c# Program wont respond after event fired - c#

I'm developing a user interface for a program, and something very strange is happening.
I have a text view, 2 buttons and a progress bar. I redirectioned the output on the console to my text view. so wen I click the buttons I should receive output messages. in the beginning it was fine, but then I used some longer routines, I'm trying to log in into a web service and use web-requests.
my code works almost as It was supposed to work, I can log in and make my web requests just fine. but because the answers can become slow I created some output messages, and there my problem started.. My interface wont update until all the code I created on my event handler end's running. and when that code ends executing, I receive all the output messages all at once. I cant even move the window while the program is running..
I´m programing on c# for my first time, I had to use it because I need to use dll's.. and this kind of problem never happened before. I usually use Java.
It's like the code isn't running on the right order and it doesn´t make sense to me.. because I know my code is right because it runs on the console, and it runs while the program isn't responding..
I cant seem to understand this, should I make my events handling using threads?
class MainClass
{
public static void Main (string[] args)
{
Application.Init ();
UIMain win = new UIMain ();
win.ShowAll ();
Application.Run ();
}
}
public partial class UIMain : Gtk.Window
{
public UIMain () :
base (Gtk.WindowType.Toplevel)
{
System.Windows.Forms.Application.EnableVisualStyles ();
this.Build ();
Console.SetOut (new ControlWritter(this.textview1));
}
protected void OnButton2Clicked (object sender, EventArgs e)
{
if (entry1.Text.Equals(String.Empty) || entry2.Text.Equals(String.Empty)) {
Console.WriteLine("random output");
}
ConstantesSetup.autoSetup ();
button1.Sensitive = true;
if (!ConstantesSetup.var1) {
ConstantesSetup.routine6 ();
ConstantesSetup.routine5 ();
ConstantesSetup.routine4 ();
ConstantesSetup.routine3 ();
ConstantesSetup.routine2 ();
ConstantesSetup.var1 = true;
}
}
protected void OnButton1Clicked (object sender, EventArgs e)
{
switch (ConstantesSetup.erp) {
case "ERP":
eti_scp.autoSync (this);
break;
}
}
}
I'm sorry for the lack of code, but I don't even know were to start looking for the problem..
thanks for your time ;)

You are blocking the UI thread with long running synchronous operations. You need to run these long running operations asynchronously so that the button click event handler can return right away while your tasks run in the background.
There are several options for running tasks asynchronously but one simple option is using a BackgroundWorker. In your event handler you could do something like:
var worker = new BackgroundWorker();
worker.DoWork += (o, args) =>
{
//call long running processes here
};
worker.RunWorkerAsync();
The BackgroundWorker will also dispatch these operations onto the UI thread for you so you can update controls in the form inside the DoWork callback method.

Related

Status Listbox update problem using a Background Worker in C#

I'm trying to use a background worker to update a listbox used for a status window in my Form in C#. It doesn't appear to work properly when the addToStausLog() method is called from another class outside of the MyForm class even though I pass an instance of the form to the other class that's calling the addToStatusLog update member. Instead the update doesn't happen until the class member finished and returns back to the MyForm class. Maybe there's a better a approach to creating real-time status windows that will run from any class that MyForm is passed into. I'm new to worker threads, so could someone review and let me know what I might be doing wrong or could improve on.
public MyForm()
{
InitializeComponent();
// Setup background task to update listbox status so UI is unaffected
_lListBoxQue = new List<string>();
bw_listBoxBGWorker = new BackgroundWorker();
bw_listBoxBGWorker.DoWork += (o, args) => LstbxThread_doWork();
bw_listBoxBGWorker.RunWorkerCompleted += (o, args) => LstbxThread_completed();
}
private void LstbxThread_doWork()
{
System.Threading.Thread.Sleep(100);
}
private void LstbxThread_completed()
{
// Update listbox
lstStatusBox.BeginUpdate();
lstStatusBox.Items.Clear(); // clear entries
lstStatusBox.Items.AddRange(_lListBoxQue.ToArray());
lstStatusBox.EndUpdate();
}
public String addToStatusLog(String sMsg)
{
_lListBoxQue.Add(sMsg);
if (_lListBoxQue.Count > _iStatusLogMaxLines) // > max?
