript(typeof(Page), "ShowMessageWrapup_" + UniqueID, "showMessageDisplay('','" + dbMessage + "');", true);
}
// JavaScript function that displays message.
function showMessageDisplay(args, displayMessage) {
if (displayMessage != "") {
document.getElementById("spanMessage").innerHTML = displayMessage;
document.getElementById("spanMessage").style.display = 'inline';
}
}
It stops the execution but message is not displayed and Controls are not hidden too.
What should I do?

Don't do Response.End(). Just return without doing anything.

This will show the message box. Try this.
Response.Write(#"<script language='javascript'>alert('You are not allowed for this task !!!')</script>");

Related

How to try catch block in Jmeter.Webdriver webdriver Sampler

I want to do the exception handling in Jmeter.Webdriver Webdriver Sampler
Please let me , How to use try/catch block in Jmeter.Webdriver webdriver Sampler ?
You can do this via normal JavaScript try block, here is an example of taking a screenshot when error occurs:
var pkg = JavaImporter(org.openqa.selenium)
var support_ui = JavaImporter(org.openqa.selenium.support.ui.WebDriverWait)
var conditions = org.openqa.selenium.support.ui.ExpectedConditions
var wait = new support_ui.WebDriverWait(WDS.browser, 5)
var exception = null
WDS.sampleResult.sampleStart()
try {
WDS.browser.get('http://example.com')
wait.until(conditions.presenceOfElementLocated(pkg.By.linkText('Not existing link')))
} catch (err) {
WDS.log.error(err.message)
var screenshot = WDS.browser.getScreenshotAs(pkg.OutputType.FILE)
screenshot.renameTo(java.io.File('screenshot.png'))
exception = err
} finally {
throw (exception)
}
WDS.sampleResult.sampleEnd())
Don't forget to "throw" the error after you handle it otherwise it will be "swallowed" and you get a false positive result.
See The WebDriver Sampler: Your Top 10 Questions Answered article for more tips and tricks
Surround the code with try block and add catch block at the end by giving variable name to capture the exception. (in the example, it is exc)
try as follows:
try{
WDS.sampleResult.sampleStart()
WDS.browser.get('http://jmeter-plugins.org')
var pkg = JavaImporter(org.openqa.selenium)
WDS.browser.findElement(pkg.By.id('what')) // there is no such element with id what
WDS.sampleResult.sampleEnd()
}
catch(exc){ //exc variable name
WDS.log.error("element not found" + exc)
}
in the JMeter log, you can see the complete trace of NoSuchElementException, which is raised when trying to find the element by id with the values as what, which is not present in the HTML.
Note: use View Results in Table to see the Sampler response time.
Reference:
https://jmeter-plugins.org/wiki/WebDriverSampler/
Reference Image:
It is same as how do you do in other IDEs like eclipse.
you can see below code
//try block starts here
try{
wait.until(ExpectedConditions.visibilityOfElementLocated(By.xpath("element"))).click();
}
catch(Exception e)
{
WDS.log.info("Exception is : " +e);//you can print the exception in jmeter log.
}
double quotes should be replaced with the single quote if you are using javascript Since the BeanShell is easy and it is similar to java use BeanShell as much as possible

In Unity is a WWW class asynchronous or synchronous?

