How to handle any error during Homekit Pairing - swift3

How to use the given method in swift 3.
func addAndSetupAccessories(completionHandler completion: (Error?) -> Void)
I observed, the completion handler got invoked immediately although the HomeKit set up page(very initial page of Homekit accessory pairing in iOS 10) was front and the accessory pairing process was not over. If this is the case, how to invoke any operation after the set up process gets completed? How to get if the set up process is over??

The only way to handle it is to assign a HMHomeDelegate to the target HMHome object before calling addAndSetupAccessories and keep track of accessories that are added. The dialog only allows setting up one accessory at a time, so you will get at most one non-bridged accessory and potentially zero or more bridged accessories.
When your view controller that is hosting the process gets viewDidAppear called the second time, check if you have set up a non-bridged accessory. If not, it was either cancelled, or finished with an error, which Apple's dialog would have already handled.
Note that this will not work on iPad as it shows a popup, so viewDidAppear won't be called when pairing dialog is dismissed. I'm not sure it's possible at all to find out when the process finishes on iPad.
UPDATE
iOS 10.3 completely changes this behaviour, and the completion handler of addAndSetupAccessories is now invoked when the pairing dialog is closed (as it should have been to begin with). If nothing was paired, the callback will get an error with code 23, HMError.operationCancelled.
You still have to keep track of added accessories via HMHomeDelegate callback, but post-setup handling should move from viewWillAppear to the addAndSetupAccessories callback.
To the surprise of no one it's not documented or mentioned anywhere in any release notes.

Related

CWebBrowser2 (MFC) GoBack method causing crash when it has nothing to go back to

My application supports the IE (InternetExplorer) browser. When the back/forward buttons are clicked and there is nothing to go back or forward to, Webbrowser.GoBack() and Webbrowser.GoForward() are causing a crash.
Is there any way to know if I can go back before I actually call GoBack()? I took a look at the CWebBrowser2 class functions, but I couldn't find anything as such.
Is there any API to help on this, or any alternative approach to handle this?
Is there any way to know if I can go back before I actually call GoBack()?
Per the IWebBrowser2::GoBack() documentation:
Use the DWebBrowserEvents2::CommandStateChange event to check the enabled state of backward navigation. If the event's CSC_NAVIGATEBACK command is disabled, the beginning of the history list has been reached, and the IWebBrowser2::GoBack method should not be used.
And likewise in the IWebBrowser2::GoForward documentation:
Use the DWebBrowserEvents2::CommandStateChange event to check the enabled state of forward navigation. If the event's CSC_NAVIGATEFORWARD command is disabled, the end of the history list has been reached, and the IWebBrowser2::GoForward method should not be used.
And per this discussion thread:
Create a couple of BOOL member variables in the class that processes the
ON_UPDATE_COMMAND_UI notifications for the 'back' and 'forward' toolbar
buttons -- one for each button state. Initialize them both to FALSE in
the ctor. Handle the OnCommandStateChange event, and watch for the
CSC_NAVIGATEBACK and CSC_NAVIGATEFORWARD values in the 'nCommand'
parameter. When you get the CSC_NAVIGATEBACK value store the 'Enable'
parameter value into your BOOL member variable for the 'back' button
state. Do the same thing for the 'forward' button state variable when
you get CSC_NAVIGATEFORWARD value. In your OnUpdateButtonForward and
OnUpdateButtonBack handlers, call pCmdUI->Enable using the corresponding
button state member variable.
So, use the browser's CSC_NAVIGATE... state changes to know when it is safe to call GoBack()/GoForward()`. These are the same events that IE uses to enable/disable its own Back/Forward UI toolbar buttons.

MFC application freezing while updating CListCtrl

I have a CListCtrl in my MFC application. The list needs to be updated when I get some notification from the server. Updating list works quite good when there are less notification as operations on the list are less. But in case of heavy load, list control and in turn the application gets freeze.
I am aware of updating UI items in the separate thread in case of bulk updates, but in this case I have the notifications that can come in any order and in any volume, I need to handle in such way that my main thread is not getting blocked.
If anyone faced the issue before please suggest the approach for this case.
You could put all the updates into a queue. Then do a limited number of updates from the queue to the control in the OnIdle function. OnIdle is called when your GUI message queue is empty. It could do up to, say, 20 updates and then return. The main thread would than process any GUI input and when finished with that it would call OnIdle again. In this way you delay and spread out the updates while keeping the GUI alive.
I had a similar situation and resolved it using a Timer. Only when the Timer ticked the ListCtrl could got updated.
Side note: You should do
SetRedraw(FALSE);
before a bulk update
and
SetRedraw(TRUE);
after.
You should not have the control drawing itself at a one-by-one item level, when doing a bulk operation.
Use Thread.I had the same problem and I solved it by just having the loop of adding elements into the clistctrl in thread function. That is,is the POSTMESSAGE() function in the thread should be called as much time as we want to add elements .
MFC Application getting stuck when adding list control elements
Also refer the above link to get some idea

Getting results from a non thread blocking message box?

Generally, message boxes work like this:
if(ShowMessageBox("Title","Text",MB_YES_NO) == MB_YES)
{
//the user responded yes
}
However, I'm working on a game where I have made the gui system, and when a messagebox is shown, there is still animation happening in the background so I cannot simply block the thread, the animation would stop.
Right now, the way it works is to show the message box, an IMessageHandler* must be provided and it is called with the dialog result.
I'm wondering if I'm overlooking something. Is there a better way to do this that might resemble more how it is usually done. How might other games approach it?
Thanks
There are multiple options, e.g...
Create a View-Model class that the message box reads from (title, message, button text) and writes to (result prior to closing), pass the VM to your message box before displaying it, then read result from VM after close.
(A better technique would to use a command pattern or place an event on the message box instead of passing VM to message box, then within command/event handler update VM).
Use a command pattern or an event to pass result from message box (prior to close) directly to caller (or to view model).
Use a show dialog style call to message box (blocking), however, do that on a separate thread, then write results to a place where main thread can read from.