_lListBoxQue.RemoveAt(0); // remove top element?
if( !bw_listBoxBGWorker.IsBusy ) // background not busy?
bw_listBoxBGWorker.RunWorkerAsync(); // update listbox in back ground task
System.Threading.Thread.Sleep(100);
return sMsg;
}
This is the member that calls another class which attempts to call the addToStatusLog several times during the process, but the updates to the listbox don't happen until the MyClass(this).updateDB() finishes. I need to see real-time updates as the updateDB() function is running. There has to be a way to make this work, I'm hoping...
private void btnUpdateDB_Click(object sender, EventArgs e)
{
if (_bIsUpdateEventRunning == false ) // is event not busy?
{
_bIsUpdateEventRunning = true;
new MyClass(this).updateDB();
_bIsUpdateEventRunning = false;
}
}
Example of class called to update the form listbox.
Public class MyClass{
private MyForm _pForm;
public MyClass(MyForm pForm){ _pForm= pForm; }
public void updateDB(){
_pForm.addToStatusLog("Hello World");
}
}
Updated Fix w/o background worker:
public String addToStatusLog(String sMsg)
{
_lListBoxQue.Add(sMsg);
if (_lListBoxQue.Count > _iStatusLogMaxLines) // > max?
_lListBoxQue.RemoveAt(0); // remove top element?
lstStatusBox.BeginUpdate();
lstStatusBox.Items.Clear(); // clear entries
lstStatusBox.Items.AddRange(_lListBoxQue.ToArray());
lstStatusBox.EndUpdate();
Application.DoEvents();
return sMsg;
}
Thread.Sleep is not the answer here. What you likely need is Application.DoEvents. This processes all messages currently waiting in the Windows message queue.
Thread.Sleep just tells the thread to go to sleep for the number of milliseconds you specify. If your background worker is running on the UI thread, you're putting the UI thread to sleep and it's effectively comatose. (Important: All Windows forms run on the UI thread.)
There are, of course, alternative designs that involve spinning up separate threads of execution. But these have their own issues, and you should be mindful of them before running blindly down that path.

Why is UI unresponsive while being programmatically controlled?

I hand-rolled a MVC-style implementation of a game that I want to autoplay. By "autoplay" I mean that the buttons that normally a user would click while playing I want a controller to automatically initiate. That way I can watch the game play itself for quality control reasons. This particular game has a lot of code, so instead of providing it as an example I've created a silly HelloWorld example using the same approach.
Before I provide the example, here is my issue: everything you see below is functional, and "works"; except for one thing: I'm unable to shut-off the autoplay because the UI becomes unresponsive and the button to turn it off won't respond to a click event.
First create a .Net 4.6.1 winforms project in a solution. (.net version probably doesn't matter as long as it is >= 4.5). Create a Form that looks like this:
In the code behind, copy paste this: (change names as needed to compile)
using System;
using System.Threading;
using System.Windows.Forms;
namespace WinformsExample
{
public partial class HelloWorldView : Form
{
private readonly HelloWorldController MyHelloWorldController;
public HelloWorldView()
{
InitializeComponent();
MyHelloWorldController = new HelloWorldController();
}
private void button1_Click(object sender, EventArgs e)
{
MyHelloWorldController.HelloWorldRequested();
if (MyHelloWorldController.IsAutomated)
{
Thread.Sleep(2000);
button1.PerformClick();
}
}
private void HelloWorldView_Load(object sender, EventArgs e)
{
MyHelloWorldController.HelloWorldRequestedEvent += OnHelloWorldRequested;
}
private void OnHelloWorldRequested(HelloWorldParameters parameters)
{
textBox1.Text += parameters.HelloWorldString + Environment.NewLine;
textBox1.Update();
}
private void button2_Click(object sender, EventArgs e)
{
MyHelloWorldController.IsAutomated = !MyHelloWorldController.IsAutomated;
if (MyHelloWorldController.IsAutomated)
{
button2.Text = "hello world - is on";
button2.Update();
button1.PerformClick();
}
else
{
button2.Text = "hello world - is off";
button2.Update();
}
}
}
}
And create a class titled HelloWorldController.cs and copy paste this in to it:
namespace WinformsExample
{
public class HelloWorldParameters
{
public string HelloWorldString { get; set; }
}
public delegate void HelloWorldEventHandler(HelloWorldParameters parameters);
public class HelloWorldController
{
private readonly HelloWorldParameters _parameters;
public event HelloWorldEventHandler HelloWorldRequestedEvent;
public bool IsAutomated { get; set; }
public HelloWorldController()
{
_parameters = new HelloWorldParameters();
}
public void HelloWorldRequested()
{
_parameters.HelloWorldString = "Hello world!!";
if (HelloWorldRequestedEvent != null)
HelloWorldRequestedEvent(_parameters);
}
}
}
...go ahead and rename things if you need to. Now build the program. Click the first button. You will see "hello world". Now click the second button, you will see "hello world" printed every 2 seconds.
