I'm writing a fighter generation page for my game. The page is supposed to update the UI with randomized values for strength and other attributes while the fighter is being downloaded from the server.
Code so far:
public partial class FighterGenerationPage : PhoneApplicationPage
{
Fighter fighter = null;
string Code = "";
BackgroundWorker worker;
public FighterGenerationPage()
{
InitializeComponent();
Loaded += new RoutedEventHandler(FighterGenerationPage_Loaded);
worker = new BackgroundWorker();
worker.DoWork += new DoWorkEventHandler(worker_DoWork);
}
void FighterGenerationPage_Loaded(object sender, RoutedEventArgs e)
{
AddFighter();
}
protected override void OnNavigatedTo(System.Windows.Navigation.NavigationEventArgs e)
{
NavigationContext.QueryString.TryGetValue("code", out Code);
if ("".Equals(Code))
if (NavigationService.CanGoBack)
NavigationService.GoBack();
base.OnNavigatedTo(e);
}
private void AddFighter()
{
WebProxy.GetInstance().AddFighter(AddFighter_Handler, Code);
worker.RunWorkerAsync();
}
void worker_DoWork(object sender, DoWorkEventArgs e)
{
Random rand = new Random();
while (fighter == null)
{
int strength = rand.Next(100);
Dispatcher.BeginInvoke(() => { StrValue.Text = Convert.ToString(strength); });
Thread.Sleep(100);
}
Dispatcher.BeginInvoke(() => { StrValue.Text = Convert.ToString(fighter.Strength); });
}
public void AddFighter_Handler(Response response)
{
#if DEBUG
Thread.Sleep(3000);
#endif
if (response.Status.Error == false)
{
fighter = response.Fighter;
}
}
}
This code does almost do what I want, but instead of updating the UI every 0.1 sec it does it one time at start and then many times just before it sets it to the final value (fighter.Strength).
Why this behavior?
What I think is happening is this:
You are running in Debug, which means that your Thread.Sleep code in AddFighter_Handler() gets executed.
The call to AddFighter comes back very quickly.
When you Thread.Sleep() in AddFighterHandler, you are actually blocking the user thread, thus never actually calling the code you pass into BeginInvoke.
Here's the simplest thing you can do to solve this:
public void AddFighter_Handler(Response response)
{
System.Threading.ThreadPool.QueueUserWorkItem(o => {
#if DEBUG
Thread.Sleep(3000);
#endif
if (response.Status.Error == false)
{
fighter = response.Fighter;
}});
}
This will make sure you do not block the thread.
It's also probably not the right thing to - consider using the DispatcherTimer to get something like that pause you are trying to achieve..
Related
I have 2 questions about backgroundWorker: one is cancellation and another is invoking.
My code briefly looks like this:
public partial class App : Form {
//Some codes omitted
public EditProcess Process = new EditProcess(ProcessTextBox);
private void ExecuteBtn_Click (object sender, EventArgs e) {
//DnldBgWorker is a backgroundWorker.
Download Dnld = new Download(dir, Process);
DnldBgWorker.DoWork += (obj, e) => GoDownload(Dnld, urllist, e);
DnldBgWorker.RunWorkerAsync();
DnldBgWorker.RunWorkerCompleted += (obj, e) => FinishExecution();
}
private void GoDownload(Download Dnld, string[] urllist, EventArgs e) {
foreach(string url in urllist) {
Dnld.Dnld(url);
}
for (int i = 0; i < 10; i++) {
System.Threading.Thread.Sleep(50);
if (DnldBgWorker.CancellationPending) {
e.Cancel = true;
return;
}
}
}
private void StopBtn_Click(object sender, EventArgs e) {
DnldBgWorker.CancelAsync();
}
}
public class Download {
// Some codes omitted
public WebClient client = new WebClient();
public EditProcess Process;
public Download(string dir, EditProcess Process) {
this.dir = dir;
this.Process = Process;
}
public void Dnld() {
client.DownloadFile(url, dir);
EditProcess.Text(String.Format("Downloaded: {0}\r\n"));
}
}
public class EditProcess {
public TextBox Box;
public EditProcess(TextBox Box) {
this.Box = Box;
}
public void Text(string textToAdd) {
Box.Text += textToAdd;
}
}
First, while DnldBgWorker is running, I clicked StopBtn to stop the DnldBgWorker and the asynchronous work would not stop. How should I stop DnldBgWorker?
