C# Backgroundworker: What way to periodically update a PictureBox? - c#

I'm using a BackgroundWorker to periodically check a hardware switch. Due to it is connected via a slow RS485 network, I have to delay the next status update.
On switch Status change I want to update an OK/nOK Picture Box. This is realized as a green OK pictureBox over a nOK pictureBox. No real work is done here.
For expandability I decided to use the Backgroundworker. Finally I want to have a hidden worker, which
provides globally the Status of three switches and
updates on StatusChange the PictureBoxes.
Problem description
Once the BackgroundWorker is started, it works as expected. However the GUI freezes.
What did I try?
The MSDN BackgroundWorker Class Note 1
says, that GUI should be updated via ProgressChanged. I tried to raise this Event by Worker_Switch.ReportProgress(fakeProgress++) and failed. The PictureBox wasn't updated anymore.
Snippet from designer
this.Worker_Switch = new System.ComponentModel.BackgroundWorker();
//
// Worker_Switch
//
this.Worker_Switch.WorkerSupportsCancellation = true;
this.Worker_Switch.DoWork += new System.ComponentModel.DoWorkEventHandler(this.Worker_Switch_DoWork);
Snippet from Main Form
delegate void SetEventCallback(object sender, DoWorkEventArgs e); // Threadsafe calls for DoWork
private void btnBackgroundworker_Click(object sender, EventArgs e)
{
if (!Worker_Switch.IsBusy)
{
Worker_Switch.RunWorkerAsync();
}
}
private void Worker_Switch_DoWork(object sender, DoWorkEventArgs e)
{
// Worker Thread has no permission to change PictureBox "pictureBoxSwitchrightOK"
// Therefore this method calls itsself in the MainThread, if necessary.
while (!Worker_Switch.CancellationPending)
{
if (this.pictureBoxSwitchrightOK.InvokeRequired) // Worker Thread
{
System.Threading.Thread.Sleep(400);
SetEventCallback myCall = new SetEventCallback(Worker_Switch_DoWork);
this.Invoke(myCall, new object[] { sender, e });
}
else // Main Thread
{
// Turns OK Picture Box invisible, if nOk State (Switch pushed)
pictureBoxSwitchrightOK.Visible = SwitchOK("right"); // true: OK (green)
this.Refresh();
}
}
private bool SwitchOK(string rightOrLeft) // select one of the switches
{ (...)} // gets hardware switch status
Edit: Special Thanks to laszlokiss88 (3 possibilities) and JMK (for simplicity with System.Windows.Forms Timer from toolbox)
This alternative from Toolbox also worked:
this.timer_Switch.Enabled = true;
this.timer_Switch.Interval = 400;
this.timer_Switch.Tick += new System.EventHandler(this.timer_Switch_Tick);
private void timer_Switch_Tick(object sender, EventArgs e)
{
motorSwitchControl.Init(); // globally available Switch status
SwitchRight = SwitchOK("right");
SwitchRightOK.Visible = SwitchRight;
SwitchLeft = SwitchOK("left"); // globally available Switch status
SwitchLeftOK.Visible = SwitchLeft;
SwitchAllOK = SwitchRight & SwitchLeft;
this.Refresh();
}
a) Is it correct, that the Sleep() actually happens in the Worker Thread?
- no Main Thread
b) What is going wrong, if I manipulate user interface objects in DoWork? (Contrary to MSDN Note)
- works in Main Thread?
c) What is the correct way to periodically update a PictureBox? DoWork, ProgressChanged, RunWorkerCompleted...?
- Three possibilities from laszlokiss88 answer.