The way I thought this would work is that by clicking button2 a second time, that it would stop the autoplay. However, the UI is unresponsive and the button click event never happens.
What is going on here that is causing the UI to be unresponsive and how can I fix it so that I get the intended behavior?
*UPDATE - HERE IS THE SOLUTION *
Keep everything the same as above except for HelloWorldView.cs. Remove the call to Thread.Sleep(). Drag and drop a timer from the toolbox to the design surface. You will see an icon on the bottom of the designer surface labeled
timer1
Copy paste the following code in to HelloWorldView.cs. Compile and execute. If everything is correct you should be able to turn on and off the "hello world" display by clicking the button at any time - the UI stays responsive.
using System;
using System.Windows.Forms;
namespace WinformsExample
{
public partial class HelloWorldView : Form
{
private readonly HelloWorldController MyHelloWorldController;
public HelloWorldView()
{
InitializeComponent();
MyHelloWorldController = new HelloWorldController();
}
private void onTimerTick(object sender, EventArgs e)
{
button1.PerformClick();
}
private void OnHelloWorldRequested(HelloWorldParameters parameters)
{
textBox1.Text += parameters.HelloWorldString + Environment.NewLine;
textBox1.Update();
}
private void HelloWorldView_Load(object sender, EventArgs e)
{
MyHelloWorldController.HelloWorldRequestedEvent += OnHelloWorldRequested;
}
private void button1_Click(object sender, EventArgs e)
{
MyHelloWorldController.HelloWorldRequested();
}
private void button2_Click(object sender, EventArgs e)
{
MyHelloWorldController.IsAutomated = !MyHelloWorldController.IsAutomated;
if (MyHelloWorldController.IsAutomated)
{
button2.Text = "hello world - is on";
button2.Update();
timer1.Interval = 2000;
timer1.Tick += onTimerTick;
timer1.Start();
}
else
{
timer1.Stop();
button2.Text = "hello world - is off";
button2.Update();
}
}
}
}
WinForms uses a single message pump thread (called the UI thread). (If you are unfamiliar with the concept you should research Windows messages and Windows message pump).
Thread.Sleep causes the currently executing thread the sleep, or pause, for a time. This sleep/pause is like death to the thread - it is aware of nothing and unable to do anything.
As the currently executing thread in a WinForms app is usually the UI thread - Thread.Sleep will cause the UI to become unresponsive because it is no longer able to pump messages.
An alternative design would be to use a form-based Timer. Place your game playing code in the Timer's Tick event.
What is going on here that is causing the UI to be unresponsive and how can I fix it so that I get the intended behavior?
There are essentially two reasons why your app becomes unresponsive.
1. Thread.Sleep() in UI thread
GUI applications on Windows are generally driven by messages (mouse clicks; keyboard; screen drawing) posted to it which are placed on a queue. The UI thread processes these messages one by one dispatching the message to the appropriate handler. In this way it is known as the Message Pump. If during processing one of these messages too much time elapses, then the UI will appear to freeze. Event handlers should be as fast as possible.
During your click handlers you are using Thread.Sleep(2000); which will prevent the UI thread from updating the UI of your application, in essence simulating an event handler that takes far too long to process an event. It is perhaps no different to say performing a lengthy database or WCF operation on the UI thread, hence why people tend to put such calls on a separate thread or task.
Recommend you remove the Thread.Sleep and replace it with a timer as others have indicated.
2. Infinite Recursive Loop on button1 handler
When you click button2 for the first time, the click handler for button2 is invoked where automation is enabled. You then simulate button1 being clicked via button1.PerformClick();.
During the call to button1.PerformClick, the click handler for button1 button1_Click() is invoked. It is there that you sleep for 2 seconds (which isn't healthy for the UI) but the secondary problem is that you immediately call button1.PerformClick(); from inside the button1 click handler, in essence setting up an infinite recursive loop.
