Pause and resume a thread c# - c#

I am trying to pause a thread in my function which will then be resumed when a button is clicked. Windows form application
private readonly AutoResetEvent mre = new AutoResetEvent(false);
public void InstINP( int IntAcc)
{
BtnInp.Enabled = true; //enable text box
MessageBox.Show("Please input a value");
mre.WaitOne();
}
void BtnInp_Click(object sender, EventArgs e)
{
LblACC.Text = TxtInput.Text; //print to accumulator label
BtnInp.Enabled = false; //disable button
mre.Set();
}
This is what my code looks like. I want to pause where it says mre.WaitOne(); and resume where it says mre.Set().
However, when this code runs I am unable to press any buttons on my program or interact with the program, meaning I am unable to resume the program.

You are correct.
mre.WaitOne() does pause the thread.
mre.Set() does resume the thread.
The additional fact you probably already knew:
A paused thread doesn't do any processing.
And the thing you failed to think about:
You are pausing the thread that processes button clicks.
If you want to pause some bit of logic, instead of an entire thread, you can use a C# task for that:
Create a TaskCompletionSource, say tcs = new TaskCompletionSource<bool>()
Pause with await tcs.Task;
Resume with tcs.SetResult(true);
Use of await will pause the operation in progress and return to processing other events, like button clicks.
The way this works is that the C# compiler automatically splits up your code into multiple function calls, so the first one can return to the message dispatch loop, and the remaining code can be called later when the Task completes. The await keyword marks where the compiler will do this splitting.
Important note: TaskCompletionSource cannot be reset and reused like AutoResetEvent. You'll have to construct a new one for each pause/resume cycle.

Related

How to make background thread signal GUI thread that all data is received and okay to let user continue

I have a five step Wizard type application. There is a main GUI thread, and a background thread that processes messages from a server (among other things). Once the user clicks through step 2 of the Wizard, the GUI thread fires off a request to the server to send a list of data meeting query conditions. The background thread listens for the server's response. The server will first send a message containing an integer that defines the number of records that met the query conditions. Then the server will send each query record one by one.
Once the user clicks "Finish" on the Wizard, my GUI thread just assumes we got all the messages and wraps up its processes. Normally this is fine because the messages from the server come very quickly. However, sometimes not all the messages will be received by the time the user clicks Finish, and this causes problems.
My question is, once the user clicks Finish, what is the proper way to make the GUI thread wait for the background thread to agree that all messages have been received before the GUI thread starts its wrap up procedures?
Below is some pseudocode of what is probably a very dumb way to do it, but I'm looking for the "right" way, or "good design" way.
BACKGROUND THREAD:
void ReceiveMessage() {
global "ready" flag = false
if MessageType == GetCount, set expectedCount = message.Count
if MessageType == Data
currentCounter++
process message...
if currentCounter = expectedCount, set global flag to TRUE
}
GUI THREAD:
On_Finish_Clicked() {
while (!global ready flag) {
sleep
}
finish processing...
}
Basically the same as TheGeneral, except I'm using ManualResetEvent and waiting in a button click handler using Async/Await:
private ManualResetEvent mre = new ManualResetEvent(false);
private void btn2_Click(object sender, EventArgs e)
{
btn2.Enabled = false;
Task.Run(() =>
{
// ... long running tasks in here ...
Thread.Sleep(15000);
// signal the app that it's complete
mre.Set();
});
}
private async void btnFinish_Click(object sender, EventArgs e)
{
btnFinish.Enabled = false;
await Task.Run(() => {
mre.WaitOne();
});
this.Close();
}
Given your limitations, you might just need an AutoResetEvent or similar to signal completion, it's better than using a while loop chewing up pesky cpu cycles
Represents a thread synchronization event that, when signaled, resets
automatically after releasing a single waiting thread.
Example
var resetEvent = new AutoResetEvent(false);
Task.Run(() =>
{
Console.WriteLine("Task is waiting");
Thread.Sleep(1000);
Console.WriteLine("Calling Set");
resetEvent.Set();
});
Console.WriteLine("Waiting for sync");
resetEvent.WaitOne();
Console.WriteLine("yehaa");
Output
Waiting for sync
Task is waiting
Calling Set
yehaa
In short, the idea is create the Reset Event, when all the conditions are met call Set. At any point, call WaitOne to block the main thread (maybe on finish click). This will have the affect of waiting for your background task to finish, and will also give the desired results if the tasks finishes first.