You can update the UI from the DoWork event via the Dispatcher, or Control.Begininvoke(winforms), or you can do it via the ProgressChanged event of the BackgroundWorker:
public MainWindow()
{
InitializeComponent();
var bw = new BackgroundWorker();
bw.WorkerReportsProgress = true;
bw.DoWork += new DoWorkEventHandler(bw_DoWork);
bw.ProgressChanged += new ProgressChangedEventHandler(bw_ProgressChanged);
bw.RunWorkerAsync();
}
void bw_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
// You are in the main thread
// Update the UI here
string data = (string)e.UserState;
}
void bw_DoWork(object sender, DoWorkEventArgs e)
{
// You are in a worker thread
(sender as BackgroundWorker).ReportProgress(0, "right");
}

For a start you should almost never have a need to put an active background thead to sleep. I am also not sure why you are constructing/defining the delegate this way, try some thing like
public delegate void UpdatePictureBox();
myDelegate = new UpdatePictureBox(UpdatePictureboxMethod);
then you have a method UpdatePictureBoxMethod
private void UpdatePictureBoxMethod()
{
this.pictureBox1.Image = Properties.Resources.SomeImage;
}
or something simalar, where you pass in the image to update to.
Alternatively you could use the (bgWorker as BackgroundWorker).ReportProgress(progress, object); method. So from the background thread you call
(bgWorker as BackgroundWorker).ReportProgress(progressBarValue, infoBall);
where here class IfoBall will hold all your important information
class InfoBall
{
public int nProgressBar { get; set; }
public int nMaxProgressBar { get; set; }
public Image image { get; set; }
}
then you can pass this object back to the UI thread and do your updates
void bgWorker_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
// On UI thread.
InfoBall someBall = (InfoBall)e.UserState;
this.pictureBox1.Image = someBall.image;
// etc...
}
I hope this helps.

Related

Why isn't my multithreaded app doing what it should do?

I'm using the ThreadPool to manage my threads. Separately from the UI thread I have a thread that does data retrieval and general work operations and I have a 3rd thread that updates the UI to reflect the status of requested operations.
See code below:
// ui thread
private void btnLoadClients_Click(object sender, EventArgs e)
{
// start thread 1
ThreadPool.QueueUserWorkItem(new Form1().LoadClientList);
}
// thread 1
private void LoadClientList(object state)
{
ThreadBusy = true;
ThreadAction = "Loading Clients...";
// start thread 2
ThreadPool.QueueUserWorkItem(new Form1().ShowProgress);
// get data
ClientController c = new ClientController();
List<Client> clients = c.GetClient();
foreach (Client item in clients)
{
cmbClientList.Items.Add(item.Name);
}
cmbClientList.Items.Insert(0, "Please select a client");
ThreadBusy = false;
}
// thread 2
private void ShowProgress(object state)
{
while (ThreadBusy)
{
foreach (string action in lstAction.Items)
{
// write the action that's being taken to the listbox
if (String.Compare(action, ThreadAction) != 0)
lstAction.Items.Add(ThreadAction);
}
}
}
Problem is that although ShowProgress is being hit when I set a breakpoint on it, execution isn't entering it really. The while (ThreadBusy) line isn't getting hit ever.
Have I got anything wrong here?
ThreadPool.QueueUserWorkItem(new Form1().LoadClientList);
ThreadPool.QueueUserWorkItem(new Form1().ShowProgress);
You're creating new Form1 instances every time you start a background thread, every action you take in these methods will happen to these new, "unbounded" instances, not on the one interacting with the user.
If you want to perform background work in WinForms you can leverage the BackgroundWorker class.
A really simple example:
public static class Program
{
public static void Main()
{
var backgroundWorker = new BackgroundWorker();
backgroundWorker.WorkerReportsProgress = true
backgroundWorker.Disposed += BackgroundWorker_Disposed;
backgroundWorker.DoWork += BackgroundWorker_DoWork;
backgroundWorker.ProgressChanged += BackgroundWorker_ProgressChanged;
backgroundWorker.RunWorkerCompleted += BackgroundWorker_RunWorkerCompleted;
backgroundWorker.RunWorkerAsync();
}
private static void BackgroundWorker_Disposed(object sender, EventArgs e)
{
// Cleanup after yourself.
}
private static void BackgroundWorker_DoWork(object sender, DoWorkEventArgs e)
{
// Do your things in background.
}
private static void BackgroundWorker_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
// Notify progress.
}
private static void BackgroundWorker_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
// The background task is complete ("successfully" is NOT implied).
}
}
ThreadBusy property that you set to true belongs to a different Form1 object. because the thread that runs ShowProgress executes on a new instance of Form1 and its ThreadBusy property is false always. Thats why it is not entering into the while loop.
Can you try this
ThreadPool.QueueUserWorkItem(this.ShowProgress);
instead of
ThreadPool.QueueUserWorkItem(new Form1().ShowProgress);