If you were to remove the Thread.Sleep(2000) your app will eventually lead to a StackOverflowException. Your code as it stands now (even with the sleep) will still overflow, it's just that it will take much longer to become apparent.
Again, consider replacing it with a timer.
3. Exclusivity
It's important to note that ignoring the stack fault for a moment, the design is such that your app can't do anything else whilst this infinite loop is running. So if your game had other buttons to click; scores to display; sound effects to play; all from the point of view of the button2 handler, most likely it will never happen because it is too busy exclusively processing button1.
Conclusion
Keep UI responsive: Avoid Thread.Sleep() in your code
Avoid recursion: Don't use PerformClick() for a button whilst you are inside the click handler for said button
Your "Thread.Sleep()" call puts the UI thread to sleep. Use a Timer instead. Then terminate the Timer on the second press. (You could also do this with Tasks, if you want to use another thread you need to make the 2 threads communicate in someway so that the UI thread is the only one actually updating the UI)
Desktop applications have a so called UI thread. It's basically an infinite loop which keeps checking if something happened, such as a mouse click, and redraws the window if needed. Coding in WinAPI you would need to write this loop yourself, WinForms and other UI frameworks hide it away. But your click handler is called from inside this loop. So if your code takes too much time - like, because you call Thread.Sleep inside - the loop will not continue and will not be able to process anything that is happening to the application. This why long-running processes need to take place on a separate thread.
As others have said, you are blocking the UI thread with the Thread.Sleep and recursive button1.PerformClick(); call. You have to let the UI run as freely as possible and let it go idle quickly.
So, just for the fun of it I have rewritten your code to do just that. I've also implemented it with Microsoft's Reactive Extensions (Rx) - just NuGet "Rx-WinForms" to get the bits. Rx allows you to do some very funky things that you can't easily do with events.
Here's your form now:
public partial class HelloWorldView : Form
{
private readonly HelloWorldController MyHelloWorldController =
new HelloWorldController("Hello world!!", TimeSpan.FromSeconds(1.0));
public HelloWorldView()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
MyHelloWorldController.Messages
.ObserveOn(this)
.Subscribe(message =>
{
textBox1.Text += message + Environment.NewLine;
});
MyHelloWorldController.IsAutomateds
.ObserveOn(this)
.Subscribe(isAutomated =>
{
button2.Text = "hello world - is " + (isAutomated ? "on" : "off");
});
}
private void button1_Click(object sender, EventArgs e)
{
MyHelloWorldController.Trigger();
}
private void button2_Click(object sender, EventArgs e)
{
MyHelloWorldController.IsAutomated = !MyHelloWorldController.IsAutomated;
}
}
You'll notice that I've simplified down the UI. It really does as little as possible to update itself and to notify the HelloWorldController of its actions.
The worst part of the code are the two .Subscribe calls in Form1_Load. These are simply looking at the two observables (Rx's version of events if you like) and makes sure the events are run on the UI thread with the .ObserveOn(this) call, and then they subscribe to values produced from the HelloWorldController.
The UI is simply updating itself from the controller and telling the controller what it is doing. There is virtually no logic being performed in the UI. This is how it should be with any MVC-style coding.
Now the HelloWorldController is where the fun is.
It starts off pretty simply:
private string _message;
private TimeSpan _automatedPeriod;
public HelloWorldController(string Message, TimeSpan automatedPeriod)
{
_message = Message;
_automatedPeriod = automatedPeriod;
}
This is basically the information about what message to send to the UI and how often when the controller is automating the values.
It then tracks whether it is automated or not:
private bool _isAutomated = false;
Now it contains the Rx observables - these are like the events you were using.
private Subject<string> _messages = new Subject<string>();
public IObservable<string> Messages { get { return _messages.AsObservable(); } }
private Subject<bool> _isAutomateds = new Subject<bool>();
public IObservable<bool> IsAutomateds { get { return _isAutomateds.AsObservable(); } }
private SerialDisposable _serialSubscription = new SerialDisposable();
In Rx an IObservable<T> is something I can subscribe to to get a series of values - just like an event. The Subject<T> is something that I can manually push values into, but it also can be an IObservable<T> that can be subscribed to. It's the pair of these that lets me raise events. Think of the Subject<string> to be the equivalent of the HelloWorldRequested method in your code and the IObservable<string> to be the equivalent of the HelloWorldRequestedEvent event.