Second, EditProcess.Text(String.Format("Downloaded: {0}\r\n")); would give me an error that cross-thread operation is not valid. I know that I should make a delegate to do this, but I don't know exactly how.
++) My code looks like it's doing very simple works in very complicated way, but I put really essential elements in this code so please understand
Let's address the issue before we get into the code
For some reason, you have a completely redundant loop waiting for cancel after your actual download is done. Hence BtnStop does not work for you
When you call EditProcess.Text from Dnld which is invoked in the BackgroundWorker context, you are accessing a GUI element from a thread which does not "own" it. You can read in detail about cross-thread operation here. In your case, you should do it via your ReportProgress call.
Now you can see how I have
Removed the redundant loop from GoDownload while moving the if (DnldBgWorker.CancellationPending) check to the download loop. This should make the StopBtn work now.
Added the ProgressChanged event handler to do the GUI change in the ExecuteBtn_Click. This is triggered by DnldBgWorker.ReportProgress call in the download loop of GoDownload method. Here we pass the custom formatted string as UserState
Also make sure that you have the enabled the ReportsProgress and SupportsCancellation properties like below, perhaps in your designer property box or in code lile DnldBgWorker.WorkerReportsProgress = true; DnldBgWorker.WorkerSupportsCancellation = true;
Hope everything else is clear with the code below.
public partial class App : Form {
//Some codes omitted
public EditProcess Process = new EditProcess(ProcessTextBox);
private void ExecuteBtn_Click (object sender, EventArgs e) {
//DnldBgWorker is a backgroundWorker.
Download Dnld = new Download(dir, Process);
DnldBgWorker.DoWork += (obj, e) => GoDownload(Dnld, urllist, e);
DnldBgWorker.RunWorkerAsync();
DnldBgWorker.RunWorkerCompleted += (obj, e) => FinishExecution();
DnldBgWorker.ProgressChanged += (s, e) => EditProcess.Text((string)e.UserState);;
}
private void GoDownload(Download Dnld, string[] urllist, EventArgs e) {
foreach(string url in urllist) {
Dnld.Dnld(url);
DnldBgWorker.ReportProgress(0, String.Format($"Downloaded: {url}\r\n"));
if (DnldBgWorker.CancellationPending) {
e.Cancel = true;
return;
}
}
}
private void StopBtn_Click(object sender, EventArgs e) {
DnldBgWorker.CancelAsync();
}
}
public class Download {
// Some codes omitted
public WebClient client = new WebClient();
public EditProcess Process;
public Download(string dir, EditProcess Process) {
this.dir = dir;
this.Process = Process;
}
public void Dnld() {
client.DownloadFile(url, dir);
}
}
public class EditProcess {
public TextBox Box;
public EditProcess(TextBox Box) {
this.Box = Box;
}
public void Text(string textToAdd) {
Box.Text += textToAdd;
}
}
There are 2 issues here:
Regarding cancellation - you need to check for cancellation status in the loop that does downloading (thus downloading only part of requested files), not in the later loop which I don't really understand.
As an additional side note you can avoid using BackgroundWorker by using WebClient.DownloadFileAsync and WebClient.CancelAsync combo.
As of reporting progress - make you BackgroundWorker report progress back to the UI thread via ReportProgress and update UI from there.
As for how to cancel a thread. Here is a basic example, for a console application, that I hope you can fit into your more complex code.
void Main()
{
var tokenSource = new CancellationTokenSource();
System.Threading.Tasks.Task.Run(() => BackgroundThread(tokenSource.Token));
Thread.Sleep(5000);
tokenSource.Cancel();
}
private void BackgroundThread(CancellationToken token)
{
while (token.IsCancellationRequested == false) {
Console.Write(".");
Thread.Sleep(1000);
}
Console.WriteLine("\nCancellation Requested Thread Exiting...");
}
The results would be the following.
.....
Cancellation Requested Thread Exiting...
Secondly, as far as how to invoke from your thread to interact with the user interface, hopefully this blog will help you. Updating Windows Form UI elements from another thread
Please let me know if you found this helpful.
To support cancellation you need to set the property
DnldBgWorker.WorkerSupportsCancellation = true;
It is not clear if you set it somewhere else, but you need it to cancel the background worker as you can read on MSDN
Set the WorkerSupportsCancellation property to true if you want the
BackgroundWorker to support cancellation. When this property is true,
you can call the CancelAsync method to interrupt a background
operation.
