How do I wait for a C# event to be raised? - c#

I have a Sender class that sends a Message on a IChannel:
public class MessageEventArgs : EventArgs {
public Message Message { get; private set; }
public MessageEventArgs(Message m) { Message = m; }
}
public interface IChannel {
public event EventHandler<MessageEventArgs> MessageReceived;
void Send(Message m);
}
public class Sender {
public const int MaxWaitInMs = 5000;
private IChannel _c = ...;
public Message Send(Message m) {
_c.Send(m);
// wait for MaxWaitInMs to get an event from _c.MessageReceived
// return the message or null if no message was received in response
}
}
When we send messages, the IChannel sometimes gives a response depending on what kind of Message was sent by raising the MessageReceived event. The event arguments contain the message of interest.
I want Sender.Send() method to wait for a short time to see if this event is raised. If so, I'll return its MessageEventArgs.Message property. If not, I return a null Message.
How can I wait in this way? I'd prefer not to have do the threading legwork with ManualResetEvents and such, so sticking to regular events would be optimal for me.

Use a AutoResetEvent.
Gimme a few minutes and I'll throw together a sample.
Here it is:
public class Sender
{
public static readonly TimeSpan MaxWait = TimeSpan.FromMilliseconds(5000);
private IChannel _c;
private AutoResetEvent _messageReceived;
public Sender()
{
// initialize _c
this._messageReceived = new AutoResetEvent(false);
this._c.MessageReceived += this.MessageReceived;
}
public Message Send(Message m)
{
this._c.Send(m);
// wait for MaxWaitInMs to get an event from _c.MessageReceived
// return the message or null if no message was received in response
// This will wait for up to 5000 ms, then throw an exception.
this._messageReceived.WaitOne(MaxWait);
return null;
}
public void MessageReceived(object sender, MessageEventArgs e)
{
//Do whatever you need to do with the message
this._messageReceived.Set();
}
}

Have you tried assigning the function to call asynchronously to a delegate, then invoking the mydelegateinstance.BeginInvoke?
Linky for reference.
With the below example, just call
FillDataSet(ref table, ref dataset);
and it'll work as if by magic. :)
#region DataSet manipulation
///<summary>Fills a the distance table of a dataset</summary>
private void FillDataSet(ref DistanceDataTableAdapter taD, ref MyDataSet ds) {
using (var myMRE = new ManualResetEventSlim(false)) {
ds.EnforceConstraints = false;
ds.Distance.BeginLoadData();
Func<DistanceDataTable, int> distanceFill = taD.Fill;
distanceFill.BeginInvoke(ds.Distance, FillCallback<DistanceDataTable>, new object[] { distanceFill, myMRE });
WaitHandle.WaitAll(new []{ myMRE.WaitHandle });
ds.Distance.EndLoadData();
ds.EnforceConstraints = true;
}
}
/// <summary>
/// Callback used when filling a table asynchronously.
/// </summary>
/// <param name="result">Represents the status of the asynchronous operation.</param>
private void FillCallback<MyDataTable>(IAsyncResult result) where MyDataTable: DataTable {
var state = result.AsyncState as object[];
Debug.Assert((state != null) && (state.Length == 2), "State variable is either null or an invalid number of parameters were passed.");
var fillFunc = state[0] as Func<MyDataTable, int>;
var mre = state[1] as ManualResetEventSlim;
Debug.Assert((mre != null) && (fillFunc != null));
int rowsAffected = fillFunc.EndInvoke(result);
Debug.WriteLine(" Rows: " + rowsAffected.ToString());
mre.Set();
}

Perhaps your MessageReceived method should simply flag a value to a property of your IChannel interface, while implementing the INotifyPropertyChanged event handler, so that you would be advised when the property is changed.
By doing so, your Sender class could loop until the max waiting time is elapsed, or whenever the PropertyChanged event handler occurs, breaking the loop succesfully. If your loop doesn't get broken, then the message shall be considered as never received.

