Count elements asynchronously in an list in C# - c#

I'm filling a list with a function but I want to display how many elements are in list dynamically.
With my code, I have a NullReferenceException error.
My code is :
private async void FillListWithElements()
{
var list = await Task.Run(() => Functions.GetElements(param));
DefineCurrentAction($"Element(s) in list : {list.Count}");
Task.WaitAll();
[...]
}
Functions.GetElements is a static sync function in a library. (Pretty sure I should change something here)
DefineCurrentAction display text in a label to inform the user.
How can I display how much elements are in my list while the function GetElements is performing ?

A better way to couch this question would be to ask
"How can I get GetElements to report progress back to the caller?"
As such, say you changed the declaration of GetElements to
List<Something> GetElements(Some params, Action<int> progress)
{
//...
for(;;)
{
//do something
progress?.Invoke(theCount)
}
}
Now, when you call GetElements, you can supply a function (delegate) to receive the progress:
GetElements(params, count => Console.WriteLine(count))

Related

How to create a custom user control from another task WITH PARAMETER

i just have a strange problem and i didn't get why it happens. Could you please help me to find out why it happens and how i can fix it?
My error is: "The Calling Thread Cannot Access This Object Because A Different Thread Owns It".
My point is that getting some values from databese (it takes a long time therefore i use Task.Run()) and creating custom UI Component with the values and add into a wrap panel.
Firstly, i have an event which is window loaded:
private async void Window_Loaded(object sender, RoutedEventArgs e)
{
await this.ShowAllMatchesAsync(); // This code workfully works
} // But after right here, it reports an error and doesn't show any code because it is in interrupt mode :(
I have a list which gets value by using async process:
private async Task ShowAllMatchesAsync()
{
List<Match> allMatches = await new GetValues().GetAllMatchValuesAsync(0); // This workfully works. So, allMatches value has some values which i need it to create UI Using Control:
// UI_MatchCard is a User Control which i have created
// This class needs a Match parameter, in this way it automatically creates MatchCard according to match value which i defined as parameter.
UI_MatchCard matchCard = new UI_MatchCard(allMatches[0]); // I just want to show first match of allMatches for this case.
// WP_Matches is a Wrap panel. I use it to add UI_MatchCard
this.WP_Matches.Dispatcher.Invoke(() => { this.WP_Matches.Children.Add(matchCard); });
// It workfully works here. I mean, it adds an UI_Matcherd to WP_Matches (this wrap panel) and count of Wp_Matches equals to 1 after adding it :)
}
When all process is done, it reports an error after processing where i told you (The last line of Windows_Loaded event).
The strange thing is that if I don't add an UI_MatchCard:
this.WP_Matches.Dispatcher.Invoke(() => { this.WP_Matches.Children.Add(matchCard); });
And if I add another UI component (like textblock)
this.WP_Matches.Dispatcher.Invoke(() => { this.WP_Matches.Children.Add(new TextBlock()); });
It doesn't report anything and workfully works. Also, if i add my UI_MatchCard without any parameter:
UI_MatchCard matchCard = new UI_MatchCard(); // Without any parameter
this.WP_Matches.Dispatcher.Invoke(() => { this.WP_Matches.Children.Add(matchCard); });
It workfully works again. But as you guess it doesn't show my match values. It just show blank match because i didn't enter the parameter.
Also these are what i have tried:
Changing Invoke methodes:
this.Dispatcher.Invoke(() => { this.WP_Matches.Children.Add(matchCard); });
Application.Current.Dispatcher.Invoke(() => { this.WP_Matches.Children.Add(matchCard); });
And Task.ContinueWith() method.
How can i find out why it happens? Could you please help me?

How can i load items back to the listView control from text file and also add checkBoxes near each item faster?