If I call _messages.OnNext("Hello") then any subscribers to IObservable<string> Messages would get a "Hello" sent to them. Just like an event.
IsAutomated looks like this:
public bool IsAutomated
{
get { return _isAutomated; }
set
{
_isAutomated = value;
_isAutomateds.OnNext(value);
if (_isAutomated)
{
this.Trigger();
}
}
}
So it does its job of updating its own internal state, but it also calls _isAutomateds.OnNext(value) to push out the updates to any subscribers of IObservable<bool> IsAutomateds. It also works out if it needs to trigger the controller to produce messages with the this.Trigger() call.
Finally the Trigger method looks like this:
public void Trigger()
{
if (_isAutomated)
{
_serialSubscription.Disposable =
Observable
.Interval(_automatedPeriod)
.StartWith(0)
.TakeUntil(_isAutomateds.Where(x => x == false))
.Subscribe(n => _messages.OnNext(_message));
}
else
{
_messages.OnNext(_message);
}
}
The easy part of this is when the _isAutomated is false then it simply sends one message out via the _messages.OnNext(_message) call.
When _isAutomated is true it uses some of the coolness of Rx to set up effectively a timer to produce values every TimeSpan _automatedPeriod. From your code you wanted every 2 seconds so the TimeSpan would be TimeSpan.FromSeconds(2.0).
Observable.Interval(_automatedPeriod) defines a timer that begins producing values after the first period of time and then every period of time between.
So the .StartWith(0) says that it should immediately produce a value when it is subscribed to.
The .TakeUntil(_isAutomateds.Where(x => x == false)) is the best part here - it says that it will take the values from the the Observable.Interval(_automatedPeriod).StartWith(0) and stop when it gets a value from _isAutomateds.Where(x => x == false) - in other words when the IsAutomated is set to false.
The .Subscribe(n => _messages.OnNext(_message)); simply pushes a value to the _messages subject so that all subscribers of IObservable<string> Messages gets their messages.
Just put all of the HelloWorldController I've given you in public class HelloWorldController { ... } and you're good to go.
The works I think like it should and shows how lightweight the UI code can be.
I hope you find this worth playing with.
You'll need to add these using's to the top of your code to get all of the code to compile:
using System.Reactive.Disposables;
using System.Reactive.Linq;
using System.Reactive.Subjects;

C# Invoke button control on separate thread

I have seen a lot of questions about how to edit controls on c# form from a different thread but none make much sense to me. I understand that you can not change any UI from another thread than it's main. To make this work you have to use invoke and from there safely edit the control?
I have a button that starts writing in a file and the moment you press the button the button itself gets disabled so you can not start multiple threads that do exactly the same. When the writing is done I want the button to be available again but I can not get it working on this other thread.
I have this as the Generate_Click event from the form.
private void Generate_Click(object sender, EventArgs e)
{
Generate.Enabled = false;
int x = 512;
int y = 512;
MBrot mbrot = new MBrot(x, y);
PB_Update lb = new PB_Update(0, y, Generator_PB, Generate, mbrot, this);
lb.Start();
}
And this is in PB_Update.cs the ThreadWork() function, when the while loop is done the writing to the file is done and so is the thread so its ended and given a messagebox with "finished" now as last the button needs to be enabled again.
public void ThreadWork()
{
while (true)
{
if (currValue_ >= maxValue_)
break;
ThreadTick();
}
mb_.StopBrot();
t_.Interrupt();
MessageBox.Show("Finished!");
Generate_.Enabled = true;
}
For WinForms you can execute directly on the thread which the control was created on through the Control.BeginInvoke method, you can use Control.Invoke as well but, Control.BeginInvoke is preferred for UI operations.
public void ThreadWork()
{
while (true)
{
if (currValue_ >= maxValue_)
break;
ThreadTick();
}
mb_.StopBrot();
t_.Interrupt();
MessageBox.Show("Finished!");
Generate_.BeginInvoke((Action)delegate()
{
Generate_.Enabled = true;
});
}
Somehow, get a reference to the form that hosts the generate_ button (let's call it myform). Then, at the bottom of your ThreadWork:
myform.Invoke(new Action(() => {
myform.SetGenerateEnabled();
}));
And then inside your form create that method that enables the button appropriately. (I used a method rather than just updating the button directly so that you don't publicly expose the button.)
