The essence of my program is to create a window for all screens through the tray. In this case, the main program flow ends when the tray is closed. The bottom line is that when creating and closing a window, you need to clear the memory before the next one. As I did not try to find and understand, but I have a leak. RAM consumption increases each time.
public class TrayIconViewModel : INotifyPropertyChanged
{
// Commands for user interactions
public ICommand CreateWindowCommand { get; }
public ICommand ExitCommand { get; }
private bool _disposed;
public TrayIconViewModel()
{
// Initializing commands
CreateWindowCommand = new RelayCommand(async () => await CreateWindowAsync());
ExitCommand = new RelayCommand(ExitApp);
}
// Asynchronous method to create a new window
private async Task CreateWindowAsync()
{
await WindowManager.Instance.CreateAndShowWindowAsync();
}
// Method to terminate the application
private void ExitApp()
{
// Gracefully shut down the application using the desktop lifetime instance
var desktopLifetime = Application.Current?.ApplicationLifetime as IClassicDesktopStyleApplicationLifetime;
desktopLifetime?.Shutdown(); // Gracefully shut down the application
Environment.Exit(0); // Forcibly terminate the process (if needed)
}
// Implementation of INotifyPropertyChanged to notify UI about property changes
public event PropertyChangedEventHandler? PropertyChanged;
protected virtual void OnPropertyChanged(string propertyName)
{
PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(propertyName));
}
}
public sealed class ScreenManager
{
// Singleton instance of ScreenManager
private static readonly Lazy<ScreenManager> Lazy = new(() => new ScreenManager());
public static ScreenManager Instance => Lazy.Value;
private ScreenManager() { }
// Retrieve all screens available without caching as they may change
public List<Screen> GetAllScreens()
{
List<Screen> screens;
var tempWindow = new MainWindow(); // Temporary window to access screens
try
{
screens = tempWindow.Screens.All.ToList();
if (screens.Count == 0)
{
throw new InvalidOperationException("Unable to retrieve screen information.");
}
}
finally
{
tempWindow.Close(); // Always close the temporary window
}
return screens;
}
}
public sealed class WindowManager : IDisposable
{
// Singleton instance of WindowManager
private static readonly Lazy<WindowManager> Lazy = new(() => new WindowManager());
public static WindowManager Instance => Lazy.Value;
// Weak reference to the main window to avoid memory leaks
private WeakReference<MainWindow>? _mainWindowRef;
private bool _disposed;
// Structure to track window state (open/closed)
private struct WindowState
{
public bool IsOpen;
public bool EventsUnsubscribed;
}
private WindowState _windowState;
// Destructor to ensure proper disposal
~WindowManager()
{
Dispose(false);
}
// Method to create and show the main window asynchronously
public async Task CreateAndShowWindowAsync()
{
if (_disposed) throw new ObjectDisposedException(nameof(WindowManager));
if (!_windowState.IsOpen || (_mainWindowRef != null && !_mainWindowRef.TryGetTarget(out _)))
{
await Dispatcher.UIThread.InvokeAsync(() =>
{
// Get all screens and find the main screen
var screens = ScreenManager.Instance.GetAllScreens();
var mainScreen = screens.FirstOrDefault(s => s.Bounds.X <= 0 && s.Bounds.Y <= 0)
?? throw new InvalidOperationException("Main screen not found.");
// Combine screen bounds to get the total screen space
var combinedBounds = screens.Aggregate(new PixelRect(), (current, screen) => current.Union(screen.Bounds));
// Create and initialize the new window
var newWindow = new MainWindow();
InitializeWindow(newWindow, combinedBounds, mainScreen);
SubscribeToWindowEvents(newWindow);
// Save the window reference and mark it as open
_mainWindowRef = new WeakReference<MainWindow>(newWindow);
newWindow.Show();
_windowState.IsOpen = true;
_windowState.EventsUnsubscribed = false;
Console.WriteLine("Window successfully created and displayed.");
});
}
else if (_mainWindowRef != null && _mainWindowRef.TryGetTarget(out var existingWindow))
{
await Dispatcher.UIThread.InvokeAsync(() => existingWindow.Activate());
}
}
// Method to initialize window properties and position
private void InitializeWindow(MainWindow window, PixelRect bounds, Screen mainScreen)
{
window.Width = bounds.Width / mainScreen.PixelDensity;
window.Height = bounds.Height / mainScreen.PixelDensity;
window.Position = new PixelPoint(bounds.X, bounds.Y);
window.Topmost = true;
window.ExtendClientAreaToDecorationsHint = true;
window.ExtendClientAreaTitleBarHeightHint = -1;
window.CanResize = false;
window.ExtendClientAreaChromeHints = ExtendClientAreaChromeHints.NoChrome;
}
// Subscribe to window events like close and keypress
private void SubscribeToWindowEvents(MainWindow window)
{
window.Closed += OnWindowClosed;
window.KeyDown += MainWindow_KeyDown;
Console.WriteLine("Subscribed to window events.");
}
// Unsubscribe from window events to prevent memory leaks
private void UnsubscribeFromWindowEvents(MainWindow? window)
{
if (window != null && !_windowState.EventsUnsubscribed)
{
window.Closed -= OnWindowClosed;
window.KeyDown -= MainWindow_KeyDown;
_windowState.EventsUnsubscribed = true;
Console.WriteLine("Unsubscribed from window events.");
}
}
// Event handler for window close event
private void OnWindowClosed(object? sender, EventArgs e)
{
CloseWindow();
}
// Event handler for key press event (closes window on Escape)
private void MainWindow_KeyDown(object? sender, KeyEventArgs e)
{
if (e.Key == Key.Escape)
{
CloseWindow();
}
}
// Method to close the window and clean up resources
private void CloseWindow()
{
if (_windowState.IsOpen && _mainWindowRef != null && _mainWindowRef.TryGetTarget(out var window))
{
Dispatcher.UIThread.InvokeAsync(() =>
{
UnsubscribeFromWindowEvents(window);
window.Close();
});
_windowState.IsOpen = false;
DisposeWindow();
// Force garbage collection to clean up resources
GC.Collect();
GC.WaitForPendingFinalizers();
GC.Collect();
Console.WriteLine("Garbage collection performed after window closure.");
}
}
// Method to dispose of the window and release resources
private void DisposeWindow()
{
if (_mainWindowRef != null && _mainWindowRef.TryGetTarget(out var window))
{
UnsubscribeFromWindowEvents(window);
window.Close();
(window as IDisposable)?.Dispose(); // Explicitly dispose resources
_mainWindowRef = null;
Console.WriteLine("Window references cleared.");
}
_windowState.IsOpen = false;
}
// Dispose pattern implementation to clean up resources
private void Dispose(bool disposing)
{
if (!_disposed)
{
if (disposing)
{
DisposeWindow();
}
_disposed = true;
}
}
// Public method to dispose resources
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
}
If you don’t use GC, it’s even sadder.
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