In this method i'm reading a text file from my hard disk and add the items to the listView.
I also changed in the form1 designer on the listView propeties the property CheckBoxes to true.
Now when i'm running my program it's taking like 10-15 seconds to load it up all.
The form1 constructor:
LoadtoListView();
And the method LoadtoListView:
private void LoadtoListView()
{
int countit = 0;
using (StreamReader sr = new StreamReader(#"c:\listviewfile\databaseEN.txt"))
{
while (-1 < sr.Peek())
{
try
{
string name = sr.ReadLine();
string email = sr.ReadLine();
var lvi = new ListViewItem(name.Substring(name.IndexOf(":") + 1));
lvi.SubItems.Add(email.Substring(email.IndexOf(":") + 1));
listView1.Items.Add(lvi);
countit++;
}
catch (Exception) { }
}
sr.Close();
numberofforums = countit;
}
}
There are 547 items to load and 547 checkBoxes.
I tested now if i change in the designer the listView property of the CheckBoxes to false again it will load fast about 1-2 seconds.
But once i'm turning this property of the CheckBoxes to true it's tkaing more then 10-15 seconds to load.
I guess the problem is that it's taking time to draw all the CheckBoxes.
Is there any way to make it all faster ?
There exist a couple of ways you could make that faster. Actually you could make it blazingly fast, checkboxes or no checkboxes.
Your code requires a few tweaks here and there and you must think about reusability, concern separation and parameterisation.
For instance, the method name LoadToListView is already doing too much work. It loads stuff, and it also populates the listview.
There are 3 ingredients that can get you to Nirvana.
First of all
consider creating an up front materialised list of ListViewItem instances, more particularly, create a primitive array, such as this (by the way, I will also sprinkle some other good practices along the way, even though it is not the lacking of those practices which causes your delays):
public ListViewItem[] LoadItems(string filePath) {
// not hardcoding the filePath is a good idea
List<ListViewItem> accumulator = new List<ListViewItem>();
int countit = 0;
using (StreamReader sr = new StreamReader(filePath)) {
while (-1 < sr.Peek()) {
try
string name = sr.ReadLine();
string email = sr.ReadLine();
var lvi = new ListViewItem(name.Substring(name.IndexOf(":") + 1));
lvi.SubItems.Add(email.Substring(email.IndexOf(":") + 1));
// instead of adding this item to the list
// --> no more this:: listView1.Items.Add(lvi);
// just "accumulate" it
accumulator.Add(lvi);
countit++;
}
catch (Exception) { }
}
// no need to manually close the reader
// sr.Close();
// the using clause will close it for you
numberofforums = countit;
}
return accumulator.ToArray();
}
Okay.. So we've created an array of ListViewItem.
"So what?" you might think.
Well, for each and every Add invocation on your ListView, the ListView will try to react graphically (even if the GUI thread is occupied it will still try). What this reaction is is not for this answer to be concerned. What you must understand is that instead of Add you could call AddRange which takes a primitive array of ListViewItem as its parameter. That will cause just one graphical reaction for all the set of ListViewItem instances which means it will speed up your app a lot.
So here's ingredient number 2
Make another method which calls LoadItems and then calls AddRange on the ListView:
public void SomeOtherPlace() {
string filePath = #"....";
ListViewItem[] items = LoadItems(filePath);
this.listView1.Items.AddRange( items );
}
This will have already given your app the extra speed you were looking for, but even if the next step will not make your app elegant, it will surely help.
And ingredient number 3 :: Asynchrony
It would be grand if your UI didn't freeze while the LoadItems method was being called.
This "non freezing" ability can be achieved in many ways, but the most modern and coolest way is to use Task<T> and the async and await operators introduced in .NET 4.5 and C# 5.0.
If you don't have a clue about what these things are then, just enjoy the first two ingredients but don't hesitate to learn about the entities I've mentioned.
Basically what you need to do is:
make sure you can't possibly call SomeOtherPlace() twice, since what we're about to do is to make this a possibility. So if you have a button's event handler, for instance, which is calling SomeOtherPlace then we should disable that button and reenable it once we're done
we will make the SomeOtherPlace() method be an async method, which allows it to await tasks
we will run the LoadItems code on a separate thread all nicely wrapped in a Task<ListViewItem[]> and await it on the GUI thread
Let's go. The first change is this:
public void SomeOtherPlace() {
becomes
public async void SomeOtherPlace() {
Secondly, we disable the button I talked about:
public async void SomeOtherPlace() {
this.button1.Enabled = false;
...
this.button1.Enabled = true;
}
Third, we turn this line:
ListViewItem[] items = LoadItems(filePath);
into this:
ListViewItem[] items = await Task.Factory.StartNew(() => LoadItems(filePath));
Now your method should look something like this:
public async void SomeOtherPlace() {
string filePath = #"....";
ListViewItem[] items = await Task.Factory.StartNew(() => LoadItems(filePath));
this.listView1.Items.AddRange( items );
}
Hope I didn't forget anything.
Good luck and don't settle for not understanding how things work under the hood!
Use listView1.Items.AddRange instead of adding one ListViewItem at a time. This should improve your load time.

