string desktop = Environment.GetFolderPath(Environment.SpecialFolder.Desktop);
public void unzip(String zFile)
{
Ionic.Zip.ZipFile zip = Ionic.Zip.ZipFile.Read(zFile);
zip.ExtractProgress += new EventHandler<ExtractProgressEventArgs>(zip_ExtractProgress);
zip.ExtractAll(desktop + "\\cache", ExtractExistingFileAction.OverwriteSilently);
zip.Dispose();
zip = null;
}
void zip_ExtractProgress(object sender, ExtractProgressEventArgs e)
{
if (e.EventType == ZipProgressEventType.Extracting_EntryBytesWritten)
{
label2.Text = "debug: " + ((e.EntriesExtracted));
}
else if (e.EventType == ZipProgressEventType.Extracting_BeforeExtractEntry)
{
label3.Text = e.CurrentEntry.FileName;
}
}
private void button1_Click(object sender, EventArgs e)
{
unzip(desktop + "\\cache.zip");
}
When I execute the unzip button1_Click() my application freezes. I'm new to C# and I'm not really sure how to fix this, can someone help me?
Long running blocking operations should not run on the main UI thread, since as you can see the UI will freeze up.
Consider using a BackgroundWorker to do the work on a separate thread.
There's a good summary here.
Report progress back to the UI by handling the ProgressChanged event and calling backgroundWorker.ReportProgress(), rather than directly updating label2.Text from inside there.
i.e. from inside your zip_ExtractProgress method, call backgroundWorker.ReportProgress
label3.Text = e.CurrentEntry.FileName;
label3.Update();
The Update() method ensures that the label is painted, now showing the Text property you assigned. Without it, the painting doesn't happen until the unzipping code stops running and your program goes idle again. Otherwise known as 'pumping the message loop'. Calling Update() is only a partial fix, your window is still catatonic and won't respond to mouse clicks for example. If it takes longer than a couple of seconds, Windows displays the "Not responding" ghost window.
Get some experience with coding in C#, then tackle threading with the BackgroundWorker class.
Easiest way: Execute the unzip method using a BackgroundWorker. Be sure to modify GUI controls only on the main GUI thread, by using Invoke.
Related
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;
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;
}
I am using a background worker below an a form, and when i click a button it should generate a document, but the GUI hangs , i don't know why it does that, because i feel i m using the backgroundworker right.. can anybody helps in this ?
private void btn_GenerateRevDoc_Click(object sender, EventArgs e)
{
DOC_GenerateVersDocBackgroundWorker = new BackgroundWorker();
DOC_GenerateVersDocBackgroundWorker.WorkerReportsProgress = true;
DOC_GenerateVersDocBackgroundWorker.WorkerSupportsCancellation = true;
DOC_GenerateVersDocBackgroundWorker.DoWork += new DoWorkEventHandler(DOC_GenerateVersDocBackgroundWorker_DoWork);
DOC_GenerateVersDocBackgroundWorker.ProgressChanged += new ProgressChangedEventHandler(DOC_GenerateVersDocBackgroundWorker_ProgressChanged);
DOC_GenerateVersDocBackgroundWorker.RunWorkerCompleted += new RunWorkerCompletedEventHandler(DOC_GenerateVersDocBackgroundWorker_RunWorkerCompleted);
System.Threading.Thread.CurrentThread.Priority = ThreadPriority.BelowNormal;
if (Db.docVersionHistory != null && Db.docVersionHistory.Count > 0)
{
SaveFileDialog sfd = new SaveFileDialog();
sfd.Title = "Export Review To";
sfd.Filter = "Word files (*.doc)|*.doc|All files (*.*)|*.*";
sfd.FilterIndex = 1;
sfd.FileName = "";
if (sfd.ShowDialog() == DialogResult.OK)
{
if (!DOC_GenerateVersDocBackgroundWorker.IsBusy)
DOC_GenerateVersDocBackgroundWorker.RunWorkerAsync(sfd.FileName);
}
}
else
{
MessageBox.Show("No Review Records were found!");
}
}
void DOC_GenerateVersDocBackgroundWorker_DoWork(object sender, DoWorkEventArgs e)
{
if (this.InvokeRequired)
{
Invoke(new MethodInvoker(delegate
{
DocumentsNavigator.GenerateWordRevisionHistoryDoc(DOC_GenerateVersDocBackgroundWorker, versionsList, Db, (string)(e.Argument));
}));
}
else
{
DocumentsNavigator.GenerateWordRevisionHistoryDoc(DOC_GenerateVersDocBackgroundWorker, versionsList, Db, (string)(e.Argument));
}
}
You don't quite grasp how the BackgroundWorker is supposed to be used, and what the Invoke method does.