This executes the commands inside the { ... } on myform's thread, which is a UI thread, because it is UI. At least, that's what I understand. This is how I do all of my UI updating from other threads.
Here's a simple example of a way to kick off an async task that disables a button for 5 seconds and then enables it again. Meanwhile, the rest of the UI is functional.
Note that this async method exists in the same class as your Generate_Click event, and runs on the UI thread. This means that it can enable and disable the button. But the long running task executes on a separate thread, so it doesn't lock the UI.
Hopefully this sample provides you a base to modify for your own code:
private void Generate_Click(object sender, EventArgs e)
{
DisableButton(sender as Button, 5);
}
private async void DisableButton(Button sender, int secondsToDisable)
{
sender.Enabled = false;
// In your code, you would kick off your long-running process here as a task
await Task.Run(()=>Thread.Sleep(TimeSpan.FromSeconds(secondsToDisable)));
sender.Enabled = true;
}

How to implement a popup window with a counter

I would like to implement a simple popup window in Windows Forms, which will show a simple timer to the user while some slow-running process is executing. The premise is simple; show to the user that something is indeed going on and the application is not frozen. Note that this slow-running process is not a loop, nor is it something that I can tap into.
What I want is a simple popup window, showing some message along the lines "Elapsed time: x seconds", where x is incremented every second.
The basic concept is the following:
public void test()
{
//Some code which does stuff
//Popup window with counter
//Perform long running process
//Close popup window with counter
//Some other code which does other stuff
}
I tried to do it using various ways, including background workers, threads, and of course timers. But I did not manage to make it work as I wanted. And I would prefer not to post any of my code so as not to "lead" the responses to a specific way of doing this.
So what would be the best way to do this work?
Thanks.
UPDATE:
In reply to some comments, since I cannot paste any code in the replies section, I'm editing my original question to accomodate this. One of the implementations that I tried is to spawn the popup window in a separate thread. Although I got no runtime errors, the popup window did not refresh correctly. It indeed poped-up, but no text would show within it, and the counter would not refresh. Here's the code:
private void test()
{
frmProgressTimer ofrmProgressTimer = new frmProgressTimer(); //Instance of popup Form
System.Threading.Tasks.Task loadTask = new System.Threading.Tasks.Task(() => ProgressTimer(ofrmProgressTimer));
loadTask.Start();
//Perform long running process
System.Threading.Tasks.Task cwt = loadTask.ContinueWith(task => EndProgressTimer(ofrmProgressTimer));
}
private void ProgressTimer(frmProgressTimer ofrmProgressTimer)
{
ofrmProgressTimer.Show();
ofrmProgressTimer.Invoke((Action)(() =>
{
ofrmProgressTimer.startTimer();
}));
}
private void EndProgressTimer(frmProgressTimer ofrmProgressTimer)
{
ofrmProgressTimer.Invoke((Action)(() =>
{
ofrmProgressTimer.stopTimer();
ofrmProgressTimer.Close();
}));
}
And here's my popup form code:
public partial class frmProgressTimer : Form
{
private int counter = 0;
private Timer timer1;
public frmProgressTimer()
{
InitializeComponent();
timer1 = new Timer();
timer1.Interval = 1000;
timer1.Tick += new EventHandler(timer1_Tick);
}
public void startTimer()
{
timer1.Start();
}
public void stopTimer()
{
timer1.Stop();
}
private void timer1_Tick(object sender, EventArgs e)
{
counter += 1;
labelText.Text = counter.ToString();
}
}
This is actually quite easy to do. Create your dialog, define your long running operation to take place in a non-UI thread when it is shown, add a continuation to that operation which closes the dialog when the task finishes, and then show the dialog.
MyDialog dialog = new MyDialog();
dialog.Shown += async (sender, args) =>
{
await Task.Run(() => DoLongRunningWork());
dialog.Close();
};
dialog.ShowDialog();
The code to have the ticking over time should be entirely contained within the dialog, and based on the question it seems you already have that well under control with a simple Timer.
Make a new form, which will pop up, and show a timer. That way it won't be interrupted with all the work on your main form, and the timer will work continuously.
Remember when showing a new from to use newForm.ShowDialog() not newForm.Show(). Your can google the differences
I would simply start your work on a separate thread. Launch a modal form with your timer output. To display the timer use an actual timer instance set to update every second. When the timer event fire update your dialog.