Create a ListView with LoadMoreItemsAsync on end of scroll

I have a ListView in my Windows Phone 8.1 application and I can have something like 1000 or more results, so I need to implement a Load More feature each time the scroll hits bottom, or some other logic and natural way of triggering the adding of more items to the List.
I found that the ListView has support for an ISupportIncrementalLoading, and found this implementation: https://marcominerva.wordpress.com/2013/05/22/implementing-the-isupportincrementalloading-interface-in-a-window-store-app/
This was the better solution I found, since it does not specify a type, i.e., it's generic.
My problem with this solution is that when the ListView is Loaded, the LoadMoreItemsAsync runs all the times needed until it got all the results, meaning that the Load More is not triggered by the user. I'm not sure what make the LoadMoreItemsAsync trigger, but something is not right, because it assumes that happens when I open the page and loads all items on the spot, without me doing anything, or any scrolling. Here's the implementation:
IncrementalLoadingCollection.cs
public interface IIncrementalSource<T> {
Task<IEnumerable<T>> GetPagedItems(int pageIndex, int pageSize);
void SetType(int type);
}
public class IncrementalLoadingCollection<T, I> : ObservableCollection<I>, ISupportIncrementalLoading where T : IIncrementalSource<I>, new() {
private T source;
private int itemsPerPage;
private bool hasMoreItems;
private int currentPage;
public IncrementalLoadingCollection(int type, int itemsPerPage = 10) {
this.source = new T();
this.source.SetType(type);
this.itemsPerPage = itemsPerPage;
this.hasMoreItems = true;
}
public bool HasMoreItems {
get { return hasMoreItems; }
}
public IAsyncOperation<LoadMoreItemsResult> LoadMoreItemsAsync(uint count) {
var dispatcher = Window.Current.Dispatcher;
return Task.Run<LoadMoreItemsResult>(
async () => {
uint resultCount = 0;
var result = await source.GetPagedItems(currentPage++, itemsPerPage);
if(result == null || result.Count() == 0) {
hasMoreItems = false;
}
else {
resultCount = (uint)result.Count();
await dispatcher.RunAsync(
CoreDispatcherPriority.Normal,
() => {
foreach(I item in result)
this.Add(item);
});
}
return new LoadMoreItemsResult() { Count = resultCount };
}).AsAsyncOperation<LoadMoreItemsResult>();
}
}
Here's the PersonModelSource.cs
public class DatabaseNotificationModelSource : IIncrementalSource<DatabaseNotificationModel> {
private ObservableCollection<DatabaseNotificationModel> notifications;
private int _type = "";
public DatabaseNotificationModelSource() {
//
}
public void SetType(int type) {
_type = type;
}
public async Task<IEnumerable<DatabaseNotificationModel>> GetPagedItems(int pageIndex, int pageSize) {
if(notifications == null) {
notifications = new ObservableCollection<DatabaseNotificationModel>();
notifications = await DatabaseService.GetNotifications(_type);
}
return await Task.Run<IEnumerable<DatabaseNotificationModel>>(() => {
var result = (from p in notifications select p).Skip(pageIndex * pageSize).Take(pageSize);
return result;
});
}
}
I changed it a bit, because the call to my Database is Asynchronous and it was the only way I found to make sure I could wait for the query before filling the collection.
And in my DatabaseNotificationViewModel.cs
IncrementalNotificationsList = new IncrementalLoadingCollection<DatabaseNotificationModelSource, DatabaseNotificationModel>(type);
Everything works fine, apart from the not so normal "Load More". What's wrong in my code?
I created a very simplified example of this issue here, and raised this issue on the MSDN forums here. Honestly, I don't know why this weird behavior is happening.
What I observed
The ListView will call LoadMoreItemsAsync first with a count of 1. I assume this is to determine the size of a single item so that it can work out the number of items to request for the next call.
If the ListView is behaving nicely, the second call to LoadMoreItemsAsync should happen immediately after the first call, but with the correct number of items (count > 1), and then no more calls to LoadMoreItemsAsync will occur unless you scroll down. In your example, however, it may incorrectly call LoadMoreItemsAsync with a count of 1 again.
In the worst case, which actually occurs quite frequently in your example, is that the ListView will continue to call LoadMoreItemsAsync with a count of 1 over and over, in order, until HasMoreItems becomes false, in which case it has loaded all of the items one at a time. When this happens, there is a noticeable UI delay while the ListView loads the items. The UI thread isn't blocked, though. The ListView is just hogging the UI thread with sequential calls to LoadMoreItemsAsync.
The ListView won't always exhaust all of the items though. Sometimes it will load 100, or 200, or 500 items. In each case, the pattern is: many calls of LoadMoreItemsAsync(1) followed by a single call to LoadMoreItemsAsync(> 1) if not all of the items have been loaded by the prior calls.
It only seems to occur on page load.
The issue is persistent on Windows Phone 8.1 as well as Windows 8.1.
What causes the problem
The issue seems to be very short lived awaited tasks in the LoadMoreItemsAsync method before you've added the items to the list (awaiting tasks after you've added the items to the list is fine).
The issue doesn't occur if you remove all awaits inside LoadMoreItemsAsync, thus forcing it to execute synchronously. Specifically, if you remove the dispatcher.RunAsync wrapper and await source.GetPagedItems (just mock the items instead), then the ListView will behave nicely.
Having removed all awaits, the issue will reappear even if all you add is a seemingly harmless await Task.Run(() => {}). How bizarre!
How to fix the problem
If most of the time spent in a LoadMoreItemsAsync call is waiting for a HTTP request for the next page of items, as I expect most apps are, then the issue won't occur. So, we can extend the time spent in the method by awaiting a Task.Delay(10), like this maybe:
await Task.WhenAll(Task.Delay(10), dispatcher.RunAsync(CoreDispatcherPriority.Normal, () =>
{
foreach (I item in result)
this.Add(item);
}).AsTask());
I've merely provided a (hacky) workaround for your example, but not an explanation why. If anyone knows why this is happening, please let me know.
This is not the only thing that can cause this issue. If your ListView is inside a ScrollViewer, it will continue loading all of the items and ALSO will not virtualize properly, negatively impacting performance. The solution is to give your ListView a specific height.

