"On Exit" for a Console Application

What is the command to exit a console application in C#?

You can use Environment.Exit(0); and Application.Exit

Environment.Exit(0) is cleaner.

On Exit for a Console Application

You need to hook to console exit event and not your process.

http://geekswithblogs.net/mrnat/archive/2004/09/23/11594.aspx

Capture console exit C#

Exit Console App at any Time During Any Input (C#)

I haven't done a complex console application since the early 90s. If I have an app with "with multiple menu's and user inputs", I usually use something (Windows Forms, WPF, a web app) that supports that natively. But...

If this is a big/complex enough project, and particularly if you have plans to write more than one of these, it might be worth writing a little framework based on the Model-View-Controller (MVC) pattern.

In this case, we'll actually have two models, one that's reasonably complex that describes the program flow, and a second one that is a simple Dictionary that contains the user's answers. The Controller is a simple processing loop that executes the directives in the first model. The View is very simple, but we'll see that by segregating it out, there are some advantages.

To do this, you will need to completely change the structure of your programming. I'm assuming it mostly looks like this:

 Console.WriteLine("UserInput #1");
var response = Console.ReadLine();
DoSomethingWith(response);
Console.WriteLine("UserInput #2");
response = Console.ReadLine();
DoSomethingWith(response);
// lather, rinse, repeat

Instead, the flow of the program will be determined by that first model. So...

The Models

The first model is the important part, but let's get the second model out of the way first. The second model (the AnswerModel) is just a List<Answer>, where an Answer looks something like:

public class Answer {
public string StepName { get; set; }
public string VerbatimResponse { get; set; }
public object TypedResponse { get; set; }
public Type ResponseType { get; set; }
}

It represents the answer to a particular question. The List of answers represents the answers to all of the user's questions so far. It may be possible to play some generics games (likely with inheritance) to make the TypedResponse property actually be properly typed, this should be enough to get us started.

The first model, the InputModel is the guts of the program. It will consist of a collection of ModelStep objects. The collection could just be a simple list (question 1, question 2, etc.) or it could be a complex graph. In particular, the EvalNextStep delegate property in the model shown below allows you to build a simple state machine (for example, if one of your questions is "What is your gender?", they you could have a separate path through the graph for males and for females).

The InputModel would look something like this (you could adapt this for your needs):

public class ModelStep {
public string StepName { get; set; }
public string Prompt { get; set; }
public bool IsOptional {get; set;}
public UserInputType InputType { get; set; }
public TypeValidator BasicValidator { get; set; }
public SpecificValidator AdditionalValidator { get; set; }
public Action <List<Answer>, string> AfterInputAction { get; set; }
public Func<List<Answer>, string, string> EvalNextStep { get; set; }
}

The StepName property is the key to everything (note that it corresponds to the StepName property of the AnswerModel). The prompt is the prompt you will use when prompting for an answer. I'm not sure if a UserInputType property is needed, but I envision it to look something like:

public enum UserInputType {
String,
Integer,
Numeric,
Enum,
}

The two Validators are used to validate the user input. The TypeValidator class would likely be abstract with concrete subclasses like:

  • StringValidator
  • IntegerValidator
  • DoubleValidator
  • EnumValidator<T> where T : enum

A TypeValidator's role in live is to take the user's input, validate that it's the proper type, and then return either an error message or the response as a properly typed object.

SpecificValidator objects would do additional validation. SpecificValidator is also likely an abstract class, with concrete subclasses like:

  • LessThanValidator<T> where T : IComparable
  • GreaterThanValidator<T> where T : IComparable
  • RangneValidator<T> where T : IComparable

The AdditionalValidator property is optional. It would provide additional validation if it was needed. It would return an error message if the validation failed.

The AfterInputAction delegate would optionally point to a function that takes all of the answers so far and the current step name, and do something with that information if needed.

The EvalNextStep delegate would take the same inputs as AfterInputAction delegate and return the "next step" to run. As noted above, this would allow you to create a simple "state machine". You may not need this, but it could make it interesting.

The Controller

The controller is the meat of the program, but it's real simple. At the start of your program, you'd hand the controller the InputModel and something that indicates the first step, and the controller would simply walk through the InputModel collection, prompting users and soliciting responses.

However, since all user interaction is in one place, it would be easy to implement your "Quit" feature. You could also implement other similar features, like:

  • Back (Go back to the previous question and see your answer. You could build a "back stack" and allow users to go back more than once if you wanted)
  • Forward (if someone used "Back", allow them to go forward - likely with a "forward stack")
  • Skip (if the question is optional, a user could skip it)

Again, since all the interaction is in the same code, you could easily provide some sort of consistent indication as to which of these commands (Quit, Back, etc.) was allowed.