Which is the better practice: Multiple BackgroundWorkers or Change the DoWork to a different method? [duplicate]

Suppose you have a search textbox and have a search algorithm attached to the TextChanged event, that runs with a BackgroundWorker. If there comes a new character in the textbox, i need to cancel the previous search and run it again.
I tried using events in between the main thread and the bgw, from this previous question, but I still get the error "currently busy and cannot run multiple tasks concurrently"
BackgroundWorker bgw_Search = new BackgroundWorker();
bgw_Search.DoWork += new DoWorkEventHandler(bgw_Search_DoWork);
private AutoResetEvent _resetEvent = new AutoResetEvent(false);
private void txtSearch_TextChanged(object sender, EventArgs e)
{
SearchWithBgw();
}
private void SearchWithBgw()
{
// cancel previous search
if (bgw_Search.IsBusy)
{
bgw_Search.CancelAsync();
// wait for the bgw to finish, so it can be reused.
_resetEvent.WaitOne(); // will block until _resetEvent.Set() call made
}
// start new search
bgw_Search.RunWorkerAsync(); // error "cannot run multiple tasks concurrently"
}
void bgw_Search_DoWork(object sender, DoWorkEventArgs e)
{
Search(txtSearch.Text, e);
}
private void Search(string aQuery, DoWorkEventArgs e)
{
int i = 1;
while (i < 3) // simulating search processing...
{
Thread.Sleep(1000);
i++;
if (bgw_Search.CancellationPending)
{
_resetEvent.Set(); // signal that worker is done
e.Cancel = true;
return;
}
}
}
EDIT To reflect answers. DonĀ“t reuse the BackgroundWorker, create a new one:
private void SearchWithBgw()
{
if (bgw_Search.IsBusy)
{
bgw_Search.CancelAsync();
_resetEvent.WaitOne(); // will block until _resetEvent.Set() call made
bgw_Search = new BackgroundWorker();
bgw_Search.WorkerSupportsCancellation = true;
bgw_Search.DoWork += new DoWorkEventHandler(bgw_Search_DoWork);
}
bgw_Search.RunWorkerAsync();
}
When the _resetEvent.WaitOne() call completes, the worker thread isn't actually done. It is busy returning from DoWork() and waiting for an opportunity to run the RunWorkerCompleted event, if any. That takes time.
There is no reliable way to ensure the BGW is completed in a synchronous way. Blocking on IsBusy or waiting for the RunWorkerCompleted event to run is going to cause deadlock. If you really want to use only one bgw then you'll have to queue the requests. Or just don't sweat the small stuff and allocate another bgw. They cost very little.
Create a new background worker if the old one exists.
private void SearchWithBgw()
{
// cancel previous search
if (bgw_Search.IsBusy)
{
bgw_Search.CancelAsync();
// wait for the bgw to finish, so it can be reused.
_resetEvent.WaitOne(); // will block until _resetEvent.Set() call made
BackgroundWorker bgw_Search = new BackgroundWorker();
bgw_Search.DoWork += new DoWorkEventHandler(bgw_Search_DoWork);
}
// start new search
bgw_Search.RunWorkerAsync(); // error "cannot run multiple tasks concurrently"
}
Also I know you put fake code in, but you want to make sure you set _resetEvent when the code completes normally too.
Do not reuse a Backgroundworker. It is a cheap resource, it is not a Thread.
make sure your Bgw code stops, yours looks OK. The Bgw will release the Thread to the pool.
but in the mean time, create a new Task/Bgw for a new job.
You may want to unsubscribe your Completed event from the old Bgw.
I think you should consider not cancelling the background worker.
If you cancel requests and the user types faster than your server returns queries, he will not see suggestions until he is finished typing.
In interactive scenarios like this, It could be better to show responses that run behind with what the user's typing. Your user will know he can stop typing if the word he has in mind is your suggestions list.
This will be also better for your server when it is busy, because instead of many cancelled requests, who will cost something but that are ultimately not shown, there will be fewer requests whose response you actually use.
I ran into similar issues with (3d) rendering applications, where the beginner's mistake is to cancel and rerender on every mousemove. This lead to a lot of computation and little interactive feedback.