Also I would change the GoDownload method to
private void GoDownload(Download Dnld, string[] urllist, EventArgs e)
{
foreach(string url in urllist)
{
Dnld.Dnld(url);
// this is just to give more time to test the cancellation
System.Threading.Thread.Sleep(500);
// Check the cancellation after each download
if (DnldBgWorker.CancellationPending)
{
e.Cancel = true;
return;
}
}
}
For the second problem you need to call that method when your code is running on the UI thread and not in the background thread. You could easily achieve this moving the textbox update in the event handler for the ProgressChanged event. To set up the event handler you need another property set to true
DnldBgWorker.WorkerReportsProgress = true;
And set the event handler for the ProgressChanged event
DnldBgWorker.ProgressChanged += DnldBgWorker_ProgressChanged;
private void DnldBgWorker_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
EditProcess.Text(String.Format("Downloaded: {0}\r\n", e.ProgressPercentage));
}
and raise this event in the GoDownload with
DnldBgWorker.ReportProgress(i);
Decided to not use any timers.
What i did is simpler.
Added a backgroundworker.
Added a Shown event the Shown event fire after all the constructor have been loaded.
In the Shown event im starting the backgroundworker async.
In the backgroundworker DoWork im doing:
private void backgroundWorker1_DoWork(object sender, DoWorkEventArgs e)
{
while(true)
{
cpuView();
gpuView();
Thread.Sleep(1000);
}
}
In this case it's better to use two System.Threading.Timer and execute your cpu-intensive operations in these two threads. Please note that you must access controls with BeginInvoke. You can encapsulate those accesses into properties setter or even better pull them out to a view model class.
public class MyForm : Form
{
private System.Threading.Timer gpuUpdateTimer;
private System.Threading.Timer cpuUpdateTimer;
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
if (!DesignMode)
{
gpuUpdateTimer = new System.Threading.Timer(UpdateGpuView, null, 0, 1000);
cpuUpdateTimer = new System.Threading.Timer(UpdateCpuView, null, 0, 100);
}
}
private string GpuText
{
set
{
if (InvokeRequired)
{
BeginInvoke(new Action(() => gpuLabel.Text = value), null);
}
}
}
private string TemperatureLabel
{
set
{
if (InvokeRequired)
{
BeginInvoke(new Action(() => temperatureLabel.Text = value), null);
}
}
}
private void UpdateCpuView(object state)
{
// do your stuff here
//
// do not access control directly, use BeginInvoke!
TemperatureLabel = sensor.Value.ToString() + "c" // whatever
}
private void UpdateGpuView(object state)
{
// do your stuff here
//
// do not access control directly, use BeginInvoke!
GpuText = sensor.Value.ToString() + "c"; // whatever
}
protected override void Dispose(bool disposing)
{
if (disposing)
{
if (cpuTimer != null)
{
cpuTimer.Dispose();
}
if (gpuTimer != null)
{
gpuTimer.Dispose();
}
}
base.Dispose(disposing);
}
You can't just throw this code into a background worker and expect it to work. Anything that updates UI elements (labels, textboxes, ...) needs to be invoked on the main thread. You need to break out your logic to get the data and the logic to update the UI.
I would say your best bet is to do this:
In the timer Tick() method:
// Disable the timer.
// Start the background worker
In the background worker DoWork() method:
// Call your functions, taking out any code that
// updates UI elements and storing this information
// somewhere you can access it once the thread is done.
In the background worker Completed() method:
// Update the UI elements based on your results from the worker thread
// Re-enable the timer.
First make sure to get your head around multithreathing and it's problems (especially UI stuff).
Then you can use somethink like
public class Program
{
public static void Main(string[] args)
{
Timer myTimer = new Timer(TimerTick, // the callback function
new object(), // some parameter to pass
0, // the time to wait before the timer starts it's first tick
1000); // the tick intervall
}
private static void TimerTick(object state)
{
// less then .NET 4.0
Thread newThread = new Thread(CallTheBackgroundFunctions);
newThread.Start();
// .NET 4.0 or higher
Task.Factory.StartNew(CallTheBackgroundFunctions);
}
private static void CallTheBackgroundFunctions()
{
cpuView();
gpuView();
}
}
Please keep in mind (just like John Koerner told you) your cpuView() and gpuView() will not work as is.
