C# Program freezes in for loop - c#

I have this code here that starts a process wait 8 seconds and then kill it and again.
for (int i = 0; i < 20; i++)
{
Process pro = new Process();
pro.StartInfo.FileName = #"C:\Program Files (x86)\Mozilla Firefox\firefox.exe";
pro.StartInfo.WindowStyle = ProcessWindowStyle.Minimized;
pro.Start();
Thread.Sleep(8000);
try
{
pro.Kill();
Thread.Sleep(1000);
}
catch
{
return;
}
}
As i run the application either on debug mode or direct from the .exe , it successfully starts and kills the process but it is frozen. I cant move its window around or click on other buttons..

it is frozen. I cant move its window around or click on other buttons.
That's correct. You said to put the thread to sleep.
People seem to have this strange idea that running code when buttons are pressed happens by magic. It does not happen by magic. It happens because the thread runs code that processes the "a button was clicked" message from the operating system. If you put a thread to sleep then it stops processing those messages, because it is asleep.
Putting a thread to sleep is 99% of the time the completely wrong thing to do, so just don't do it.
The right thing to do in C# 5 is to make your method async and then do an await Task.Delay(whatever). Alternatively, create a timer that ticks after some number of seconds. In the tick handling event, turn the timer off and do your logic there.

Well, my initial guess is that you are doing this all on your UI Thread. Since you make the UI thread sleep, your application will be frozen.
The obvious solution would be doing this in a new thread.
As Servy sais, this is not a great idea. You can use a Timer (https://msdn.microsoft.com/en-us/library/system.timers.timer%28v=vs.110%29.aspx) to do the waiting instead of blocking the UI thread.

The main thread of your application is a loop that constantly peeks messages from Windows message queue. It's like cooperative multi-threading - if you don't update your UI explicitly it won't do that automatically. And it won't because your program (main thread) just spawns a process then sleeps and then kills it (you don't even need that try/catch block - any exception on any thread of your application will terminate it). Sleeping within a thread blocks it. And because you sleep in the main thread (UI) you block the application from peeking from the message queue.

Related

Threadpool thread never terminates

I create some threads to do some work using threadpool. Every thread increments finishedThreads variable, so the main thread knows when all the threadpool threads terminate:
// in the main thread
while (finishedThreads < threadsNumber) {
// wait
}
// threads terminated, we can continue
// last line of the threadpool thread
++finishedThreads;
Everything works fine until I create a big amount of threads - over 50. Then the last thread never terminates, so the finishedThreads is still equal threadsNumber-1 and the main thread never continues. I tried to find out why this happens, using debugging, stopping Visual etc. but nothing helped. The thread is not being terminated, although as Visual shows, it does not execute any code. Have you got any ideas on what goes wrong? Thanks in advance.
[EDIT]: That's how I create new threads:
ThreadPool.QueueUserWorkItem(new WaitCallback(myThreadFunc), someData);

What happens when async code attempts to resume on a thread that is already executing?