Function Invoke Thread

i´m a beginner in C#,
a start a new Thread
pollprintthread = new System.Threading.Thread(PollPrint);
pollprintthread.Start();
in this Thread i call a function with a Datagridview
void PollPrint()
{
(some code)
printausfueren();
(some code)
}
public void printausfueren()
{
(some Code)
object[] row = { sqlReader[0], sqlReader[1], sqlReader[3], sqlReader[2], sqlReader[4], sqlReader[5], sqlReader[6], sqlReader[7] };
dataGridViewPrint.Rows.Add(row);
(some Code)
}
but i can´t use printausfuheren().invoke, i found any tutorials but only for Static Methods
Please Help :)
You can find a good explanation here: https://stackoverflow.com/a/12179408/67038
However, I would recommend that you wrap your call to dataGridViewPrint.Rows.Add in a method and call that method instead.
You will want to do this because there may be other actions that you wish to take on the UI when you add those rows.
For example, if you are adding a lot of rows, you are going to want to call BeginEdit/EndEdit on the grid, so that it does not try to repaint itself for every row that you add:
public void printausfueren()
{
//(some Code)
object[] rows = { sqlReader[0], sqlReader[1], sqlReader[3], sqlReader[2], sqlReader[4], sqlReader[5], sqlReader[6], sqlReader[7] };
dataGridViewPrint.Invoke(new Action(() => LoadGrid(rows)));
//(some Code)
}
private void LoadGrid(object[] rows)
{
// only need BeginEdit/EndEdit if you are adding many rows at a time
dataGridViewPrint.BeginEdit(false);
dataGridViewPrint.Rows.Add(rows);
dataGridViewPrint.EndEdit();
}
You can easily use anonymous methods to do complex invokes, such as:
yourForm.Invoke( (MethodInvoker) delegate() { dataGridViewPrint.Rows.Add(row); } );
This will auto-magically capture the row instance etc.