How to tell when a progressbar is done?

I am using C# with WinForms. I am updating a progressBar. When the Value reaches it's maximum value, I would like it to display a messageBox.
Is there anyway for the progressBar to execute a method when it's full? Is so then some code sample or a link to the solution would be appreciated
private void BackgroundWorkerProgressChanged(object sender, ProgressChangedEventArgs e)
{
//throw new NotImplementedException();
}
private void bgWorker_DoWork(object sender, DoWorkEventArgs e)
{
}
// Back on the 'UI' thread so we can update the progress bar - and our label :)
void bgWorker_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
// The progress percentage is a property of e
int percentComplete = progressBarStatus.Value / progressBarStatus.Maximum;
labelPercentComplete.Text = percentComplete.ToString() + "% Completed";
//progressBarStatus.Value = e.ProgressPercentage;
//labelPercentComplete.Text = String.Format("Trade{0}", e.ProgressPercentage);
}
private void bgWorker_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
if(progressBarStatus.Value == progressBarStatus.Maximum)
{
MessageBox.Show("Test");
}
}
public void Form1_Load(object sender, EventArgs e)
{
backgroundWorker1.DoWork += new DoWorkEventHandler(bgWorker_DoWork);
backgroundWorker1.RunWorkerCompleted += new RunWorkerCompletedEventHandler
(bgWorker_RunWorkerCompleted);
backgroundWorker1.ProgressChanged += BackgroundWorkerProgressChanged;
}
It appears that you do not want to do something when background worker completes, but you want to do something when progress bar reaches maximum... Ok, first, set your progressBarStatus maximum value, then you should try something like this:
void bgWorker_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
if (progressBarStatus.Maximum == e.ProgressPercentage)
{
// do whatever you want to do
}
}
and update progressBarStatus value from from another form.
Altough this may not the best way to do things, if this is really what you want, then do whatever makes you happy... :)
EDIT:
Ok, I added complete example of the program that works perfectly, with calling ProgressChanged event, and checking for the Maximum value correctly, when the Maximum value is reached, ProgressBar is getting restarted and the message is printed in the Output window, with bunch of comments (and bunch of typos of course :D ), please try this example, see how it works, and apply it to your problem.
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Diagnostics;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading;
using System.Windows.Forms;
namespace BGWORKERAPP
{
public partial class Form1 : Form
{
BackgroundWorker bgWorker = new BackgroundWorker();
public Form1()
{
InitializeComponent();
bgWorker.DoWork += bw_DoWork;
bgWorker.WorkerReportsProgress = true; // needed to be able to report progress
bgWorker.WorkerSupportsCancellation = true; // needed to be able to stop the thread using CancelAsync();
bgWorker.ProgressChanged += bw_ProgressChanged;
bgWorker.RunWorkerCompleted += bw_RunWorkerCompleted;
// ProgressBar is added to the form manually, and here I am just setting some initial values
progressBarStatus.Maximum = 100;
progressBarStatus.Minimum = 0;
progressBarStatus.Value = 0;
progressBarStatus.Step = 10;
}
void bw_DoWork(object sender, DoWorkEventArgs e)
{
int i = 0;
while (true) // keep looping until user presses the "Stop" button
{
if (bgWorker.CancellationPending) // if bgWorker.CancelAsync() is called, this CancelationPending token will be set,
{ // and if statement will be true
bgWorker.CancelAsync();
return; // Thread is getting canceled, RunWorkerCompleted will be called next
}
i++; // add any value you want, I chose this value because of the test example...
Thread.Sleep(1); // give thread some time to report (1ms is enough for this example) - NECESSARY,
//WITHOUT THIS LINE, THE MAIN THREAD WILL BE BLOCKED!
bgWorker.ReportProgress(i); // report progress (will call bw_ProgressChanged) - NECESSARY TO REPORT PROGRESS!
}
}
int somethingTerrible = 1; // used to do something terrible ;)
void bw_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