The View

The temptation is to have the controller directly interact with the console using Console.WriteLine, Console.ReadLine, etc.

However, there is some advantage to abstracting this into a View and defining the View using an interface. Something like:

public interface IConsoleView {
void Write(string stringToWrite);
void WriteLine(string stringToWrite);
string ReadLine(string prompt);
}

The default implementation of this interface would be braindead easy to create using the Console class. However, by making it an interface and using Dependency Injection to inject an interface implementation, you get several advantages:

  • You make your app testable - you could inject in a test View that played prompts and recorded answers, allowing you to test your logic
  • You could have a ResponseFileView that allow you to accept a "response file" that consists of the answers to the questions, allowing automation of your UI
  • etc.

You might want to extend the definition of the interface from what I have above (possibly having do-nothing implementations of the extra functions in your default Console class implementation). For example:

void WriteStepName(string stepName);
void WriteUserResponse (string userResponse);

Functions like these might be useful in the test and response file scenarios. You would provide empty implementations in the normal view.

Sorry this went on a for a while, but I've been thinking about it the last day or so. Whatever you do, don't try to do this with additional threads, that will just cause you headaches.

Exit from a console application in C#

You can:

  1. Call Environment.Exit(int)
  2. Re-declare your Main function as returning int, and return the value from it.

How do i exit a running console app?

One thought I had was to use a registry key so when the first App.exe run is executed it sets the registry key to a certain value (i.e. true) and the periodically checks back to see if it is still true and if it is not then it uses Environment.Exit(0) to close down.

Now your App.exe exit would need to update that registry key to false. This seems to be a fairly compact solution as you don't have to worry about finding a certain process and killing it, in fact, neither program execution has to know about the other since it is just updating a registry key.

Another solution would be to do the same thing with a temporary text file but I would recommend the registry key option before this.

Here is some documentation on the RegistryKey class for your reference. I have used this many times in previous projects so it should work for your case.

https://learn.microsoft.com/en-us/dotnet/api/microsoft.win32.registrykey?view=netframework-4.7.1

To get you started with this option, I would manually create the key in the Software hive and then access it using the following.

RegistryKey key = Registry.CurrentUser.OpenSubKey(@"Software");

Gracefully (and controlled) exit from .NET console application

So the solution I found has the following code

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace ConsoleApp1
{
class Program
{
private static bool keepRunning = true;

public static void Main(string[] args)
{
Console.WriteLine("Main started");

Console.CancelKeyPress += delegate (object sender, ConsoleCancelEventArgs e) {
e.Cancel = true;
keepRunning = false;
};

while (keepRunning)
{
Console.WriteLine("Doing really evil things...");

System.Threading.Thread.Sleep(3000);
}

Console.WriteLine("Exited gracefully");
}
}
}

How implement exit from console application using ctrl + x?

The CTRL+C and CTRL+BREAK key combinations receive special handling by console processes. By default, when a console window has the keyboard focus, CTRL+C or CTRL+BREAK is treated as a signal (SIGINT or SIGBREAK) and not as keyboard input. By default, these signals are passed to all console processes that are attached to the console. (Detached processes are not affected. See Creation of a Console.) The system creates a new thread in each client process to handle the event. The thread raises an exception if the process is being debugged. The debugger can handle the exception or continue with the exception unhandled.

CTRL+BREAK is always treated as a signal, but an application can change the default CTRL+C behavior in two ways that prevent the handler functions from being called:

  • The SetConsoleMode function can disable the ENABLE_PROCESSED_INPUT input mode for a console's input buffer, so CTRL+C is reported as keyboard input rather than as a signal.
  • When SetConsoleCtrlHandler is called with NULL and TRUE values for its parameters, the calling process ignores CTRL+C signals. Normal CTRL+C processing is restored by calling SetConsoleCtrlHandler with NULL and FALSE values. This attribute of ignoring or not ignoring CTRL+C signals is inherited by child processes, but it can be enabled or disabled by any process without affecting existing processes.

So we can do some basic things and disable CTRL+C and CTRL+Break first.

Console.TreatControlCAsInput = false;
Console.CancelKeyPress += delegate (object? sender, ConsoleCancelEventArgs e) {
e.Cancel = true;
};
Console.WriteLine("Hello, World!");
Console.ReadKey();

The next step is hook up and add ctrl+x

Console.TreatControlCAsInput = false;

Console.CancelKeyPress += delegate (object? sender, ConsoleCancelEventArgs e) {
e.Cancel = true;
};


ConsoleKeyInfo cki;

do
{
Console.WriteLine("Hello, World!");
//todo any work here
cki = Console.ReadKey(true);
} while (cki.Modifiers != ConsoleModifiers.Control && cki.Key != ConsoleKey.X);


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