I am trying to understand how to write a WWW call in Unity. According to the description here http://docs.unity3d.com/ScriptReference/WWW.html I can inspect the isDone property, but in the example on the same page, it makes no attempt to inspect isDone.
The question I have is, if I make a WWW call and it takes several seconds to reply, doesn't the game freeze?
I would like to think the right code is this, but is it?
StartCoroutine(WaitForResponse(myWWWObject));
private IEnumerator WaitForResponse(WWW aRequest ) {
while ( ! aRequest.isDone )
yield return aRequest;
}
Does the game freeze until aRequest is done? Or is it truly asynchronous?
You need to understand Coroutines - a fundamental feature of Unity that allows you to write long-duration code functions (eg: longer then a frame) that will not freeze your game.
http://docs.unity3d.com/Manual/Coroutines.html
In C# you can spot a coroutine function because it has a return type of IEnumerator. And you can spot the locations in the code where the function will suspend and continue from again by the C# keyword yield.
Each MonoBehaviour class can manage coroutines, and if you tell it to start one with StartCoroutine(), then MonoBehaviour will call the coroutine every frame (sometimes more then once) until the Coroutine reaches the end.
For WWW class (which supports co-routines), all you need is to call this:
WWW www = new WWW(url);
yield return www;
You create a WWW class with the URL to retrievve, and the yield will basically be called each frame automatically by the MonoDevelop coroutine manager until www object says it has completed (successfully or failure).
Your game will not freeze at all during this time.
In the linked documentation page for WWW, the following method is a coroutine method:
IEnumerator Start() {
WWW www = new WWW(url);
yield return www;
Renderer renderer = GetComponent<Renderer>();
renderer.material.mainTexture = www.texture;
}
The yield statement is used to pause execution and return control to Unity and then to resume execution in the next game frame. For example yield return null; will cause execution to resume in the next frame. Additionally, you can extend that behaviour by using one of the classes that derive from YieldInstruction class, for example WaitForSeconds.
Consider yield return new WaitForSeconds(1f); - this will resume execution after 1 second of game time has passed. The WWW class works in similar way. You can use an instance of that class to yield execution, returning only after the download has been completed, no need to manually poll the isDone property.
Keep in mind that you can only yield in Coroutines, I advise you read up on them. If you want to do a WWW request not in a Coroutine then you have to poll the isDone manually and proceed when completed.
To answer last question: Will the game freeze when creating an instance of the WWW class? - No. The class works asynchronously. You can use it in normal Update/Start etc. functions and inside Coroutines with yield.
if I make a WWW call and it takes several seconds to reply, doesn't the game freeze?
Not, Game Will not be freez try this code and you will see that log "after corou" will show immediately even the picture is downloading.
public class WWWDemo : MonoBehaviour {
bool b = true;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update()
{
if (b) {
StartCoroutine(ExampleCoroutine());
Debug.LogWarning("after corou");
}
}
IEnumerator ExampleCoroutine()
{
b = false;
Debug.Log("Time : " + DateTime.Now);
string url = "http://images.earthcam.com/ec_metros/ourcams/fridays.jpg";
WWW www = new WWW(url);
yield return www;
Debug.Log("Time : " + DateTime.Now);
Renderer render = gameObject.GetComponent<Renderer>();
render.material.mainTexture = www.texture;
Debug.Log("Time : " + DateTime.Now);
}
}
but the execution of next line will definitely stop after yield return www statement it will wait unitl the picture download while the rest events of Unity will execute async.
Consider below example as well separately. Start Event executes ones it will wait but update will run continuously.
IEnumerator Start() {
Debug.Log("Time : " + DateTime.Now);
string url = "http://images.earthcam.com/ec_metros/ourcams/fridays.jpg";
WWW www = new WWW(url);
yield return www;
Debug.Log("Time : " + DateTime.Now);
Renderer render = gameObject.GetComponent<Renderer>();
render.material.mainTexture = www.texture;
Debug.Log("Time : " + DateTime.Now);
}
void Update()
{
Debug.Log("update is running while start is waiting for downloading");
}

Ext.net MessageBox not fired immediately in loop statements

To get the Confirmation from user, I am using the Confirmation Message Box i.e Ext.net MessageBox to Confirm the Decision of the User using the ButtonConfig, as like below.
private void checkThePolicies()
{
.......
foreach (int policyId in PoliciesDeleted)
{
X.Msg.Confirm( "User Policy", "Do you want to Delete the Policy", new MessageBoxButtonsConfig
{
Yes = new MessageBoxButtonConfig
{
Handler = "#{DirectMethods}.fnSaveTimeOffTypeInAllowance()",
Text = "Yes"
},
No = new MessageBoxButtonConfig
{
Text = "No"
}
}).Show();
........
}
But this message box is showing Only once for Entire loop at last when it's execution is leaving form that Method.
Why this happens? I want to execute the Handler for every Loop by confirming the Decision.
X.Msg.Confifm().Show();
just generates JavaScript to be executed when a browser gets a response from server.
It doesn't send a request to a browser immediately.