Sending action to Ember.StateManager : is goToState mandatory?

In the documentation of Ember.StateManager it's said that : "Inside of an action method the given state should delegate goToState calls on its StateManager". Does it mean that if I send an action message, I necessarily need to transit to another state. Is it possible to stay in the same state but doing some task by sending an action ? For example, I'm in a state "loading" and I run two actions "preprocess" and "display".
Very simply: an action message may but does not have to transition to another state.
Something you didn't ask, but is related and important: it is a bad idea and bad design to call goToState in an enter or exit method.
When dealing with statecharts in general, you can do whatever you want. It's not mandatory to switch states in an event handler. A common case would be an event handler that shows a cancel/save dialog. You can easily put the dialog on the page in the event handler, and proceed accordingly depending on which button is pressed.
A separate question is should every event handler basically just go to another state. In the above scenario, you can certainly go to a "confirm" state, the state-enter method will show the dialog, and there would be two handlers, one for each button. Those handler would in turn go to other states.
Both design choices I think are equally valid, at least in that scenario. If you choose to implement a separate state for every action, you will end up with a lot of small but concise states. If you choose to do stuff in the event handlers themselves, your states will be bigger, but there will be less of them.
One thing I will say is if an event handler is getting complicated, you are probably better of with a new state. Also, be consistent.
For you specific scenario, if I'm reading it right, you want to load data and then change the display to show the data, based on an event. In this case, I would use new states.
So you press a button that starts the process
In the event handler, go to some sort of 'MyDataSection' state
Initial substate is 'loadData'
Enter state method of 'loadData' starts the loading process
Event handler 'dataLoaded' in 'loadData' to handle when the data loads; this means you need to fire an event when the data loads
'dataLoaded' event goes to the 'show' state
show state shows the view (or removes activity indicator etc) and handles any events that come from the display.
What's good here is that if you have multiple ways to get to this section of the app, all actions that lead to this section only need to go to this state, and everything will always happen the same. Also note that since the view event handlers are on the show state, if the user hits a button while the data is loading, nothing will happen.

Globally intercept window movement

I am having trouble getting a global system hook to work. I want to be notified whenever a window is moving, as early as possible, and change the window size. This means the CBT hook HCBT_MOVESIZE won't cut it, it only happens after the window has been moved. I want to hook the actual movement of the window, and be able to change the window size during the move.
The hooks are set from a DLL, and the callback function is within that DLL. This is what I've tried.
WH_CALLWNDPROC. It does alert me when a window is moved (WM_MOVING is received for windows from other applications), but I cannot change the contents of the message.
WH_CALLWNDPROCRET Same as WH_CALLWNDPROC.
CBT hook HCBT_MOVESIZE. Event happens to late.
WH_GETMESSAGE. Never receive WM_MOVE, WM_MOVING or WM_WINDOWPOSCHANGING. This hook would allow me to change the messages.
Update: Windows event hooks seem to allow me to capture it:
hWinEventHook = SetWinEventHook(EVENT_SYSTEM_MOVESIZESTART,
EVENT_SYSTEM_MOVESIZEEND, NULL, WinEventProc,
0, 0, WINEVENT_OUTOFCONTEXT | WINEVENT_SKIPOWNPROCESS);
However, this creates a different problem: changing the size of the window using SetWindowPos() does not work (it changes size alright, but immediately changes back to its previous size), even though I use SWP_NOSENDCHANGING. Ideas?
Update 2: Subclassing seems to work, however Visual Studio crashes after each program run (so does a lot of other windows). It works well if I place breakpoints and walk through the "unsubclassing", but not when I let the program run by itself. Ideas?
I have a CBT hook (it was there from earlier), and whenever HCBT_ACTIVATE is sent for a new window, I remove any previous subclassing using SetWindowLongPtr() (this has to run on 64-bit as well), and then subclass the new window. If I put a breakpoint anywhere, and immediately resume the session when it breaks, everything works fine. However, when I do not have any breakpoints, Visual Studio crashes when the program exits.
Hm, I would've thought that HCBT_MOVESIZE is precisely what you want, given that the MSDN says this about CBT hooks:
The system calls this function before activating, creating, destroying,
minimizing, maximizing, moving, or sizing a window.
and in particular:
HCBT_MOVESIZE
A window is about to be moved or sized.
(these quotes were taken from http://msdn.microsoft.com/en-us/library/ms644977%28VS.85%29.aspx)
...so I'd have thought that you get the HCBT_MOVESIZE call in time. The hook function which handles HCBT_MOVESIZE is also allowed to return an integer so that the system can determine whether the operation is allowed or should be prevented. Hence, given that the HCBT_MOVESIZE hook should get an option to prevent the operation, I'd say it's called before the move event occurred.
Are you really sure the hook function is called after the move event? If you do a GetWindowRect call on the particular handle within your hook function, does the returned rect equal the rectangle which is passed to the hook function?
Hooks are pretty heavy. You only want to use them when you absolutely have to.
That said, you could use one of the basic hooks simply as a way to get into the process. Once in the process, you could subclass the window you're interested in and handle the sizing messages in your subclass proc rather than trying to catch everything at the hook level.
Depending on what you want to do in response to the resize, you might need some interprocess communication.