Yes you can:
In your Timer tick event:
private void timer_Tick(object sender, EventArgs e)
{
timer.Enabled = false;
backgroundworker.RunWorkerAsync();
timer.Enabled = true;
}
In your Backgroundworker dowork event:
private void backgroundworker_DoWork(object sender, System.ComponentModel.DoWorkEventArgs e)
{
try
{
//Write what you want to do
}
catch (Exception ex)
{
MessageBox.Show("Error:\n\n" + ex.Message, "System", MessageBoxButtons.OK, MessageBoxIcon.Error);
}
}
I think BackgroundWorker is too complex thing for the case; with Timer it is difficult to implement guaranteed stopping.
I would like to recommend you using worker Thread with the loop which waits cancellation ManualResetEvent for the interval you need:
If the cancellation event is set then the worker exits the loop.
If there is a timeout (time interval you need exceeds) then perform system monitoring.
Here is the draft version of the code. Please note I have not tested it, but it could show you the idea.
public class HardwareMonitor
{
private readonly object _locker = new object();
private readonly TimeSpan _monitoringInterval;
private readonly Thread _thread;
private readonly ManualResetEvent _stoppingEvent = new ManualResetEvent(false);
private readonly ManualResetEvent _stoppedEvent = new ManualResetEvent(false);
public HardwareMonitor(TimeSpan monitoringInterval)
{
_monitoringInterval = monitoringInterval;
_thread = new Thread(ThreadFunc)
{
IsBackground = true
};
}
public void Start()
{
lock (_locker)
{
if (!_stoppedEvent.WaitOne(0))
throw new InvalidOperationException("Already running");
_stoppingEvent.Reset();
_stoppedEvent.Reset();
_thread.Start();
}
}
public void Stop()
{
lock (_locker)
{
_stoppingEvent.Set();
}
_stoppedEvent.WaitOne();
}
private void ThreadFunc()
{
try
{
while (true)
{
// Wait for time interval or cancellation event.
if (_stoppingEvent.WaitOne(_monitoringInterval))
break;
// Monitoring...
// NOTE: update UI elements using Invoke()/BeginInvoke() if required.
}
}
finally
{
_stoppedEvent.Set();
}
}
}
In my case I was using a BackgroundWorker ,a System.Timers.Timer and a ProgressBar in WinForm Application. What I came across is on second tick that I will repeat the BackgroundWorker's Do-Work I get a Cross-Thread Exception while trying to update ProgressBar in ProgressChanged of BackgroundWorker .Then I found a solution on SO #Rudedog2 https://stackoverflow.com/a/4072298/1218551 which says that When you initialize the Timers.Timer object for use with a Windows Form, you must set the SynchronizingObject property of the timer instance to be the form.
systemTimersTimerInstance.SynchronizingObject = this; // this = form instance.
http://msdn.microsoft.com/en-us/magazine/cc164015.aspx
I have a library with an Interface.
Public Interface Progress
{
int ProgressValue{get;set;},
string ProgressText{get;set;},
}
Library has a method Create (dummy code):
Public Class TestLibrary
{
Progress _progress;
Public void Create()
{
foreach(var n in TestList)
{
// Do Something
_progress.ProgressValue = GetIndex(n);
_progress.ProgressText = "Updating..." + n;
}
}
}
I have a project that references this library and calls Create method. It even Implements Interface Progress.
Public Class TestProject : Progress
{
public int ProgressValue
{
get{return progressBar1.Value;}
set{progressBar1.Value = value;}
}
public int ProgressText
{
get{return label1.Text;}
set{label1.Text = value;}
}
}
Now when I run the application, Progress Bar behaves properly and shows the progress correctly, but the Text of label1 does not change at all. But it do change in the end of for loop and shows the last item in loop. Can anyone help me out in this?
Note: All these codes are written directly without testing as I don't have my application now with me. Sorry for any syntax errors.
It sounds like all your work is being done on the UI thread. Don't do that.
Instead, run the loop itself in a background thread, and use Control.Invoke or Control.BeginInvoke (probably in the Progress implementation) to marshal a call across to the UI thread just to update the UI. This will leave your UI responsive (and able to update labels etc) while it's still processing.