Finally once you're thread completes close the dialog so your main form is active again.
First of all you need to make it not closeable by the user (as if modal dialogs weren't annoying enough) but closeable by your code. You could accomplish this by subscribing to the FormClosing event of the form. Let's say your popup form's name is Form2:
private bool mayClose = false;
public void PerformClose()
{
this.mayClose = true;
this.Close();
}
private void Form2_FormClosing(object sender, FormClosingEventArgs e)
{
if (!this.mayClose)
e.Cancel = true;
}
Create a Timer, provide a Tick event handler, enable it and set its Interval to 500 milliseconds:
Create a label to host your desired text. Let's call it label1.
Within and surrounding your Tick event handler do something like this:
private DateTime appearedAt = DateTime.UtcNow;
private void timer1_Tick(object sender, EventArgs e)
{
int seconds = (int)(DateTime.UtcNow - this.appearedAt).TotalSeconds;
this.label1.Text = string.Format(#"Ellapsed seconds: {0}", seconds);
}
Make sure your long running process is happening on a background thread, not on the GUI thread.
Say your long running process can be thought of as the execution of a method called MyProcess.
If that is the case, then you need to call that method from a secondary thread.
// PLACE 1: GUI thread right here
Thread thread = new Thread(() =>
{
// PLACE 2: this place will be reached by the secondary thread almost instantly
MyProcess();
// PLACE 3: this place will be reached by the secondary thread
// after the long running process has finished
});
thread.Start();
// PLACE 4: this place will be reached by the GUI thread almost instantly
Show the form right before the long running process starts. This can be done in any of the 2 places (marked in the previous section of code) called PLACE1 or PLACE2. If you do it in PLACE2 you will have to marshal a call back to the GUI thread in order to be able to interact with the WinForms framework safely. Why am I bringing this up ? It's because maybe the long running process is not started from within the GUI thread at all and you absolutely need to do this.
Close the form right after the long running process finishes. This can be done only in PLACE3 and you absolutely need to marshal a call.
To wrap the earlier 2 bullets and the answer, you could do this:
private void DoIt()
{
Form2 form2 = new Form2();
Action showIt = () => form2.Show();
Action closeIt = () => form2.PerformClose();
// PLACE 1: GUI thread right here
Thread thread = new Thread(() =>
{
form2.BeginInvoke(showIt);
// PLACE 2: this place will be reached by the secondary thread almost instantly
MyProcess();
form2.BeginInvoke(closeIt);
// PLACE 3: this place will be reached by the secondary thread
// after the long running process has finished
});
thread.Start();
// PLACE 4: this place will be reached by the GUI thread almost instantly
}
Finally I've managed to resolve this in the most simplistic manner. And it works like a charm. Here's how to do it:
//Create an instance of the popup window
frmProgressTimer ofrmProgressTimer = new frmProgressTimer();
Thread thread = new Thread(() =>
{
ofrmProgressTimer.startTimer();
ofrmProgressTimer.ShowDialog();
});
thread.Start();
//Perform long running process
ofrmProgressTimer.Invoke((Action)(() =>
{
ofrmProgressTimer.stopTimer();
ofrmProgressTimer.Close();
}));
You can see the code for the popup window in the original post/question, with the only difference that the tick function changes the label text as:
labelText.Text = string.Format("Elapsed Time: {0} seconds.", counter.ToString());
Thank you to everybody for trying to help me out.

Pause execution of a method without locking GUI. C#

I'm working on a card game in C# for a project on my Intro to OOP paper and have got the game working now but am adding "flair" to the GUI.
Currently cards are dealt and appear on the UI instantaneously. I want to have to program pause for a moment after dealing a card before it deals the next.
When a game is started the following code runs to populate the PictureBoxes that represent them (will be a loop eventually):
cardImage1.Image = playDeck.deal().show();
cardImage2.Image = playDeck.deal().show();
cardImage3.Image = playDeck.deal().show();
cardImage4.Image = playDeck.deal().show();
cardImage5.Image = playDeck.deal().show();
...
I have tries using System.Threading.Thread.Sleep(100); between each deal().show() and also inside each of those methods but all it achieves is locking up my GUI until all of the sleeps have processed then display all of the cards at once.