update variable based upon results from .NET backgroundworker

I've got a C# program that talks to an instrument (spectrum analyzer) over a network. I need to be able to change a large number of parameters in the instrument and read them back into my program. I want to use backgroundworker to do the actual talking to the instrument so that UI performance doesn't suffer.
The way this works is - 1) send command to the instrument with new parameter value, 2) read parameter back from the instrument so I can see what actually happened (for example, I try to set the center frequency above the max that the instrument will handle and it tells me what it will actually handle), and 3) update a program variable with the actual value received from the instrument.
Because there are quite a few parameters to be updated I'd like to use a generic routine. The part I can't seem to get my brain around is updating the variable in my code with what comes back from the instrument via backgroundworker. If I used a separate RunWorkerCompleted event for each parameter I could hardwire the update directly to the variable. I'd like to come up with a way of using a single routine that's capable of updating any of the variables. All I can come up with is passing a reference number (different for each parameter) and using a switch statement in the RunWorkerCompleted handler to direct the result. There has to be a better way.
I think what I would do is pass a list of parameters, values, and delegates to the BackgroundWorker. That way you can write the assign-back code "synchronously" but have execution deferred until the values are actually retrieved.
Start with a "request" class that looks something like this:
class ParameterUpdate
{
public ParameterUpdate(string name, string value, Action<string> callback)
{
this.Name = name;
this.Value = value;
this.Callback = callback;
}
public string Name { get; private set; }
public string Value { get; set; }
public Action<string> Callback { get; private set; }
}
Then write your async code to use this:
private void bwUpdateParameters_DoWork(object sender, DoWorkEventArgs e)
{
var updates = (IEnumerable<ParameterUpdate>)e.Argument;
foreach (var update in updates)
{
WriteDeviceParameter(update.Name, update.Value);
update.Value = ReadDeviceParameter(update.Name);
}
e.Result = updates;
}
private void bwUpdateParameters_RunWorkerCompleted(object sender,
RunWorkerCompletedEventArgs e)
{
var updates = (IEnumerable<ParameterUpdate>)e.Argument;
foreach (var update in updates)
{
if (update.Callback != null)
{
update.Callback(update.Value);
}
}
}
Here's how you would kick off the update. Let's say you've got a bunch of member fields that you want to update with the actual values of the parameters that were used:
// Members of the Form/Control class
private string bandwidth;
private string inputAttenuation;
private string averaging;
// Later on, in your "update" method
var updates = new List<ParameterUpdate>
{
new ParameterUpdate("Bandwidth", "3000", v => bandwidth = v),
new ParameterUpdate("InputAttenuation", "10", v => inputAttenuation = v),
new ParameterUpdate("Averaging", "Logarithmic", v => averaging = v)
};
bwUpdateParameters.RunWorkerAsync(updates);
That's all you have to do. All of the actual work is done in the background, but you're writing simple variable-assignment statements as if they were in the foreground. The code is short, simple, and completely thread-safe because the actual assignments are executed in the RunWorkerCompleted event.
If you need to do more than this, such as update controls in addition to variables, it's very simple, you can put anything you want for the callback, i.e.:
new ParameterUpdate("Bandwidth", "3000", v =>
{
bandwidth = v;
txtBandwidth.Text = v;
})
Again, this will work because it's not actually getting executed until the work is completed.
[Edit - look back at update history to see previous answer. Talk about not being able to see the wood for the trees]
Is there any reason that, rather than passing a reference number to the Background Worker, you can't pass the ID of the label that should be updated with any value passed back?
So the UI adds an item in the work queue containing:
Variable to change
Attempted change
UI ID
and the BackgroundWorker triggers an event with EventArgs containing
Attempted change
Actual value after attempt
UI ID
Error Message (null if successful)
which is all the information you need to update your UI without a switch or multiple event args and without your Background Worker ever being aware of UI detail.
How about something like this?
[TestFixture]
public class BGWorkerTest
{
string output1;
string output2;
[Test]
public void DoTest()
{
var backgroundWorker = new BackgroundWorker();
backgroundWorker.DoWork += (sender, args) =>
{
output1 = DoThing1();
output2 = DoThing2();
};
backgroundWorker.RunWorkerAsync();
//Wait for BG to finish
Thread.Sleep(3000);
Assert.AreEqual("Thing1",output1);
Assert.AreEqual("Thing2",output2);
}
public string DoThing1()
{
Thread.Sleep(1000);
return "Thing1";
}
public string DoThing2()
{
Thread.Sleep(1000);
return "Thing2";
}
}

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