Used a Label instead of ProgressBar. You can try this code [using BackGroundWorker] -
using System.ComponentModel;
using System.Windows.Forms;
namespace WindowsFormsApplication1
{
public partial class Form3 : Form
{
private BackgroundWorker _worker;
BusinessClass _biz = new BusinessClass();
public Form3()
{
InitializeComponent();
InitWorker();
}
private void InitWorker()
{
if (_worker != null)
{
_worker.Dispose();
}
_worker = new BackgroundWorker
{
WorkerReportsProgress = true,
WorkerSupportsCancellation = true
};
_worker.DoWork += DoWork;
_worker.RunWorkerCompleted += RunWorkerCompleted;
_worker.ProgressChanged += ProgressChanged;
_worker.RunWorkerAsync();
}
void DoWork(object sender, DoWorkEventArgs e)
{
int highestPercentageReached = 0;
if (_worker.CancellationPending)
{
e.Cancel = true;
}
else
{
double i = 0.0d;
int junk = 0;
for (i = 0; i <= 199990000; i++)
{
int result = _biz.MyFunction(junk);
junk++;
// Report progress as a percentage of the total task.
var percentComplete = (int)(i / 199990000 * 100);
if (percentComplete > highestPercentageReached)
{
highestPercentageReached = percentComplete;
// note I can pass the business class result also and display the same in the LABEL
_worker.ReportProgress(percentComplete, result);
_worker.CancelAsync();
}
}
}
}
void RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
if (e.Cancelled)
{
// Display some message to the user that task has been
// cancelled
}
else if (e.Error != null)
{
// Do something with the error
}
}
void ProgressChanged(object sender, ProgressChangedEventArgs e)
{
label1.Text = string.Format("Result {0}: Percent {1}",e.UserState, e.ProgressPercentage);
}
}
public class BusinessClass
{
public int MyFunction(int input)
{
return input+10;
}
}
}
Posted the same a few days ago here
The code you posted uses one thread. That means every operation is excuted in sequence right after the previous one finished.
Since you can update GUI elements right away, I suppose the code to be run from main thread (a.k.a "GUI thread"). Blocking the GUI thread results in the GUI ("Graphical User Interface") not updating until there is some idle time for it.
Use following example to refresh your label every iteration so that it updates your UI.
label1.Text = i.ToString();
label1.Refresh();
I'm using following code to call Method B after N seconds method A is called. If method A
is called again within the N seconds timeout, i have to reset the time counting back to N seconds.
I cannot reference System.Windows.Form in my project, so I cannot use System.Windows.Form.Timer.
The method B must be called in the same thread A is called.
private void InitTimer()
{
timer = new BackgroundWorker();
timer.WorkerSupportsCancellation = true;
timer.WorkerReportsProgress = true;
timer.DoWork += delegate(object sender, DoWorkEventArgs e)
{
var st = DateTime.Now;
while (DateTime.Now.Subtract(st).TotalSeconds < 10)
{
if (timer.CancellationPending)
{
e.Cancel = true;
return;
}
}
};
timer.RunWorkerCompleted += delegate(object sender, RunWorkerCompletedEventArgs e)
{
if (!e.Cancelled)
{
MethodB();
}
else
{
timer.RunWorkerAsync();
}
};
}
public void MethodA()
{
if (timer.IsBusy)
timer.CancelAsync();
else
timer.RunWorkerAsync();
}
public void MethodB()
{
//do some stuff
}
Actually the code work, but i think it's a bit confounding. Do you know if there is a best practices to achieve the same result?
It's a shame you're stuck on .NET 2.0, because Rx extensions has a Throttle method that achieves this effect quite elegantly.
Sadly Rx requires at least .NET 3.5 SP1.
Oh well! You can always use a System.Threading.Timer to get this done instead. Synchronization can be provided by leveraging the current SynchronizationContext (this is what BackgroundWorker does).
Here's a sketch of a LaggedMethodPair class to illustrate this approach. The class takes three inputs in its constructor: an Action to be performed on-demand, another Action to serve as the callback that will be invoked when a given timeout has elapsed, and, of course, the timeout itself:
public sealed class LaggedMethodPair
{
private SynchronizationContext _context;
private Timer _timer;
private Action _primaryAction;
private Action _laggedCallback;
private int _millisecondsLag;
public LaggedMethodPair(Action primaryAction,
Action laggedCallback,
int millisecondsLag)
{
if (millisecondsLag < 0)
{
throw new ArgumentOutOfRangeException("Lag cannot be negative.");
}
// Do nothing by default.
_primaryAction = primaryAction ?? new Action(() => { });
// Do nothing by default.
_laggedCallback = laggedCallback ?? new Action(() => { });
_millisecondsLag = millisecondsLag;
_timer = new Timer(state => RunTimer());
}
public void Invoke()
{
// Technically there is a race condition here.