Using Background Worker and process.start not able to retrieve progress status

Good evening,
I just started playing around with C# and I tried creating a GUI for a program that runs in command line. I have been able to get it running, but now I am stuck trying to implement a progress bar to it.
I have read other post but I am unable to find the exact issue or to understand how to apply the solution to my issue.
Here is my code (apologize if this is very messy):
private void MethodToProcess(Object sender, DoWorkEventArgs args)
{
// Set all the strings for passthrough
String USMTPath_Work = USMTPath + USMTArch;
String USMTPath_full = USMTPath_Work + #"\Scanstate.exe";
String USMTFlags_Capture = #"/c /v:13 /o /l:scanstate.log /localonly /efs:copyraw";
String Argument_full = SavePath + XML1 + XML2 + USMTFlags_Capture;
// Test that USMT path is correct
if (USMTPath == null)
{
MessageBox.Show("Error: There is no USMT Path defined.");
return;
}
// Test that Windows folder is correct when offline
/* if (Windows_Path == null)
{
MessageBox.Show("Error: There is no Windows Path to capture.");
return;
} */
// Runs the capture
System.Diagnostics.Process Scanstate = new System.Diagnostics.Process();
Scanstate.StartInfo.FileName = USMTPath_full;
Scanstate.StartInfo.Arguments = Argument_full;
Scanstate.StartInfo.WindowStyle = System.Diagnostics.ProcessWindowStyle.Hidden;
Scanstate.StartInfo.WorkingDirectory = USMTPath_Work;
//Scanstate.StartInfo.UseShellExecute = false;
Scanstate.StartInfo.CreateNoWindow = true;
//Scanstate.StartInfo.RedirectStandardOutput = true;
Scanstate.Start();
Scanstate.WaitForExit();
String Str_ExitCode = Scanstate.ExitCode.ToString();
if (Scanstate.ExitCode == 1)
MessageBox.Show("Error: Data has not been captured. Please check the log files for details.");
if (Scanstate.ExitCode == 0)
MessageBox.Show("Success: Data has been captured. For more information, check log files.");
else
{
MessageBox.Show("Error: Unknown error has occurred. Please check the log files for details.");
MessageBox.Show("Error Code: " + Str_ExitCode);
}
Scanstate.Close();
}
Basically, I am trying to run the process scanstate.exe. Now, I am trying to run backgroundworker in order to be able to retrieve progress and pass it to the progressbar.
private void btnCapture_Click(object sender, EventArgs e)
{
progressBar1.Minimum = 0;
progressBar1.Maximum = 100;
progressBar1.Step = 1;
BackgroundWorker CaptureBG = new BackgroundWorker();
CaptureBG.WorkerReportsProgress = true;
CaptureBG.DoWork += new DoWorkEventHandler(MethodToProcess);
CaptureBG.RunWorkerCompleted +=new RunWorkerCompletedEventHandler(CaptureBG_RunWorkerCompleted);
CaptureBG.ProgressChanged += new ProgressChangedEventHandler(CaptureBG_ProgressChanged);
CaptureBG.RunWorkerAsync();
}
and
private void CaptureBG_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs args)
{
progressBar1.Value = 100;
}
private void CaptureBG_ProgressChanged(object sender, ProgressChangedEventArgs args)
{
progressBar1.Value++;
}
However I am either missunderstanding the use or I am missing something, since the process runs, but I don't get any progress on the progressbar. It only fills once the process finish.
What am I doing wrong? In general, how would a process report progress if I don't know exactly how long is going to take?
Thanks in advance
The BackgroundWorker is responsible for updating the progress as it gets further complete with its task.
There is no interaction between your process that you launch and your code that would provide progress of that process back to your code.
In order for this to work, two things have to happen:
You need to define a mechanism for your process to report progress to the BackgroundWorker.
The BackgroundWorker must update its own progress by calling the ReportProgress method so that the ProgressChanged event is fired.
The first step is the tricky one and depends on how scanstate.exe works. Does it do anything to give an indication of progress, such as write to the console? If so, you can redirect the console output and parse that output to determine or at least estimate progress.
UPDATE
Scanstate.exe provides the ability to write progress to a log, e.g.:
scanstate /i:migapp.xml /i:miguser.xml \\fileserver\migration\mystore /progress:prog.log /l:scanlog.log
You could use a FileWatcher in your BackgroundWorker to look for changes to the progress log and update progress accordingly.

FileReference.download() not working

I'm building a Flex app which requires me to download files.
I have the following code:
public function execute(event:CairngormEvent) : void
{
var evt:StemDownloadEvent = event as StemDownloadEvent;
var req:URLRequest = new URLRequest(evt.data.file_path);
var localRef:FileReference = new FileReference();
localRef.addEventListener(Event.OPEN, _open);
localRef.addEventListener(ProgressEvent.PROGRESS, _progress);
localRef.addEventListener(Event.COMPLETE, _complete);
localRef.addEventListener(Event.CANCEL, _cancel);
localRef.addEventListener(Event.SELECT, _select);
localRef.addEventListener(SecurityErrorEvent.SECURITY_ERROR, _securityError);
localRef.addEventListener(IOErrorEvent.IO_ERROR, _ioError);
try {
localRef.download(req);
} catch (e:Error) {
SoundRoom.logger.log(e);
}
}
As you can see, I hooked up every possible event listener as well.
When this executes, I get the browse window, and am able to select a location, and click save. After that, nothing happens.
I have each event handler hooked up to my logger, and not a single one is being called! Is there something missing here?
The problem seems to be with my command being destroyed before this could finish.
For a proof of concept, I set my localRef variable to be static instead of an instance variable, and everything went through successfully! I guess Cairngorm commands kill themselves asap!

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