UI button running on separate thread? - c#

my issue is the following:
1.I have an intensive method which updates GUI element (chart) in a while loop
2.I need to break out of this loop when a button is pressed.
3.Problem is the button event handler doesn't get executed until the while loop is finished.
4.I've tried running the method on separate thread but that is very problematic since it sets and reads many UI elements, pretty much I couldn't get that to work, so I'm hoping of there being a way to run just the stop button on a separate thread and update a global variable which let's me break out of the loop.
Any Idea how that can be accomplished?
private void playBack(int playTime, int runUntil)
{
var frameTime = new DateTime(); var frameTime_ = new DateTime();
bool fwd = true;
if (runUntil < playTime) fwd = false;
playTime = trPlay.Value;
playGoStop = true;
lbPlayTime.Text = (playTime * numDtStepSize.Value).ToString();
while (true) //trPlay.Maximum + 1)
{
frameTime = DateTime.UtcNow;
if ((frameTime - frameTime_).TotalMilliseconds > (double)(1000 / numFps.Value))
{
systemUpdate(playTime);
trPlay.Value = playTime;
trPlay.Update();
lbPlayTime.Update();
frameTime_ = frameTime;
if (fwd)
{
playTime++;
if (playTime > runUntil) break;
}
else
{
playTime--;
if (playTime < runUntil) break;
}
}
if (!playGoStop) break;
}
}

In your while loop, you can call Application.DoEvents(). It will fetch UI events from event queue, and process those events. Then, your button events will be processed.
You can search by the keyword Application.DoEvents() and C#. There are many topics about it.
UPDATE:
In your codes, it is a infinite while loop inside. I don't like to run a infinite in main thread. I will prefer to run it in a worker-thread. And send message to do UI updates in main-thread. Generally, UI events needs to be processed in the main-thread.
If the infinite while loop is already in the worker-thread, it should sleep about 5~10 ms per loop, in order to free CPU resources to process some events in the other threads.

You should look at binding your UI element (chart) data to a DependencyProperty. This allows you to run the intensive method on a non-UI thread, allowing your UI thread to be responsive to button clicks. While on the background thread, simply make Dispatcher.BeginInvoke() calls to update your DependencyProperty (as it can only be updated from the UI thread) and this will update your control bound to it.
As far as your button interrupt goes, a simple solution is to set a flag from your UI which is checked within each loop iteration. A more complex solution would be to run this intensive method in a task Task, giving it CancellationTokenSource, then cancel the source upon button click.

Related

How can I check if previously running ProgressChanged has finished in DoWork event in c#

Here is a scenario, its a winforms application where I have a collection of processes which i'm running one by one inside a for-loop in the DoWork event of Backgroundworker class. And I call ReportProgress() periodically in the for-loop to update UI.
Now when I call ReportProgress() it triggers ProgressChanged event where I have the code to update the UI with all the message I have set previously in DoWork. But as this runs in a separate thread, the control goes in parallel in DoWork, but I want to hold/wait the for-loop for sometime until the previously running ProgressChanged event.
Currently, I'm calling Thread.Sleep(1000) in for-loop before executing any operation in it (like picking up the next process and running it) and this code is giving me desired output. So I just wanted to check if there is any alternative solution where (I don't use Thread.Sleep instead) I can verify/ wait the for-loop until the previously running ProgressChanged event has finished its job, and only then I proceed to run the next process from the collection in for-loop.
Without addressing the issues with your overall design, the way you would do this is with a semaphore. The most basic example would be:
static Semaphore _semaphore = new Semaphore(0,1);
WorkStatus _workStatus;
void DoWork()
{
_semaphore.WaitOne();
try
{
_workStatus = Foo(); //Only one thread will be able to execute this at a time
}
finally
{
_semaphore.Release();
}
}
void HandleProgressChanged()
{
_semaphore.WaitOne(); //Wait for any DoWork threads to finish
try
{
DisplayProgress(_workStatus);
}
finally
{
_semaphore.Release();
}
Task.Run(DoWork);
}