Useful sample with AutoResetEvent:
using System;
using System.Threading;
class WaitOne
{
static AutoResetEvent autoEvent = new AutoResetEvent(false);
static void Main()
{
Console.WriteLine("Main starting.");
ThreadPool.QueueUserWorkItem(
new WaitCallback(WorkMethod), autoEvent);
// Wait for work method to signal.
autoEvent.WaitOne();
Console.WriteLine("Work method signaled.\nMain ending.");
}
static void WorkMethod(object stateInfo)
{
Console.WriteLine("Work starting.");
// Simulate time spent working.
Thread.Sleep(new Random().Next(100, 2000));
// Signal that work is finished.
Console.WriteLine("Work ending.");
((AutoResetEvent)stateInfo).Set();
}
}

WaitOne is really the right tool for this job. In short, you want to wait between 0 and MaxWaitInMs milliseconds for a job to complete. You really have two choices, poll for completion or synchronize the threads with some construct that can wait an arbitrary amount of time.
Since you're well aware of the right way to do this, for posterity I'll post the polling version:
MessageEventArgs msgArgs = null;
var callback = (object o, MessageEventArgs args) => {
msgArgs = args;
};
_c.MessageReceived += callback;
_c.Send(m);
int msLeft = MaxWaitInMs;
while (msgArgs == null || msLeft >= 0) {
Thread.Sleep(100);
msLeft -= 100; // you should measure this instead with say, Stopwatch
}
_c.MessageRecieved -= callback;

Related

User interaction in non-UI thread?

in my WPF - C# application, I have a time consuming function, which I execute with a BackgroundWorker. The job of this function is to add given data from a file into a database. Now and then, I need some user feedback, for example the data is already in the store and I want to ask the user, whether he wants to merge the data or create a new object or skip the data completely. Much like the dialog windows shows, if I try to copy a file to a location, where a file with the same name already exists.
The problem is, that I cannot call a GUI-window from a non GUI-thread. How could I implement this behavior?
Thanks in advance,
Frank
You could work with EventWaitHandle ou AutoResetEvent, then whenever you want to prompt the user, you could the signal UI, and then wait for the responde. The information about the file could be stored on a variable.
If possible... my suggestion is to architect your long running task into atomic operations. Then you can create a queue of items accessible by both your background thread and UI thread.
public class WorkItem<T>
{
public T Data { get; set; }
public Func<bool> Validate { get; set; }
public Func<T, bool> Action { get; set; }
}
You can use something like this class. It uses a queue to manage the execution of your work items, and an observable collection to signal the UI:
public class TaskRunner<T>
{
private readonly Queue<WorkItem<T>> _queue;
public ObservableCollection<WorkItem<T>> NeedsAttention { get; private set; }
public bool WorkRemaining
{
get { return NeedsAttention.Count > 0 && _queue.Count > 0; }
}
public TaskRunner(IEnumerable<WorkItem<T>> items)
{
_queue = new Queue<WorkItem<T>>(items);
NeedsAttention = new ObservableCollection<WorkItem<T>>();
}
public event EventHandler WorkCompleted;
public void LongRunningTask()
{
while (WorkRemaining)
{
if (_queue.Any())
{
var workItem = _queue.Dequeue();
if (workItem.Validate())
{
workItem.Action(workItem.Data);
}
else
{
NeedsAttention.Add(workItem);
}
}
else
{
Thread.Sleep(500); // check if the queue has items every 500ms
}
}
var completedEvent = WorkCompleted;
if (completedEvent != null)
{
completedEvent(this, EventArgs.Empty);
}
}
public void Queue(WorkItem<T> item)
{
// TODO remove the item from the NeedsAttention collection
_queue.Enqueue(item);
}
}
Your UI codebehind could look something like
public class TaskRunnerPage : Page
{
private TaskRunner<XElement> _taskrunner;
public void DoWork()
{
var work = Enumerable.Empty<WorkItem<XElement>>(); // TODO create your workItems
_taskrunner = new TaskRunner<XElement>(work);