Awaken a task while sleeping

I have a task that runs periodically 10 second. I do some picturebox refreshing processes by reading database. What i want is to invoke or awaken the thread and do the refresh operation when i click a button immidiately. In short, i want the refresh task to be driven by not only time but also event together. Is this possible? If yes, how? The code block for the task is shown below.
while (true)
{
// do some refresh operation
Thread.Sleep(10000);
}
void button1_Click(object sender, EventArgs e)
{
// invoke or awaken thread
}
First off I'd advise you to drop the Thread + Sleep + Invoke combo for timed operations. It's very ugly. There are timer classes for both WinForms and WPF to do these three things automatically (update the GUI periodically from the dispatcher thread). Check out System.Windows.Forms.Timer and System.Windows.Threading.DispatcherTimer.
Now for your specific question, you could simply define a common method for updating the GUI with what you need and call it both from the timer code and from a button handler.
Create an AutoResetEvent:
protected AutoResetEvent _threadCycle;
_threadCycle = new AutoResetEvent(false);
when you want to wait do:
_threadCycle.WaitOne(delay, false);
and when you want to set the event, effectually letting the thread to continue:
_threadCycle.Set();
BONUS:
when you do _threadCycle.WaitOne(delay, false); you will get a return value, true or false, that you can check to see if the timeout did expire or you are continuing because of the manually set event.
BTW:
that will ONLY work if you are doing your task in an alternate thread. If you use main thread, you will get stuck with waiting for the timeout completion anyway. Maybe it will be the best to use #Tudors answer, and get this option only as 'through the thorns' way.
You should use a AutoResetEvent for this.
What you do is something like (assuming your AutoResetEvent is called 'signal'):
while (true)
{
signal.WaitOne(10000);
...
}
And in your button handler, just do:
signal.Set();

Stopping work from one thread using another thread

Not sure if my title is worded well, but whatever :)
I have two threads: the main thread with the work that needs to be done, and a worker thread that contains a form with a progress bar and a cancel button. In normal code, it would be the other way around, but I can't do that in this case.
When the user clicks the cancel button, a prompt is displayed asking if he wants to really cancel the work. The problem is that work continues on the main thread. I can get the main thread to stop work and such, but I would like for it to stop doing work when he clicks "Yes" on the prompt.
Example:
// Main thread work starts here
t1 = new Thread(new ThreadStart(progressForm_Start));
t1.Start();
// Working
for (i = 0; i <= 10000; i++)
{
semaphore.WaitOne();
if (pBar.Running)
bgworker_ProgressChanged(i);
semaphore.Release();
if (pBar.IsCancelled) break;
}
t1.Abort();
// Main thread work ends here
// Start progress bar form in another thread
void progressForm_Start()
{
pBar.Status("Starting");
pBar.ShowDialog();
}
I could theoretically include a prompt in the cancelWatch() function, but then I would have to do that everywhere I'm implementing this class.
I have a couple of quick comments:
Avoid using Thread.Abort() here's why.
Make your thread a background thread: Thread.IsBackground = true (this will automatically exit the thread when your app exits).
Here is a detailed discussion on how to safely stop a thread from running: Is it safe to use a boolean flag to stop a thread from running in C#
To stop the work on the main thread you'd have to do something like this:
boolean volatile isRunning = true;
static void Main(...)
{
// ...
// Working
for (i = 0; i <= 10000; i++)
{
semaphore.WaitOne();
if (!isRunning) break; // exit if not running
if (pBar.Running)
bgworker_ProgressChanged(i);
semaphore.Release();
}
//...
t1.Interrupt();// make the worker thread catch the exception
}
//
void cancelButton_Click(object sender, EventArgs e)
{
isRunning = false; // optimistic stop
semaphore.Release();
}
I recommend using CancellationTokenSource, which can handle this kind of complex scenario. It's part of the Task Parallel Library but does not actually have to be used with Task objects; it can just as easily be used with old-style Thread objects.
Of course, if you have the time, I'd recommend defining the main thread's work as a Task object (running on the main UI thread by using TaskScheduler.FromCurrentSynchronizationContext).
Note that everything above assumes .NET 4.0. If you're still stuck on the old platform, you'll just have to have a bool cancelled; field protected by a lock or some such thing. Tip: don't call Thread.Abort; it's evil.