WPF: how to make async call in UI thread

I have a button in xaml whose mouseclick is connected to a delegate command. In delegate command, I am calling another method which creates bit map and saves it to a pdf. This method takes few seconds(usually more than 10 seconds) during which the app goes to Not responding state where the UI is not accessible. During which time I wanted to show some animation which is already defined in xaml. But showing it just before calling the time-taking-function and hiding it afterwards doesnt work. It shows up at the end of time-taking-function execution if i dont use different thread.
So, I tried using creating a different thread and calling this time taking function. Animation loads fine But the function actually needs to access some UI objects in UI thread. It results in this exception:
"The calling thread cannot access this object because a different thread owns it."
Is there a way to achieve it ? i.e., to show the animation during this function execution ?
Some code snippet:
private void OnExportPDFCommand()
{
PanelLoading = true; // Flag to show animation
Task.Factory.StartNew(() =>
{
CreatePDF(); //time-taking-function
Application.Current.Dispatcher.Invoke(() => PanelLoading = false);
});
}
Please explain with a small example. I am new to WPF. Thanks.
You can make OnExportPDFCommand an async method and await the Task you start:
private async void OnExportPDFCommand()
{
PanelLoading = true; // Flag to show animation
await Task.Run(() =>
{
CreatePDF(); //time-taking-function
});
PanelLoading = false; // stop animation
}
The compiler turns this into a state machine. The control flow is returned to the caller (the UI) at the await keyword. When the Task finishes, execution is eventually resumed at the next statement PanelLoading = false.
This way, the call to PanelLoading is in the UI thread again and no exception should be raised.
If you need to make other calls to the UI (inside CreatePDF) you can use Application.Current.Dispatcher.Invoke(...) to invoke these calls on the UI thread.
As a side note: you might want to disable the button that starts this at the beginning of OnExportPDFCommand() and enable it again at the end. This way you can avoid to start the operation multiple times and get confused with your animation.

How to let the UI refresh during a long running *UI* operation

Before you flag my question as being a duplicate, hear me out.
Most people have a long running non-UI operation that they are doing and need to unblock the UI thread. I have a long running UI operation which must run on the UI thread which is blocking the rest of my application. Basically, I am dynamically constructing DependencyObjects at run time and adding them to a UI component on my WPF application. The number of DependencyObjects that need to be created depends upon user input, of which there is no limit. One of the test inputs I have has about 6000 DependencyObjects that need to be created and loading them takes a couple minutes.
The usual solution of using a background worker in this case does not work, because once the DependencyObjects are created by the background worker, they can no longer be added to the UI component since they were created on the background thread.
My current attempt at a solution is to run the loop in a background thread, dispatch to the UI thread for each unit of work and then calling Thread.Yield() to give the UI thread a chance to update. This almost works - the UI thread does get the chance to update itself a couple times during the operation, but the application is still essentially blocked.
How can I get my application to keep updating the UI and processing events on other forms during this long running operation?
EDIT:
As requested, an example of my current 'solution':
private void InitializeForm(List<NonDependencyObject> myCollection)
{
Action<NonDependencyObject> doWork = (nonDepObj) =>
{
var dependencyObject = CreateDependencyObject(nonDepObj);
UiComponent.Add(dependencyObject);
// Set up some binding on each dependencyObject and update progress bar
...
};
Action background = () =>
{
foreach (var nonDependencyObject in myCollection)
{
if (nonDependencyObject.NeedsToBeAdded())
{
Dispatcher.Invoke(doWork, nonDependencyObject);
Thread.Yield(); //Doesn't give UI enough time to update
}
}
};
background.BeginInvoke(background.EndInvoke, null);
}
Changing Thread.Yield() to Thread.Sleep(1) seems to work, but is that really a good solution?
Sometimes it is indeed required to do the background work on the UI thread, particularly, when the majority of work is to deal with the user input.
Example: real-time syntax highlighting, as-you-type. It might be possible to offload some sub-work-items of such background operation to a pool thread, but that wouldn't eliminate the fact the text of the editor control is changing upon every new typed character.
Help at hand: await Dispatcher.Yield(DispatcherPriority.ApplicationIdle). This will give the user input events (mouse and keyboard) the best priority on the WPF Dispatcher event loop. The background work process may look like this:
async Task DoUIThreadWorkAsync(CancellationToken token)
{
var i = 0;
while (true)
{
token.ThrowIfCancellationRequested();
await Dispatcher.Yield(DispatcherPriority.ApplicationIdle);
// do the UI-related work
this.TextBlock.Text = "iteration " + i++;
}
}
This will keep the UI responsive and will do the background work as fast as possible, but with the idle priority.
We may want to enhance it with some throttle (wait for at least 100 ms between iterations) and better cancellation logic:
async Task DoUIThreadWorkAsync(CancellationToken token)
{
Func<Task> idleYield = async () =>
await Dispatcher.Yield(DispatcherPriority.ApplicationIdle);
var cancellationTcs = new TaskCompletionSource<bool>();
using (token.Register(() =>
cancellationTcs.SetCanceled(), useSynchronizationContext: true))
{
var i = 0;
while (true)
{
await Task.Delay(100, token);
await Task.WhenAny(idleYield(), cancellationTcs.Task);
token.ThrowIfCancellationRequested();
// do the UI-related work
this.TextBlock.Text = "iteration " + i++;
}
}
}
Updated as the OP has posted a sample code.
Based upon the code you posted, I agree with #HighCore's comment about the proper ViewModel.
The way you're doing it currently, background.BeginInvoke starts a background operation on a pool thread, then synchronously calls back the UI thread on a tight foreach loop, with Dispatcher.Invoke. This only adds an extra overhead. Besides, you're not observing the end of this operation, because you're simply ignoring the IAsyncResult returned by background.BeginInvoke. Thus, InitializeForm returns, while background.BeginInvoke continues on a background thread. Essentially, this is a fire-and-forget call.
If you really want to stick to the UI thread, below is how it can be done using the approach I described.
Note that _initializeTask = background() is still an asynchronous operation, despite it's taking place on the UI thread. You won't be able to make it synchronous without a nested Dispatcher event loop inside InitializeForm (which would be a really bad idea because of the implications with the UI re-entrancy).
That said, a simplified version (no throttle or cancellation) may look like this:
Task _initializeTask;
private void InitializeForm(List<NonDependencyObject> myCollection)
{
Action<NonDependencyObject> doWork = (nonDepObj) =>
{
var dependencyObject = CreateDependencyObject(nonDepObj);
UiComponent.Add(dependencyObject);
// Set up some binding on each dependencyObject and update progress bar
...
};
Func<Task> background = async () =>
{
foreach (var nonDependencyObject in myCollection)
{
if (nonDependencyObject.NeedsToBeAdded())
{
doWork(nonDependencyObject);
await Dispatcher.Yield(DispatcherPriority.ApplicationIdle);
}
}
};
_initializeTask = background();
}