_taskrunner.NeedsAttention.CollectionChanged += OnItemNeedsAttention;
Task.Run(() => _taskrunner.LongRunningTask()); // run this on a non-UI thread
}
private void OnItemNeedsAttention(object sender, NotifyCollectionChangedEventArgs e)
{
// e.NewItems contains items that need attention.
foreach (var item in e.NewItems)
{
var workItem = (WorkItem<XElement>) item;
// do something with workItem
PromptUser();
}
}
/// <summary>
/// TODO Use this callback from your UI
/// </summary>
private void OnUserAction()
{
// TODO create a new workItem with your changed parameters
var workItem = new WorkItem<XElement>();
_taskrunner.Queue(workItem);
}
}
This code is untested! But the basic principle should work for you.
Specifically to your case
private void backgroundWorker1_DoWork(object sender, DoWorkEventArgs e)
{
Thread.Sleep(1000);
var a = Test1("a");
Thread.Sleep(1000);
var b = (string)Invoke(new Func<string>(() => Test2("b")));
MessageBox.Show(a + b);
}
private string Test1(string text)
{
if (this.InvokeRequired)
return (string)this.Invoke(new Func<string>(() => Test1(text)));
else
{
MessageBox.Show(text);
return "test1";
}
}
private string Test2(string text)
{
MessageBox.Show(text);
return "test2";
}
Test2 is a normal method which you have to invoke from background worker. Test1 can be called directly and uses safe pattern to invoke itself.
MessageBox.Show is similar to yourForm.ShowDialog (both are modal), you pass parameters to it (text) and you return value (can be a value of property of yourForm which is set when form is closed). I am using string, but it can be any data type obviously.
From the input of the answers here, I came to the following solution:
(Mis)Using the ReportProgress-method of the Backgroundworker in Combination with a EventWaitHandle. If I want to interact with the user, I call the ReportProgress-method and setting the background process on wait. In the Handler for the ReportProgress event I do the interaction and when finished, I release the EventWaitHandle.
BackgroundWorker bgw;
public MainWindow()
{
InitializeComponent();
bgw = new BackgroundWorker();
bgw.DoWork += new DoWorkEventHandler(bgw_DoWork);
bgw.RunWorkerCompleted += new RunWorkerCompletedEventHandler(bgw_RunWorkerCompleted);
bgw.WorkerReportsProgress = true;
bgw.ProgressChanged += new ProgressChangedEventHandler(bgw_ProgressChanged);
}
// Starting the time consuming operation
private void Button_Click(object sender, RoutedEventArgs e)
{
bgw.RunWorkerAsync();
}
// using the ProgressChanged-Handler to execute the user interaction
void bgw_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
UserStateData usd = e.UserState as UserStateData;
// UserStateData.Message is used to see **who** called the method
if (usd.Message == "X")
{
// do the user interaction here
UserInteraction wnd = new UserInteraction();
wnd.ShowDialog();
// A global variable to carry the information and the EventWaitHandle
Controller.instance.TWS.Message = wnd.TextBox_Message.Text;
Controller.instance.TWS.Background.Set();
}
}
void bgw_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
MessageBox.Show(e.Result.ToString());
}
// our time consuming operation
void bgw_DoWork(object sender, DoWorkEventArgs e)
{
Thread.Sleep(2000);
// need 4 userinteraction: raise the ReportProgress event and Wait
bgw.ReportProgress(0, new UserStateData() { Message = "X", Data = "Test" });
Controller.instance.TWS.Background.WaitOne();
// The WaitHandle was released, the needed information should be written to global variable
string first = Controller.instance.TWS.Message.ToString();
// ... and again
Thread.Sleep(2000);
bgw.ReportProgress(0, new UserStateData() { Message = "X", Data = "Test" });
Controller.instance.TWS.Background.WaitOne();
e.Result = first + Controller.instance.TWS.Message;
}
I hope I did not overlooked some critical issues. I'm not so familar with multithreading - maybe there should be some lock(object) somewhere?