// I added this "somethingTerrible" variable to make the ProgressChanged run all over again, even when e.ProgressPercentage value
// is greater then the progressBarStatus.Maximum, but, you should call bw.CancelAsync() because the job should be finished.
// Also, this code will give you Exception eventually, numbers are limited after all...
if (somethingTerrible * progressBarStatus.Maximum == e.ProgressPercentage)
{
Debug.WriteLine("THIS IS CALLED WHEN THE MAXIMUM IS REACHED"); // this will be printed in the Output window
progressBarStatus.Value = 0; // progressBarStatus value is at the maximum, restart it (or Exception will be thrown)
//bw.CancelAsync(); // used to stop the thread when e.ProgressPercentage is equal to progressBarMaximum, but in our
// example, we just make the code keep running.
// We should cancel bgWorker now because the work is completed and e.ProgressPercentage will
// be greater then the value of the progressBarStatus.Maximum, but if you really want
// you can do something like this to make the thread keep reporting without any errors (until numbers reach the limit)...
somethingTerrible++;
}
else
{
progressBarStatus.Value++; // increasing progressBarStatus.Value, until we get to the maximum.
}
}
void bw_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
MessageBox.Show("Worker completed"); // worker finished the task...
}
// Buttons are added to the Form manually as well
private void runBgTask_Click(object sender, EventArgs e) // button on the Form to start the thread
{
bgWorker.RunWorkerAsync(); // start the background worker (call DoWork)
}
private void stopBgTask_Click(object sender, EventArgs e) // button on the Form to stop the thread
{
bgWorker.CancelAsync(); // tell the background worker to stop (will NOT stop the thread immediately); the DoWork will be
// called once again, but with CancelationPending token set to true, so the if statement
// in the DoWork will be true and the thread will stop.
}
}
}
I guess you should look at BackgroundWorker which is made specifically for this purpose. You will get Event RunWorkerCompleted when your work in finished. I am giving you a working example where you are copying lots of files.
BackgroundWorker bgWorker = new BackgroundWorker();
bgWorker.DoWork += BackgroundWorkerDoWork;
bgWorker.ProgressChanged += BackgroundWorkerProgressChanged;
bgWorker.RunWorkerCompleted += new BackgroundWorkerCompletedEventHandler
(bgWorker_RunWorkerCompleted);
void StartWork()
{
// Start BackGround Worker Thread
bgWorker.RunWorkerAsync();
}
void BackgroundWorkerDoWork(object sender, DoWorkEventArgs e)
{
//NOTE : DONT play with the UI thread here...
// Do Whatever work you are doing and for which you need to show progress bar
CopyLotsOfFiles() // This is the function which is being run in the background
e.Result = true;// Tell that you are done
}
void CopyLotsOfFiles()
{
Int32 counter = 0;
List<String> filestobeCopiedList = ...; // get List of files to be copied
foreach (var file in filestobeCopiedList)
{
counter++;
// Calculate percentage for Progress Bar
Int32 percentage = (counter * 100) / filesCount;
bgWorker.ReportProgress(percentage);
// Files copy code goes here
}
bgWorker.ReportProgress(100);
}
void BackgroundWorkerProgressChanged(object sender, ProgressChangedEventArgs e)
{
// Access Main UI Thread here
progressBar1.Value = e.ProgressPercentage;
}
private void BackgroundWorkerCompletedEventHandler(object sender, RunWorkerCompletedEventArgs e)
{
//Always check e.Cancelled and e.Error before checking e.Result!
//even though I'm skipping that here
var operationSuccessFul = Convert.ToBoolean(e.Result);
if(operationSuccessFul)
MessageBox.Show("I am Done");
}
You will get a call in BackgroundWorkerCompletedEventHandler function when you are done. You should display your progress bar in BackgroundWorkerProgressChanged event handler
You should think the other way round: Create a central "Progress class". This class is responsible for:
Update the progress bar
Show a MessageBox if certain conditions are met
Or to put it another way: its not the responibility of the progressbar to ... do something else than showing progress.