I feel that the answer to this is due to me having an incorrect concept of how threads work, but here goes.
private void button1_Click(object sender, EventArgs e)
{
this.TestMethodAsync(); // No await, i.e. fire and forget
// ** Some code here to perform long running calculation (1) **
}
private async Task TestMethodAsync()
{
// Some synchronous stuff
await Task.Delay(1000);
// ** Some code here to perform long running calculation (2) **
}
First of all, I would not "fire and forget" an asynchronous method like this (I would use Task.Run) but I've come across code that does, and I'm trying to understand what the effect is.
In a WinForms application, which uses a WindowsFormsSynchronizationContext, my understanding of async and await tells me that when I click button1, the method will start synchronously on the UI thread. It will call TestMethodAsync and run synchronously until it reaches the await. It will then capture the context, start the Task.Delay task, and yield control to the caller. Since we are not awaiting this call, button1_Click will continue on the UI thread and start performing calculation (1).
At some point, Task.Delay(1000) will complete. A continuation will then run the remainder of the TestMethodAsync method using the captured context, which in this case means that the continuation will be run on the UI thread. This will now start performing calculation (2).
We now have two separate sections of code wanting to run on the same thread (the UI thread) at the same time. My investigations into this seem to suggest that the thread switches back and forth between the two sections of code in order to perform them both.
QUESTION:
I'm confused about exactly what is going on here. How is it possible to resume on a thread that is already running other code? What forces the thread to switch between the two sections of code that want to run? In general, what happens when you attempt to resume on a thread that is already running some other code?
(I suppose this isn't any different to how my click event runs on the UI thread in the first place, in as much as I know it runs on the UI thread, and I know the UI thread is also doing other stuff, but I've not really thought about it like this before.)
This is the secret that you do not understand: I give you the Windows Message Loop
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
MSG msg;
BOOL bRet;
while(TRUE)
{
bRet = GetMessage(&msg, NULL, 0, 0);
if (bRet <= 0) break;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return msg.wParam;
}
This is the actual "main" of your application; you just don't see it because it is hidden behind the scenes.
A simpler loop could not be imagined. It gets a message from the queue. If there are no more messages then the program must be done. If there was a message then it runs the standard message translations and dispatches the message, and then keeps on running.
How is it possible to resume on a thread that is already running other code?
It isn't. "Resuming on a thread that is running other code" is actually putting a message in the queue. That "other code" is being synchronously called by DispatchMessage. When it is done, it returns to the loop, the queue is polled, and the message indicates what code needs to be dispatched next. That then runs synchronously until it returns back to the loop.
What forces the thread to switch between the two sections of code that want to run?
Nothing. That doesn't happen.
In general, what happens when you attempt to resume on a thread that is already running some other code?
The message that describes what continuation needs to be run is queued up.
I suppose this isn't any different to how my click event runs on the UI thread in the first place, in as much as I know it runs on the UI thread, and I know the UI thread is also doing other stuff, but I've not really thought about it like this before.
Start thinking about it.
Click events are exactly the same. Your program is doing something; you click the mouse; the click hander does not interrupt the UI thread and start running new work on it. Rather, the message is queued up, and when your UI thread control returns to the message loop, the click is eventually processed; DispatchMessage causes Button1_OnClick to be invoked via some mechanism in Windows Forms. That's what WinForms is; a mechanism for translating Windows messages into calls to C# methods.
But you already knew that. You know that when an event-driven program does a long-running synchronous operation, that the UI freezes, but that click events are processed eventually. How did you think that happened? You must have understood at some level that they were being queued up for processing later, right?
Exercise: What does DoEvents do?
Exercise: Given what you now know: what could possibly go wrong if you call DoEvents in a loop to unblock your UI?
Exercise: How is await different from DoEvents in a GUI application?
How is it possible to resume on a thread that is already running other code?
It needs to be specifically designed to support it. There needs to be some framework in place that allows the thread to take in work and to then execute that work at some later point in time.
This is how your UI thread works. It has a queue, and whenever you schedule work to be done in the UI thread you add an item to the end of the queue. The UI thread then takes the first item from the queue, executes it, and then when it's done, goes on to the next item, and so on, until you end your application.
What forces the thread to switch between the two sections of code that want to run?
Nothing, because it doesn't do that. It runs one, then when it finishes, it runs the other.
In general, what happens when you attempt to resume on a thread that is already running some other code?
Either someone wrote some custom code to specifically do just that, in which case, it does whatever that code specifically told it to do, or else you can't.

Is there a way to make my application wait until a script finishes?

I have simplified my code for the sake of this question, but basically what happens is this:
private void RunScript(string path)
{
Process.Start(path);
lblStatus.Text = "Step 6 Complete";
}
However, I don't want the label's text to be updated until the script finishes running. Is that possible? Or rather, practical / feasible?
Just replace your code by this if you want to wait for a maximum given amount of time:
Process.Start(path).WaitForExit(milli seconds);
or this if you want to wait possibly forever (usually until it finishes)
Process.Start(path).WaitForExit();
You can use Process.Start(path).WaitForExit(); that will ... wait for the process to exit before continuing.
Becareful if this is on your main UI thread though as the UI will freeze and become unresponsive whilst it is working. Kick the process off on a BackgroundWorker or similar and update / kick off stage 7 when you get a successful completion (or have to handle an error).
Process.Start returns true when process has started added a do while loop and that should be it
bool started = Process.Start(path)
http://msdn.microsoft.com/en-us/library/vstudio/e8zac0ca