Issue with timer updating Form

I have a recursive function and would like to update the form with the time, number of attempts and what the current attempt for the recursive function. Every second, the form should update. The current methodinvoker doesn't work. The compiler will highlight the line but not continue and it will pop back out.
I already tried placing the function on a separate thread but, it preforms poorly, so I would prefer to keep the function on the main thread.
Any ideas?
void bruteForce_DoWork()
{
doBruteForceEID("", 0, wordlen, temp);
}
void _myTimer_Elapsed(object sender, ElapsedEventArgs e)
{
if (InvokeRequired)
{
runTimeSec++;
this.Invoke(new MethodInvoker(delegate() { this.toolStrip.Text = "Running... " + runTimeSec + "s"; }));
Invoke(new MethodInvoker(delegate() { lblAttackA.Text = Convert.ToString(attackCount); }));
Invoke(new MethodInvoker(delegate { lblCurAttempt.Text = brute; }));
}
else
{
runTimeSec++;
toolStrip.Text = "Running... " + runTimeSec + "s";
lblAttackA.Text = Convert.ToString(attackCount);
lblCurAttempt.Text = brute;
}
}
EDIT: Let me explain the program alitte more... Once the user has inputted their password that they would like to check, the following happens after they hit Calculate.
- Runs a dummy recursive algorithm to see how many cycles their machine can do within 5 seconds, then I average them to give a better idea of how many cycles they can do per sec.
back = new Thread(new ThreadStart(testLoop_DoWork)); // Calls the dummy algorithm
back.Start();
if (rbtnTest.Checked)
{
txtEID.Text = txtUID.Text;
lblRunCycle.Text = "Calculating...";
testTimer.Enabled = true; // Starts the Timer
}
Once the 5 second timer is up, I check the length, cycles per second, what characters (upper,lower,numbers,symbols), give how long it will take, add the respective char arrays for to create the brute force char array, then I Join() the thread and disable the timer.
I would get roughy 7million cycles per second avg...(remember this number). Also, I am NOT updating to the GUI during this time.. Just running the created thread.
Then if the user wants to run the attack, it does:
attackBack = new Thread(new ThreadStart(bruteForce_DoWork));
attackBack.Start();
_myTimer.Enabled = true;
Once I start running it on the new thread, it is displaying only about 30,000 cycles per second?? and my timer is only updating every second. What is going on?
Edit: I also just commented out the timer so nothing is updating to the GUI... and the same results occur when the brute force is found (for example the word 'test' should be instant... but it takes 10 seconds to find it...
Yes, this cannot work. The Timer.Elapsed event runs on a threadpool thread. Which means for one that InvokeRequired is always true and doesn't need to be checked. What can't work is the Invoke() call. It requires the UI thread to be idle so it can executed the invoked code.
Your UI thread isn't idle, it is executing the expensive code. This is called deadlock.
You have to do this the other way around, have a worker thread execute the expensive code instead of the UI thread. Which keeps the UI thread responsive, both to update the labels, keep the UI painted and respond to user input. You said you didn't like doing it this way, it is unclear why you are having a problem with it. A classic mistake is updating the UI too often, flooding it with invoke requests so it doesn't get around to its regular duties anymore. A timed update is indeed the solution. Never update more than 25 times per second, the human eye can't tell the difference if you do it more often than that.

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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