The calling thread cannot access this object (rewrited but same error)

I have a MainFrame window with imageViewer control on it. Also there is my dll which calculates changes for the image all was working fine before I decided to add ProgressDialog.(( The Idea was - firstly I am loading the image via dll to main frame (this still OK). Then if user clicks button then show ProgressDialog and in worker.DoWork create new image via the same dllwrapper class (I am using "new")
All seems to be ok but when i am trying to set my currentImage property of imageviewer control (this is nothing more then setter for Image)it show me this error!
This is the code of my userButtonClickHandler from where I am launching ProgressDialog:
void OnThumbnailClick(object sender, RoutedEventArgs e)
{
pd = new ProgressDlg();
pd.Cancel += CancelProcess;
int max = 1000;
System.Windows.Threading.Dispatcher pdDispatcher = pd.Dispatcher;
worker = new BackgroundWorker();
worker.WorkerSupportsCancellation = true;
LibWrap lwrap = new LibWrap();//!NEW instance for dll wrapper!
worker.DoWork += delegate(object s, DoWorkEventArgs args)
{
imageViewer.CurrentImage = lwrap.engine2(BitmapFrame.Create(MyPrj.App.draggedImage));//ERROR IS HERE!!!//The calling thread cannot access this object because a different thread owns it.
//what process??
};
worker.RunWorkerCompleted += delegate(object s, RunWorkerCompletedEventArgs args)
{
pd.Close();
};
worker.RunWorkerAsync();
pd.ShowDialog();
}
There is function from the same MainFrame class for canceling (There is OK too)
void CancelProcess(object sender, EventArgs e)
{
worker.CancelAsync();
}
This is class for ProgressDlg (it has nothing more then progress bar and cancel button):
public partial class ProgressDlg : Window
{
public ProgressDlg()
{
InitializeComponent();
}
public string ProgressText
{
set
{
this.lblProgress.Content = value;
}
}
public int ProgressValue
{
set
{
this.progress.Value = value;
}
}
public event EventHandler Cancel = delegate { };
private void btnCancel_Click(object sender, RoutedEventArgs e)
{
Cancel(sender, e);
}
}
}
I am working with this problem for (almost) two days and still couldn't find the solution. Help me please if you have an idea.
1 UPDATE
It seems to me that you was right about this threads - when I am trying to load previously loaded(initial) image (from the main thread) -it loads OK but if I am trying libWrap it fails due to processes conflict!
worker.RunWorkerCompleted += delegate(object s, RunWorkerCompletedEventArgs args)
{
imageViewer.Width = 1000;//work!
imageViewer.CurrentImage = MyPrj.App.draggedImage;//Work!
imageViewer.CurrentImage = lwrap.engine2(BitmapFrame.Create(MyPrj.App.draggedImage));//Fail =(!
}
2 UPDATE
I have tried this construction OnThumbnailClick
Application.Current.MainWindow.Dispatcher.BeginInvoke(new Action(() =>
{
imaeViewer.CurrentImage = lwrap.engine2(BitmapFrame.Create(FXPhotoStudio.App.draggedImage));
}
This caused same error/ Perhaps it will be correct to pass this value in MainThread (UI)? But I have no idea how.( I couldnot use serializers - becouse it is rapidly calling operation and this images are temporary/
WPF cannot alter items that were created on another thread.
So if you create an ImageViewer on one thread, you cannot alter it's properties on another thread.
Instead, use the Dispatcher, which is WPF's internal message queue for the main UI thread, to update your objects.
Or, use Henk's Answer to do your work on another thread, but return the result to the main thread so it can update your ImageViewer's properties
You need at least these changes:
worker.DoWork += delegate(object s, DoWorkEventArgs args)
{
args.Result = lwrap.engine2(BitmapFrame.Create(MyPrj.App.draggedImage));
};
worker.RunWorkerCompleted += delegate(object s, RunWorkerCompletedEventArgs args)
{
if (args.Error != null)
{ ... } // handle error
else if (args.Cancelled)
{ ... } // handle Cancel
else
{
imageViewer.CurrentImage = args.Result;
}
pd.Close();
}
I'm not sure if it's enough but try again.
The imageViewer was created on the main thread of the application (which is appropriate because it is a UI control). UI controls can ONLY be accessed by the thread which created it, and that thread must have its own dispatcher (by which I mean message loop).
Remove the threading code, and it will work.
If you want this to popup the window and then show the image when the conversion completes, you will have to store the returned image in a variable until you return to the main thread, and then make the assignment to the imageViewer.

