/// <summary>
 /// Performs an instant stop of the actuator <br/>
 ///Not recommended because of potential hardware stress. Consider using Controller.MainController.ActuatorSoftStop() instead <br/>
 ///Higher level wrapper method, called from the user interface. Calls Controller.ActuatorController.HardStop()
 /// </summary>
 /// <param name="deviceID">identifies actuator, of type int</param>
 public void ActuatorHardStop(int deviceID)
 {
     if (ActuatorInContext.GetStatus(ActuatorInContext.DeviceID).CurSpeed != 0 || ActuatorInContext.GetStatus(ActuatorInContext.DeviceID).uCurSpeed != 0)
     {
         if (ActuatorInContext.HardStop(deviceID) == Result.ok)
         {
             //Task asyncTask = Task.Run(() =>
             //{
             //    if (ActuatorInContext.WaitForStopWhile(deviceID, 0) == Result.ok)
             //        logController.LogActuatorInfo(Enums.ActuatorLog.HardStop, ActuatorInContext, Enums.ActuatorLogTiming.Finish);
             //});
         }
     }
 }
        /// <summary>
        /// Deprecated. Thread was tasked with executing work used for checking for newly connected actuators.
        /// by calling Controller.ActuatorErrorHandler.CheckForActuatorErrors()
        /// </summary>
        /// <param name="obj"></param>
        /// <param name="e"></param>
        // TO DELETE
        void bgWorkerErrorPollingProgressChanged(object obj, ProgressChangedEventArgs e)
        {
            if (ActuatorInContext.DeviceID != -1)
            {
                actuatorErrorHandler.CheckForActuatorErrors(ActuatorInContext.GetStatus(ActuatorInContext.DeviceID));
            }

            // If device is -1, meaning that actuator got disconncted
            else
            {
                // Try to get another actuator in context, the first one found in the list
                if (Actuators.Count > 0)
                {
                    ChangeContext(Actuators.List[0].DeviceID);
                }

                // Await actuator connection
                else
                {
                }
            }
        }