The Invoke method causes the code be called on the UI thread. So, don't pass the DocumentsNavigator.GenerateWordRevisionHistoryDoc method through Invoke. RunWorkerAsync is fine. I don't know what types versionsList and Db are, but if they are UI objects, you may need to copy the values you need to a new variable. For example, if versionsList is a ListBox, you should copy the selected values to a new string[], and use that string[] as a parameter to your method.
Here's what you think you wanted to do:
Create new Background worker
initialize your background worker
disable the btn_GenerateRevDoc button
Show the SaveFileDialog
Start the BackgroundWorker (RunWorkerAsync)
On the ProgressChanged event, if you're displaying a progress bar or
something, you can update that, this time you do have to passe it
through the Invoke method.
And on the RunWorkerCompleted event, show a messagebox or something,
and enable the btn_GenerateRevDoc button again
Oh, and this line should absolutely be removed:
System.Threading.Thread.CurrentThread.Priority = ThreadPriority.BelowNormal;
Inside your background worker you are again forwarding all the work to UI thread that's why your UI is hanging
if (this.InvokeRequired)
{
//this executes the work on UI thread
Invoke(new MethodInvoker(delegate
{
DocumentsNavigator.GenerateWordRevisionHistoryDoc(DOC_GenerateVersDocBackgroundWorker, versionsList, Db, (string)(e.Argument));
}));
}
else
{
//it will also be executed on UI thread
DocumentsNavigator.GenerateWordRevisionHistoryDoc(DOC_GenerateVersDocBackgroundWorker, versionsList, Db, (string)(e.Argument));
}
}
when i click a button it should generate a document, but the GUI hangs
from your code I can see that you should enter a file name and click ok. Is there a save dialog being opened somewhere?
Try writing the same code without using the background worker. Does it still hang? Also, observed that the condition if (!DOC_GenerateVersDocBackgroundWorker.IsBusy) doesn't make sense as you are creating a new backgroundworker everytime button is clicked
The problem is that You are running the code that hangs the GUI in a worker thread but you do it in an Invoke method.
The Invoke method runs the code in the thread of the GUI and so it hangs.
If you absolutely must call DocumentsNavigator.GenerateWordRevisionHistoryDoc in the GUI thread I don't see how you can make this call without hanging the GUI.
Try to rethink your code so you don't have to run any code in the BackgroungWorker in an Invoke method.
You are doing something unsafe.
instead of Invoke try
if (this.InvokeRequired)
{ this.BeginInvoke(new MethodInvoker(delegate
{
I have the following code:
private void button1_Click(object sender, EventArgs e)
{
var answer =
MessageBox.Show(
"Do you wish to submit checked items to the ACH bank? \r\n\r\nOnly the items that are checked and have the status 'Entered' will be submitted.",
"Submit",
MessageBoxButtons.YesNoCancel, MessageBoxIcon.Question,
MessageBoxDefaultButton.Button1);
if (answer != DialogResult.Yes)
return;
button1.Enabled = false;
progressBar1.Maximum = dataGridView1.Rows.Count;
progressBar1.Minimum = 0;
progressBar1.Value = 0;
progressBar1.Step = 1;
foreach (DataGridViewRow row in dataGridView1.Rows)
{
if ((string) row.Cells["Status"].Value == "Entered")
{
progressBar1.PerformStep();
label_Message.Text = #"Sending " + row.Cells["Name"].Value + #" for $" + row.Cells["CheckAmount"].Value + #" to the bank.";
Thread.Sleep(2000);
}
}
label_Message.Text = #"Complete.";
button1.Enabled = true;
}
This is a test I am creating to port over to my application. Everything works fine but the label_Message.text being set. It never shows up on the screen. It is being set, I did a console.write on it to verify. It's just not refreshing the screen. I get the "Complete" at the end also.