// It could be addressed, but in practice it will
// generally not matter as long as Invoke is always
// being called from the same SynchronizationContext.
if (SynchronizationContext.Current == null)
{
SynchronizationContext.SetSynchronizationContext(
new SynchronizationContext()
);
}
_context = SynchronizationContext.Current;
ResetTimer();
_primaryAction();
}
void ResetTimer()
{
_timer.Change(_millisecondsLag, Timeout.Infinite);
}
void RunTimer()
{
_context.Post(state => _laggedCallback(), null);
}
}
I wrote a sample Windows Forms app to show this class in action. The form contains a LaggedMethodPair member with a timeout of 2000 ms. Its primaryAction adds an item to a list view. Its laggedCallback adds a highlighted item to the list view.
You can see that the code runs as expected.
I would encapsulate this functionality into a timer class with events that other classes can subscribe to (for example a timer.tick event).
I am trying to use AutoResetEvent, because it is capable to wait for a signal. I use it to have worker waited for the signal from A(), and if it has been too long B() will be called.
class Caller
{
AutoResetEvent ev = new AutoResetEvent(false);
public void A()
{
ev.Set();
// do your stuff
Console.Out.WriteLine("A---");
}
void B()
{
Console.Out.WriteLine("B---");
}
public void Start()
{
var checker = new BackgroundWorker();
checker.DoWork += new DoWorkEventHandler(checker_DoWork);
checker.RunWorkerAsync();
}
void checker_DoWork(object sender, DoWorkEventArgs e)
{
BackgroundWorker worker = sender as BackgroundWorker;
while (!worker.CancellationPending)
{
bool called = ev.WaitOne(TimeSpan.FromSeconds(3));
if (!called) B();
}
}
}
I have tested my class roughly and it is working fine so far. Note that B will be called from worker thread, so you have to do the synchronization in B() if needed.
I have a form that starts a thread. Now I want the form to auto-close when this thread terminates.
The only solution I found so far is adding a timer to the form and check if thread is alive on every tick. But I want to know if there is a better way to do that?
Currently my code looks more less like this
partial class SyncForm : Form {
Thread tr;
public SyncForm()
{
InitializeComponent();
}
void SyncForm_Load(object sender, EventArgs e)
{
thread = new Thread(new ThreadStart(Synchronize));
thread.IsBackground = true;
thread.Start();
threadTimer.Start();
}
void threadTimer_Tick(object sender, EventArgs e)
{
if (!thread.IsAlive)
{
Close();
}
}
void Synchronize()
{
// code here
}
}
The BackgroundWorker class exists for this sort of thread management to save you having to roll your own; it offers a RunWorkerCompleted event which you can just listen for.
Edit to make it call a helper method so it's cleaner.
thread = new Thread(() => { Synchronize(); OnWorkComplete(); });
...
private void OnWorkComplete()
{
Close();
}
If you have a look at a BackgroundWorker, there is a RunWorkerCompleted event that is called when the worker completes.
For more info on BackgroundWorkers Click Here
Or
You could add a call to a complete function from the Thread once it has finished, and invoke it.
void Synchronize()
{
//DoWork();
//FinishedWork();
}
void FinishedWork()
{
if (InvokeRequired == true)
{
//Invoke
}
else
{
//Close
}
}
Have a look at delegates, IAsyncResult, BeginInvoke and AsyncCallback
At the end of your thread method, you can call Close() using the Invoke() method (because most WinForms methods should be called from the UI thread):
public void Synchronize()
{
Invoke(new MethodInvoker(Close));
}
Solution for arbitrary thread (e.g. started by some other code), using UnmanagedThreadUtils package:
// Use static field to make sure that delegate is alive.
private static readonly UnmanagedThread.ThreadExitCallback ThreadExitCallbackDelegate = OnThreadExit;
public static void Main()
{
var threadExitCallbackDelegatePtr = Marshal.GetFunctionPointerForDelegate(ThreadExitCallbackDelegate);
var callbackId = UnmanagedThread.SetThreadExitCallback(threadExitCallbackDelegatePtr);
for (var i = 1; i <= ThreadCount; i++)
{
var threadLocalVal = i;
var thread = new Thread(_ =>
{
Console.WriteLine($"Managed thread #{threadLocalVal} started.");
UnmanagedThread.EnableCurrentThreadExitEvent(callbackId, new IntPtr(threadLocalVal));
});
thread.Start();
}
UnmanagedThread.RemoveThreadExitCallback(callbackId);
}
private static void OnThreadExit(IntPtr data)
{
Console.WriteLine($"Unmanaged thread #{data.ToInt64()} is exiting.");
}