In C#, wait on the mainthread while continuing to process UI updates? (.NET 2.0 CF)

I want to otherwise block code execution on the main thread while still allowing UI changes to be displayed.
I tried to come up with a simplified example version of what I'm trying to do; and this is the best I could come up with. Obviously it doesn't demonstrate the behavior I'm wanting or I wouldn't be posting the question. I just hope it gives some code context to back my poor explanation of the problem I'm hoping to solve.
Within a button click handler on a form I have this:
private void button2_Click(object sender, EventArgs e)
{
AutoResetEvent autoResetEvent = new AutoResetEvent(false);
new Thread(delegate()
{
// do something that takes a while.
Thread.Sleep(1000);
// Update UI w/BeginInvoke
this.BeginInvoke(new ThreadStart(
delegate() {
this.Text = "Working... 1";
this.Refresh();
Thread.Sleep(1000); // gimme a chance to see the new text
}));
// do something else that takes a while.
Thread.Sleep(1000);
// Update UI w/Invoke
this.Invoke(new ThreadStart(
delegate() {
this.Text = "Working... 2";
this.Refresh();
Thread.Sleep(1000); // gimme a chance to see the new text
}));
// do something else that takes a while.
Thread.Sleep(1000);
autoResetEvent.Set();
}).Start();
// I want the UI to update during this 4 seconds, even though I'm
// blocking the mainthread
if (autoResetEvent.WaitOne(4000, false))
{
this.Text = "Event Signalled";
}
else
{
this.Text = "Event Wait Timeout";
}
Thread.Sleep(1000); // gimme a chance to see the new text
this.Refresh();
}
If I didn't set a timout on the WaitOne() the app would deadlock on the Invoke() call.
As to why I'd want to do this, I've been tasked with moving one subsystem of an app to do work in a background thread, but still have it block user's workflow (the main thread) only sometimes and for certain types of work related to that subsystem only.
You want to use the "BackgroundWorker" class, which will take most of this pain out of this for you.. but as mentioned before, you'll also want to structure it so that the main thread is updating the UI and the worker is doing the heavy lifting.
It is easyer then you might think.
Suggestion: when you need a thread to perform some occasional work, get it from the threadpool, so you will not need strange/error prone recycling code.
When you want something on another thread to update your UI, you just need a reference to the form and to call Form.Invoke passing the UI code you want the main thread to execute; it's a best pactice, in an event, to release the UI thread as soon as possible.
Ie:
private void button1_Click(object sender, EventArgs e)
{
// this is the UI thread
ThreadPool.QueueUserWorkItem(delegate(object state)
{
// this is the background thread
// get the job done
Thread.Sleep(5000);
int result = 2 + 2;
// next call is to the Invoke method of the form
this.Invoke(new Action<int>(delegate(int res)
{
// this is the UI thread
// update it!
label1.Text = res.ToString();
}), result);
});
}
Hope this helps you:)
EDIT: I am sorry, I didn't read the "blocking user workflow" part.
WindowsForms is not designed to do that, blocking the main thread is BAD (it handles the messages from the OS).
You don't have to block the user workflow via freezing a form (which would then be considered "Not Responding" by windows), the way to block user workflow is by disabling any control you want (with the Invoke method above if from another thread), even the entire form!!
Common activities which 'block' the main thread are things like opening messages boxes or modal dialog. The main code appears to block at the MessageBox or ShowDialog call.
The way those items work (and MessageBox is just a specialized modal dialog) is that they contain their own message pump while they're blocking.
Although it's a nasty hack, you can do something like this in your app by looping calling Application.DoEvents() to keep the user messages pumping while you're waiting for your other task to complete. You need to be careful because all sorts of nasty things might lead from pumping messages like this - for example someone close the form or reenter your current message handler - the modal dialogs avoid this by effectively disabling input from the form which launches them.
I did mean to say that BackgroundWorker is a better solution, if you can make it fit. I sometimes combine it with a modal 'progress dialog' to give me the background thread / message pumping and the blocking of the UI thread.
Edit - to expand on the last bit:
One approach I've used is to have a 'progress form' class, which takes a BackgroundWorker object as a constructor parameter, and contains handlers for the progress and completion events of the background worker which gets passed to it.
The form which wants the work done creates the background worker and hooks up the 'work' event (can't remember what it's called right now), and then creates a progress dialog to which it passes the background worker. It then modally shows the progress dialog, which means it will wait (but pumping messages) until the progress dialog closes.
