private void OnVolumeLoaderTaskTerminated(object sender, BackgroundTaskTerminatedEventArgs e) { BackgroundTask volumeLoaderTask = sender as BackgroundTask; if (volumeLoaderTask != null) { volumeLoaderTask.Terminated -= OnVolumeLoaderTaskTerminated; volumeLoaderTask.Dispose(); } _volumeLoaderTask = null; }
void WorkerTerminated(object sender, BackgroundTaskTerminatedEventArgs e) { EventsHelper.Fire(Terminated, this, null); }
private void OnTaskTerminated(object sender, BackgroundTaskTerminatedEventArgs e) { EventsHelper.Fire(_progressUpdated, this, EventArgs.Empty); }
private void OnTaskTerminated(object sender, BackgroundTaskTerminatedEventArgs e) { BackgroundTask updateTask = sender as BackgroundTask; if (updateTask != null) { updateTask.Terminated -= OnTaskTerminated; updateTask.Dispose(); } _updateTask = null; }
private void TerminatedEventHandler(object sender, BackgroundTaskTerminatedEventArgs args) { if(args.Reason == BackgroundTaskTerminatedReason.Completed) { _continuationCode(); } else { _errorHandler(args.Exception); } }
private void OnVolumeLoaderTaskTerminated(object sender, BackgroundTaskTerminatedEventArgs e) { // TODO (CR Apr 2013): Since BeginLoad is only ever triggered from the UI thread (Draw), this won't be // a problem because the task's Terminated event will also be fired on the UI thread. If the task // were not created on the UI thread, though, this would have to be inside a lock (_syncLoaderLock). BackgroundTask volumeLoaderTask = sender as BackgroundTask; if (volumeLoaderTask != null) { volumeLoaderTask.Terminated -= OnVolumeLoaderTaskTerminated; volumeLoaderTask.Dispose(); } _volumeLoaderTask = null; }