Anyone have any ideas?
You're performing a lengthy operation on the UI thread. You should move it to a background thread (via BackgroundWorker for instance) so the UI thread can do things like repaint the screen when needed. You can cheat and execute Application.DoEvents, but I'd really recommend against it.
This question and answer are basically what you're asking:
Form Not Responding when any other operation performed in C#
The Label doesn't re-paint until you give the UI thread back to the message loop. Try Label.Refresh, or better yet, try putting your lengthy operation in a background thread as other posters have suggested.
This operation is executed in UI thread. UI won't update until it's finished. To make it update during sending you must perform sending in separate thread and update the label from there
This usually happens when you're doing intensive calculations/iterations in the same thread as where the user interface elements are running. To work around this you're going to need to have a separate thread do the work and from there update the label's value accordingly. I'd post a complete source sample but I'm away from my dev machine at the moment.
Just to add to this answer, I ran into an issue with our splash screen form.
We had code like this:
SplashScreen.Initialize(this, SplashScreenImage);
SplashScreen.Show();
// Db init, log init etc.
... Further in our app ...
Application.Run(new MainWindowForm());
The in Initialize(this, SplashScreenImage); we updated some controls and then we ran refresh on those controls;
public void Initialize(this, SplashScreenImage)
{
...
lblVersion.Text = GetVersionString();
lblEnv.Text = GetEnvironmentString();
// Refresh (does not work)
lblVersion.Refresh()
lblEnv.Refresh()
}
Unfortunately, this does not work. The problem here was that although we call control.Refresh() explicitly, form.show() was called after we called control.refresh. This does not work.
The fix was simple:
SplashScreen.Show(); // First call show
SplashScreen.Initialize(this, SplashScreenImage); // Now contorl.Refresh() works
I know this question is old but I had this same issue. I tried Refresh() and many other things but nothing worked. If I put the text into a Messagebox.show then it worked in the message box but not the form so I knew I had the data. As I had people waiting to use the app I was getting desperate and was just about to do away with the class temporarily to get it working when I thought of trying Invoke. So I tried
Invoke(new Action(() =>
{
lbltxt.Text = text;
}));
For now it works but still not sure if this is a long term fix or just a plaster till I find a better solution.
Well, what I am trying to do is show a animated gif while it reads a directory full of files, however the UI freezes, which is ok, but i would like to keep the gif running till the operation is finished. Any ideas?
I am doing it on a Windows Form using VS2010 C#
Here is some example code how you can Load your files aysnchronous. Maybe it helps you. I like this way more than using DoEvents. With DoEvents I had already have some ungood side-effects, therefore I try not to use it.
BackgroundWorker bgWorker = new BackgroundWorker() { WorkerReportsProgress=true};
bgWorker.DoWork += (s, e) => {
// Load here your file/s
// Use bgWorker.ReportProgress(); to report the current progress
};
bgWorker.ProgressChanged+=(s,e)=>{
// Here you will be informed about progress and here it is save to change/show progress. You can access from here savely a ProgressBars or another control.
};
bgWorker.RunWorkerCompleted += (s, e) => {
// Here you will be informed if the job is done.
// Use this event to unlock your gui
};
bgWorker.RunWorkerAsync();
You have two options.
Start a separate thread to handle the file operations.
periodically call Application.DoEvents() within the file loop. That will cause your app to process pending messages (thus updating your UI), but will negatively impact the speed of the file processing loop.
Posting from my phone so no example links.
Run enumeration is a separate thread and update the GUI in the main thread.
Would something like this work with backgroundWorker?
private void buttonRename_Click(object sender, EventArgs e)
{
backgroundWorker1.RunWorkerAsync();
}
private void backgroundWorker1_DoWork(object sender, DoWorkEventArgs e)
{
foreach (ListViewItem myitem in listView.Items)
{
try
{
//Rename
}
catch
{
}
}
}