/// <code>
/// public static async Task BatteryEventHandler()
/// {
- /// EventHandler<BatteryPercentChangedEventArgs> handler = null;
+ /// EventHandler<BatteryPercentChangedEventArgs> handler = null;
/// handler = (object sender, BatteryChargingStateChangedEventArgs args) =>
/// {
/// Console.WriteLine("battery Percent is: {0}", args.Percent);
/// Battery.PercentChanged += handler;
/// await Task.Delay(20000);
/// }
- /// </code>
+ /// </code>
public static event EventHandler<BatteryPercentChangedEventArgs> PercentChanged
{
add
/// <code>
/// public static async Task BatteryEventHandler()
/// {
- /// EventHandler<BatteryLevelChangedEventArgs> handler = null;
+ /// EventHandler<BatteryLevelChangedEventArgs> handler = null;
/// handler = (object sender, BatteryLevelChangedEventArgs args) =>
/// {
/// Console.WriteLine("battery Level is: {0}", args.Level);
/// <code>
/// public static async Task BatteryEventHandler()
/// {
- /// EventHandler<BatteryChargingStateChangedEventArgs> handler = null;
+ /// EventHandler<BatteryChargingStateChangedEventArgs> handler = null;
/// handler = (object sender, BatteryChargingStateChangedEventArgs args) =>
/// {
/// Console.WriteLine("battery Level is: {0}", args.IsCharging);
/// StateChanged is raised when the state of the display is changed.
/// </summary>
/// <since_tizen> 3 </since_tizen>
- /// <param name="sender"></param>
- /// <param name="e">DisplayStateChangedEventArgs is an object that contains the changed state.</param>
/// <code>
/// public static async Task DisplayEventHandler()
/// {
- /// EventHandler<DisplayStateChangedEventArgs> handler = null;
+ /// EventHandler<DisplayStateChangedEventArgs> handler = null;
/// handler = (object sender, DisplayStateChangedEventArgs args) =>
/// {
/// Console.WriteLine("Display State is: {0}", args.State);
}
+ /// <summary>
+ /// Finalizes an instance of the Vibrator class.
+ /// </summary>
~Vibrator()
{
Dispose(false);
GC.SuppressFinalize(this);
}
+ /// <summary>
+ /// Dispose API for closing the internal resources.
+ /// This function can be used to stop all the effects started by Vibrate().
+ /// </summary>
+ /// <since_tizen> 3 </since_tizen>
protected virtual void Dispose(bool disposing)
{
if (!_disposedValue)