c# BeginInvoke Problem

I have a program that makes some hefty calls to the database and then updates the UI. This is causing problems because for most of the time it means that the UI in not responsive. I therefore decided that I wanted to put the function calls that access the database and update the UI in a separate thread, so now I have something like this:
private delegate void CallAsyncDelegate();
private void CallGetDBValues()
{
// Call GetDatabaseValues in new thread
CallAsyncDelegate callGetDatabaseValues = new
CallAsyncDelegate(GetDatabaseValues);
BeginInvoke(callGetDatabaseValues);
}
private void GetDatabaseValues()
{
// Get lots of data here
// Update UI here
}
...
However, it seems to make no difference whatsoever to the UI. I read somewhere that if the code to be run in a separate thread needed to update the UI then this was how the call should be made - is this correct? Am I doing something wrong?
You may be better served using the BackgroundWorker that is built-in to the .NET framework.
BackgroundWorker bw = new BackgroundWorker();
bw.DoWork += new DoWorkEventHandler(bw_DoWork);
bw.RunWorkerCompleted += new RunWorkerCompletedEventHandler(bw_RunWorkerCompleted);
bw.ProgressChanged += new ProgressChangedEventHandler(bw_ProgressChanged);
bw.WorkerReportsProgress = true;
void bw_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
// update UI with status
label1.Text = (string)e.UserState
}
void bw_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
//Check for cancel
if(e.Cancelled)
{
//Handle the cancellation.
{
//Check for error
if(e.Error)
{
//Handle the error.
}
// Update UI that data retrieval is complete
}
void bw_DoWork(object sender, DoWorkEventArgs e)
{
// Get data
//foreach to process data
//Report progress
bw.ReportProgress(n, message);
}
Here's a link to the MSDN article on how to use the BackgroundWorker for additional details. Thanks to Henk Holterman for the suggestion to include this:
http://msdn.microsoft.com/en-us/library/cc221403%28VS.95%29.aspx
In the "// Update UI here", make sure to use Control.Invoke to actually do the work -- it's imperative that the UI only be "touched" by the UI-thread, and this only happens when you use Control.Invoke.
BeginInvoke and Invoke means to run the code on the UI thread. In this case if you are calling CallGetDBValues() from the UI thread you are not going to gain anything.
Usually you will create a BackgroundWorker or background thread that will do the heavy lifting and it will Invoke back to the UI thread the values that need to be updated.
A BackgroundWorker will probably be the better solution (see Robaticus's answer), but here is a background thread version.
private delegate void CallAsyncDelegate();
private void button_Click( object sender, EventArgs e )
{
Thread thread = new Thread( GetDBValues );
thread.IsBackground = true;
thread.Start();
}
private void GetDBValues()
{
foreach( ... )
{
Invoke( new CallAsyncDelegate( UpdateUI ) );
}
}
private void UpdateUI()
{
/* Update the user interface */
}
I'm not sure of the syntax.. but the sytax I'm more familiar with is something like:
public delegate object myDelegate(object myParam);
Public class MyClass
{
public static void Main()
{
myDelegate d = new myDelegate(myMethod);
d.BeginInvoke ( new object() );
}
static void myMethod(object myParam)
{
// do some work!!
return new object);
}
}