Thread doesn't terminate when main thread finishes

I have a weird issue:
In my C# app, I am creating another thread, like so:
Thread printThread = new Thread(printWorker);
printThread.Name = "Logger MainThread";
printThread.IsBackground = true;
printThread.Start();
When my main thread finishes, this new thread just keeps on working, although it's marked as Background.
What could be the causes for this?
This object is holding a Mutex object, not sure this may be the reason...
Any ideas anyone?
Here's the code from the printWorker method:
while (loggerIsActive)
{
LogMessage log = LoggerQueue.Dequeue();
if (log.message != null)
{
syncLogObj.WaitOne();
lock (writerobj)
{
StreamWriter sw;
if (!File.Exists(fName))
{
sw = File.CreateText(fName);
}
else
{
sw = new StreamWriter(fName, true);
}
using (sw)
{
if (log.message != "")
{
if (log.message.EndsWith("\r\n"))
{
log.message =
log.message.Substring(0, log.message.Length - 2);
}
sw.WriteLine(string.Format("[{0}][{3}][{1}] | {2}",
log.msgTime,
log.level.ToString(),
log.message,
log.sender.ToString()));
}
sw.Flush();
sw.Close();
}
}
syncLogObj.ReleaseMutex();
}
Thread.Sleep(5);
}
Try this:
Start the app through VS and exit normally. The VS should stay in Debug mode as you described. Click on Pause button (Break all) and then go to Debug->Windows->Threads. Do you see your "Logger MainThread" in the list?
If so, double-click it, it should lead you to the code line that the thread is currently executing. Step-debug from there and see why is it not terminating.
If you don't see it try looking at other threads that have not terminated and try to find the problem.
Otherwise, with those kind of problems it's always useful to monitor the program state via System.Diagnostics.Debug.Print statements (you can see them printing in the VS output window).
kill it.
Not pretty. But this isn't TV. Read on:
1) Not sure you use are using it but it appears you should be locking loggerqueue before you queue(main pgm) or dequeue(thread).
2) No need to lock writerobj with just this setting. But really you should so you can safely kill the thread not during a write:
main thread:
do everything
before close:
-lock writerobj
-printthread.abort
worker thread:
add try catch to handle threadabort exception and just quit
If you're properly doing this, you shouldn't have to use Waits and mutexes. If you are using wait properly anyway you won't need the sleep.
General advice for this application: why not log on main thread? if your logging is that busy, log results will be pretty useless.
But there are rare cases where that might be wrong. Entonces......
General advice to have threads play nice for this problem:
Main program
encapsulate logging (notably, quit flag, queue, and worker thread ref) in an object
'global snobs?' Logging is a rare excuse to use singleton patter.
start worker thread in logger object via method
main thread always calls a single method on logger object to log error
That method locks the queue and adds to it.
Use Monitor/Pulse/Wait, no sleep; full examples abound; it is worth learning
because only this thread is hitting the file anyway, unless you have multiple processes, you don't need waitone/releasemutex.
That logging method monitor.pulses an object
That frees the worker thread's monitor.wait (which is what idles the CPU instead of sleep)
lock the queue, only inside the lock dequeue the object to local ref; nothing else.
Do your normal logging code and 'exit check' loop. Add
Your logic code could leave message unwritten if queue is full on quit:
change to exit check so you can do it without an extra lock of queue:
move declaration of queued object refernce above while; set it to nothing
change logic in while to 'loggerisactive or log != null'
when your main thread finishes, in your exit code:
set the quit flag
pulse the object you're using to wait incase it's not processing the queue
Thread will fall thru.
You have a lot of stuff going on that you're obviously not showing...
Exmaple: you have syncLogObj.WaitOne();, but we don't see where syncLogObj is being declared, or used elsewhere in your program.
Plus, you don't need it... get rid of the syncLogObj thing altogether (including the "ReleaseMutex" garbage)... you already have a lock (blah) { }, and that's all you need (from what code you have displayed).
It's likely that the main thread is NOT ending, likely because of this or some other object that is keeping it open.
So, simple instructions
Get rid of syncLogObj (because you already have the "lock")
Make sure you set loggerIsActive = false somewhere.
Edit: Even more details!
From what I see - you don't need the lock (writerobj) at all, because (I'm quite sure), you only seem to have one thread that is writing to the log.
The "lock" is only there if you have two or more threads that running that code (basically).
If printworker does not finish before your main thread is done, then main will die and your printworker thread will be killed by the OS. If you want main to wait for the thread you created, then you should call printThread.Join() in main. That will get main to wait on your thread.
When main finishes your program dies and your printThread will be destroyed by the OS, It will not keep running.
From here
Background threads are identical to
foreground threads with one exception:
a background thread does not keep the
managed execution environment running.
Once all foreground threads have been
stopped in a managed process (where
the .exe file is a managed assembly),
the system stops all background
threads and shuts down.
Tony the Tiger has the right idea but additional code needs to be added to kill the thread before the application closes.
printThread.Join(1000);
if(printThread!=null && printThread.IsAlive)
printThread.Abort();
Thread.Abort();
Thread.Dispose();
That should do it if I'm not mistaken.