I have also tried using a combination of a timer and while loop but it resulted in the same effect.
What would be the best way of achieving the desired result?
The problem is that any code that you run on the UI will block the UI and freeze the program. When your code is running (even if it's running Thread.Sleep), messages (such as Paint or Click) sent to the UI will not be processed (until control returns to the message loop when you exit your event handler), causing it to freeze.
The best way to do this is to run on a background thread, and then Invoke to the UI thread between sleeps, like this:
//From the UI thread,
ThreadPool.QueueUserWorkItem(delegate {
//This code runs on a backround thread.
//It will not block the UI.
//However, you can't manipulate the UI from here.
//Instead, call Invoke.
Invoke(new Action(delegate { cardImage1.Image = playDeck.deal().show(); }));
Thread.Sleep(100);
Invoke(new Action(delegate { cardImage2.Image = playDeck.deal().show(); }));
Thread.Sleep(100);
Invoke(new Action(delegate { cardImage3.Image = playDeck.deal().show(); }));
Thread.Sleep(100);
//etc...
});
//The UI thread will continue while the delegate runs in the background.
Alternatively, you could make a timer and show each image in the next timer tick. If you use a timer, all you should do at the beginning is start the timer; don't wait for it or you'll introduce the same problem.
Normally I'd simply recommend a function like this to perform a pause while allowing the UI to be interactive.
private void InteractivePause(TimeSpan length)
{
DateTime start = DateTime.Now;
TimeSpan restTime = new TimeSpan(200000); // 20 milliseconds
while(true)
{
System.Windows.Forms.Application.DoEvents();
TimeSpan remainingTime = start.Add(length).Subtract(DateTime.Now);
if (remainingTime > restTime)
{
System.Diagnostics.Debug.WriteLine(string.Format("1: {0}", remainingTime));
// Wait an insignificant amount of time so that the
// CPU usage doesn't hit the roof while we wait.
System.Threading.Thread.Sleep(restTime);
}
else
{
System.Diagnostics.Debug.WriteLine(string.Format("2: {0}", remainingTime));
if (remainingTime.Ticks > 0)
System.Threading.Thread.Sleep(remainingTime);
break;
}
}
}
But there seems to be some complication in using such a solution when it is called from within an event handler such as a button click. I think the system wants the button click event handler to return before it will continue processing other events because if I try to click again while the event handler is still running, the button depresses again even though I'm trying to drag the form and not click on the button.
So here's my alternative. Add a timer to the form and create a dealer class to handle dealing with cards by interacting with that timer. Set the Interval property of the timer to match the interval at which you want cards to be dealt. Here's my sample code.
public partial class Form1 : Form
{
CardDealer dealer;
public Form1()
{
InitializeComponent();
dealer = new CardDealer(timer1);
}
private void button1_Click(object sender, EventArgs e)
{
dealer.QueueCard(img1, cardImage1);
dealer.QueueCard(img2, cardImage2);
dealer.QueueCard(img3, cardImage1);
}
}
class CardDealer
{
// A queue of pairs in which the first value represents
// the slot where the card will go, and the second is
// a reference to the image that will appear there.
Queue<KeyValuePair<Label, Image>> cardsToDeal;
System.Windows.Forms.Timer dealTimer;
public CardDealer(System.Windows.Forms.Timer dealTimer)
{
cardsToDeal = new Queue<KeyValuePair<Label, Image>>();
dealTimer.Tick += new EventHandler(dealTimer_Tick);
this.dealTimer = dealTimer;
}
void dealTimer_Tick(object sender, EventArgs e)
{
KeyValuePair<Label, Image> cardInfo = cardInfo = cardsToDeal.Dequeue();
cardInfo.Key.Image = cardInfo.Value;
if (cardsToDeal.Count <= 0)
dealTimer.Enabled = false;
}
public void QueueCard(Label slot, Image card)
{
cardsToDeal.Enqueue(new KeyValuePair<Label, Image>(slot, card));
dealTimer.Enabled = true;
}
}
The cheap way out would be to loop with calls to Application.DoEvents() but a better alternative would be to set a System.Windows.Forms.Timer which you would stop after the first time it elapses. In either case you'll need some indicator to tell your UI event handlers to ignore input. You could even just use the timer.Enabled property for this purpose if it's simple enough.
I would try puting the code that deals the deck ( and calls Thread.Sleep) in another thread.

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