progressBar separate thread

I have question about progressbar show value.
I have this main thread
private void button1_Click(object sender, EventArgs e)
{
progress prog = new progress();
progress.progressEvent += new progress.progressEventHandler(progressEvent);
for(int i=0;i<100;i++)
{
Thread.Sleep(100);
prog.incA();
}
}
void progressEvent(object sender)
{
if (progressBar1.InvokeRequired)
{
//Tady mi to caka az kym nedobehne cyklus for a pak zacne tohleto fungovat
progressBar1.Invoke(new ChangeProgressBarValue(ProgressStep));
}
else
{
ProgressStep();
}
}
public void ProgressStep()
{
progressBar1.PerformStep();
}
public class progress
{
private ThreadStart ts;
private Thread th;
private bool status = true;
public delegate void progressEventHandler(object sender);
public static event progressEventHandler progressEvent;
private int b,a = 0;
public progress()
{
ts=new ThreadStart(go);
th = new Thread(ts);
th.IsBackground = true;
th.Start();
}
public void incA()
{
a++;
if(a==100)
status = false;
}
private void go()
{
while (status)
{
if (a != b)
{
b = a;
if (progressEvent != null)
progressEvent(this);
}
}
th.Abort();
}
}
and my problem is IF start main thread and call IncA this method call event and in event is progressbar invoke
and this invoke waiting to end main thread FOR
why waiting?
thx
Your loop in the main thread is preventing "paint" events from happening. Since you are calling your progress bar's function from withing that thread, you will never see the updates.
You need to move the code to do the incrementing to another thread entirely.
Here is a sample of what you want to do using a Button, a BackgroundWorker, and a ProgressBar:
private void button1_Click(object sender, EventArgs e)
{
backgroundWorker1.RunWorkerAsync();
}
private void backgroundWorker1_DoWork(object sender, System.ComponentModel.DoWorkEventArgs e)
{
for (int i = 1; i <= 100; i++)
{
backgroundWorker1.ReportProgress(i);
Thread.Sleep(100);
}
}
private void backgroundWorker1_ProgressChanged(object sender, System.ComponentModel.ProgressChangedEventArgs e)
{
this.progressBar1.Value = e.ProgressPercentage;
}
Hope this helps!
The progress bar control is a UI object, and is created on the UI thread. When you call Invoke or BeginInvoke to update it, you are asking the UI thread to do the updating.
However, the UI thread is busy - in your button CLick event handler, you have a loop which Sleep()s the thread and calls prog.IncA in a loop. So it never exits back to the main UI loop (which is what dispatches windows messages and updates the UI). Your progress bar is being updated internally, but it never gets a chance to redraw because the UI thread is "busy".
The "processing" code (that is looping and calling prog.IncA()) should not be running on the UI thread at all - you need to start it off in a separate thread and then exit your Click handler so that the UI can continue to update.
Note that this has a side effect - if your UI thread is running, then the user will be able to continue interacting with your program, and so they can click again on the button and kick off another background thread - so you have to be very careful to make sure that the user can't do anything "dangerous" in the UI while you are busy processing.
I suggest you look at some introduction-to-threading tutorials to get an idea of how to use BackgroundWorker or another mechanism for running code in a separate thread. Once you understand that, you can add a progress bar. (And note that although a progress bar sounds like the simplest thing to do, it is actually rather a difficult thing to do due to the need for the UI thread to continue running but not let the user do anything dangerous during your processing)

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