c# sleeping thread problem

what is the problem in the code part below? Any ideas? I m sending command to my device through serial port. After each command the device will work for this command and then the other command comes for it and continues like this.
in Button Click event
{
function1();
Thread.Sleep(5000);
function2();
Thread.Sleep(5000);
function3();
}
I figured out if i erase second sleep and function3 from the code like below, it does both two function but if i want to continue like this way it does not do the third one.
in Button Click event
{
function1();
Thread.Sleep(5000);
function2();
}
works...
Thank you
You're blocking the UI thread. Don't do that. It means your UI can't update itself. Instead, set a System.Windows.Forms.Timer to fire in 5 seconds with the next function to call. Alternatively, do all of this in a different thread entirely (possibly using Sleep, possibly using another kind of timer to fire on a thread-pool thread) and use Control.Invoke/BeginInvoke to marshall back to the UI thread when you need to update the UI itself.
EDIT: Given your "answer", it seems that blocking the UI thread was only one of the problems - and getting the device to respond properly at all is a bigger problem. You shouldn't just rely on sleeping for a certain amount of time. You should detect when the device has completed the previous command. It's possible that it doesn't give any feedback, but that would be horrifically poor design. If at all possible, investigate how to read feedback from the device as to when it's finished (e.g. reading from the serial port!) and only start the next command when the previous one has finished. Depending on how you receive the feedback, you could use a blocking call on a non-UI thread, or use an asynchronous model to trigger things.
The BackgroundWorker might be a solution to solve the blocking of the UI.
Get rid of the Sleeps If the functions are creating their own threads, give them callback methods that trigger the next function after the first has finished.
As the code is presented there it is nothing wrong with it. It will:
Execute function 1
Sleep 5 seconds
Execute function 2
Sleep 5 seconds
Execute function 3
However since this is on a GUI event it will freeze the application while doing so. Consider spinning off the execution into a thread instead.
In .Net 4.0:
Task.Factory.StartNew(() => sendData());
In all .Net versions:
System.Threading.Thread myThread = new System.Threading.Thread(sendData);
myThread.IsBackground = true;
myThread.Start();
And then you have your sendData method:
private void sendData()
{
function1();
Thread.Sleep(5000);
function2();
Thread.Sleep(5000);
function3();
}
If you really need to do stuff in the GUI thread you can make it more responsive by regularly calling Application.DoEvents();, but this is not a good way of solving it.
Also remember that you can't access the GUI from other threads. See http://kristofverbiest.blogspot.com/2007/02/simple-pattern-to-invoke-gui-from.html for sample code on how to invoke the GUI thread from other threads.
Thank you guys. I solve it. The problem is i did not make thread sleep enough. 5000 ms do not enough for the second command.

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