The progress form is responsible for starting the BackgroundWorker from its OnLoad override, and closes itself when it sees the BackgroundWorker complete. Obviously you can add message text, progress bars, cancel buttons, whatever to the progress form.
structure your app so that the main thread only performs UI updates, and all other work is done on secondary threads via a work queue; then add a waiting-for-godot flag to your main thread and use it to guard the method that adds items to the work queue
out of curiosity: why do you want to do this?
You should probably restructure your code as others have suggested, but depending on the behavior you're looking for, you might also want to have a look at using a Thread.Join on your background worker thread. Join actually allows the calling thread to process COM and SendMessage events while it waits for the other thread to finish. This seems like it could be dangerous in come cases, but I've actually had a couple scenarios where it was the only way to wait for another thread to finish cleanly.
Thread..::.Join Method
Blocks the calling thread until a
thread terminates, while continuing to
perform standard COM and SendMessage
pumping.
(from http://msdn.microsoft.com/en-us/library/95hbf2ta.aspx)
I agree with the others that are suggesting you use Background Worker. It does the heavy lifting and allows the UI to continue. You can use the Report Progress of Background Worker to initiate times where the Main Form can be set to be disabled while it performs the actions in the background and then re-enable once the 'certain instances' have completed processing.
Let me know if this helps!
JFV
If you could adjust your code so that you set a flag once a process has begun and then check that in the UI before you start an additional operation I think you'd have a much easier time coding this. I would create a delegate that could be called from the thread in the threadpool or user created thread to update on progress in the UI. Once the background process has been completed switch the flag and now normal UI operations can continue. The only caveat you need to be aware of is that when you update UI components you must do it on the thread they were created on, the main/UI thread. In order to accomplish this you can call the Invoke() method on any control that lives on that thread and pass it the delegate and parameters you need to call it.
Here's a link to a tutorial I wrote some time ago about how to use Control.Invoke():
http://xsdev.net/tutorials/pop3fetcher/
Just a code snippet: don't have much time sorry :)
private void StartMyDoSomethingThread() {
Thread d = new Thread(new ThreadStart(DoSomething));
d.Start();
}
private void DoSomething() {
Thread.Sleep(1000);
ReportBack("I'm still working");
Thread.Sleep(1000);
ReportBack("I'm done");
}
private void ReportBack(string p) {
if (this.InvokeRequired) {
this.Invoke(new Action<string>(ReportBack), new object[] { p });
return;
}
this.Text = p;
}
It is best to dispatch the work but if you must, maybe something like this. Just call this method to wait for the signal rather than calling the waitone.
private static TimeSpan InfiniteTimeout = TimeSpan.FromMilliseconds(-1);
private const Int32 MAX_WAIT = 100;
public static bool Wait(WaitHandle handle, TimeSpan timeout)
{
Int32 expireTicks;
bool signaled;
Int32 waitTime;
bool exitLoop;
// guard the inputs
if (handle == null) {
throw new ArgumentNullException("handle");
}
else if ((handle.SafeWaitHandle.IsClosed)) {
throw new ArgumentException("closed wait handle", "handle");
}
else if ((handle.SafeWaitHandle.IsInvalid)) {
throw new ArgumentException("invalid wait handle", "handle");
}
else if ((timeout < InfiniteTimeout)) {
throw new ArgumentException("invalid timeout <-1", "timeout");
}
// wait for the signal
expireTicks = (int)Environment.TickCount + timeout.TotalMilliseconds;
do {
if (timeout.Equals(InfiniteTimeout)) {
waitTime = MAX_WAIT;
}
else {
waitTime = (expireTicks - Environment.TickCount);
if (waitTime <= 0) {
exitLoop = true;
waitTime = 0;
}
else if (waitTime > MAX_WAIT) {
waitTime = MAX_WAIT;
}
}
if ((handle.SafeWaitHandle.IsClosed)) {
exitLoop = true;
}
else if (handle.WaitOne(waitTime, false)) {
exitLoop = true;
signaled = true;
}
else {
if (Application.MessageLoop) {
Application.DoEvents();
}
else {
Thread.Sleep(1);
}
}
}
while (!exitLoop);
return signaled;
}
I went with something I haven't seen posted yet which is to use MessageQueues.
The MainThread blocks while waiting for the next message on a queue.
The background thread posts different types of messages to the MessageQueue.
Some of the message types signal the MainThread to update UI elements.
Of course, there is a message to tell the MainThread to stop blocking and waiting for messages.
Seems over the top considering the windows message loop already exists somewhere, but it works.

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