How to get back to function from timed event

Okay so I have a function called readSensor which you guessed it.. reads a sensor.
But the sensors usually take about 100ms to respond. So in the readSensor function I am basically just starting a timer.
On the timed event I read the serialport and get my response.
However this means that my response is in the onTimedEvent when I want it to be in the readSensor function..
Basically from the main form I want to be able to do this.
value = readSensor()
when at the minute all I can do is readSensor() and then I can see the response is coming back by displaying it in a messagebox once the timedEvent fires.
here is my code. (I have missed out loads of serialport setup and stuff but hopefully you can see the problem I am in)
I don't want to just wait in the function for 100ms though polling the timer as that will make my program slow..
I want to somehow get the response back to the readSensor function and then back to the form.
using System;
using System.Threading.Tasks;
using System.Windows.Forms;
using System.IO.Ports;
using System.Timers;
namespace readSensor
{
public partial class readSens : UserControl
{
public readSens()
{
InitializeComponent();
}
private System.Timers.Timer rTimer;
SerialPort sp = new SerialPort();
private void setupTimer()
{
// Create a timer with a 100ms response.
rTimer = new System.Timers.Timer(100);
rTimer.SynchronizingObject = this;
// Hook up the Elapsed event for the timer.
rTimer.Elapsed += new ElapsedEventHandler(OnTimedEvent);
}
private void OnTimedEvent(object source, ElapsedEventArgs e)
{
string response = getResponse();
}
public string getResponse()
{
string status = "";
byte[] readBuffer = new byte[255];
if (sp.IsOpen)
{
if (sp.BytesToRead > 0) //there is data to read
{
int length = sp.BytesToRead;
for (int i = 0; i < length; i++)
{
readBuffer[i] = (byte)sp.ReadByte();
status = "pass";
return status;
}
}
}
public void readSensor(byte addr)
{
if (!sp.IsOpen)
{
openPort();
readSensor(addr); // calls itself again once port is opened
}
else if (sp.IsOpen)
{
rTimer.Start();
}
else
{
MessageBox.Show("Port not opened yet");
}
}
}
}
In the main form I am basically just saying
setupTimer();
readSensor();
on a button click.
I don't think you can do it without some callback mechanism. You could implement a while loop but that is not eficient as it would introduce spinning.
My advice is to implement a proper async pattern or something simple like:
ReadSensor(addr, DoSomethingWithResult);
public void DoSomethingWithResult(string result)
{
Console.WriteLine (result);
}
public partial class ReadSens : UserControl
{
private Action<string> _responseCallback;
public void ReadSensor(byte addr, Action<string> responseCallback)
{
_responseCallback = responseCallback;
// initiate timer
}
private void OnTimedEvent(object source, ElapsedEventArgs e)
{
string response = getResponse();
_responseCallback(response);
}
}
Start a separate thread, then from that thread write into a queue the results back in your main thread.
class Game1
{
//We declare a queue, which is like an array that we can extract and enter data easily in a FIFO (first in, first out) style list.
Queue<string> q = new Queue<string>();
public void threadStart(object obj)
{
//We get the result of your function, while our main function is still looping and waiting.
string result = readInput()
//We tell C# that the parameter we passed in, is in fact the Game1 class passed from "t.Start"
Game1 game = (Game1)obj;
//This puts our "result" into the queue.
game.q.Enqueue(result);
}
public void start()
{
//Declares a new thread, which will run "threadStart" function.
System.Threading.Thread t = new System.Threading.Thread(threadStart);
//We start the other thread (that will run in parallel) and pass "this" as the parameter.
t.Start(this);
//We loop over and over, sleeping, whilst the other function runs at the same time. This is called "multi- threading"
while (q.Count == 0)
{
System.Threading.Thread.Sleep(10);
}
//This gets the last-entered (oldest) value from the queue q.
string result = q.Deque();
}
}
So this sets off a thread to get the result, and then in my version, polls the queue for a while until the results come back, but in yours could do a bunch of stuff, as long as you check the queue every now and again for new data.
Edit: Added commenting to hopefully alleviate some of your questions.
Could be this approach a valid solution for you? I think you only are using Timer to wait the serialPort to be open, but it can be self-controlled with raising event.
public class SensorReader
{
private Sensor sensor;
private string lastResponse;
public SensorReader(SerialPort serialPort)
{
this.serialPort = aSerialPort.
this.sensor = new Sensor(serialPort);
this.sensor.PortOpen += PortOpenEventHandler(OnPortOpen);
}
private void OnPortOpen()
{
this.ReadPort();
}
public string ReadPort(byte address)
{
if (!this.sensor.IsOpen)
{
this.sensor.OpenPort();
this.lastResponse = "The serial port doesn't respond... yet!";
}
else
{
// Read response at this point.
this.lastResponse = this.GetResponse();
}
return this.lastResponse;
}
}
public class Sensor
{
private SerialPort serialPort;
public Sensor(SerialPort aSerialPort)
{
this.serialPort = aSerialPort;
}
public bool IsOpen
{
get { return this.serialPort.IsOpen; }
}
public delegate void PortOpenEventHandler(object sender, EventArgs e);
public event PortOpenEventHandler PortOpen;
public void OpenPort()
{
// Open port here...
// ... and throw the PortOpen event.
if (this.PortOpen != null)
{
this.PortOpen(this, EventArgs.Empty);
}
}
}

c# asynchronously call method

There is this class unit that has a property bool status that marks whether a method, request, should be called on the unit. I have my other class, and in it, there is a method that should call request. To avoid blocking the main thread, I want to call the method asynchronously. The problem is that there isn't an event for the status change, and I don't want to make my asynchronous call do ugly stuff like:
while(!status){}unit.request(args);
or
while(!status){Thread.Sleep(100)}unit.request(args);
especially when I do not know the timescale in which status turns true.
How do I do this?
update: i forgot to mention that i cannot change unit. sorry for that.
You want to call a function (be it asynchronously or not) when a property changes. You have two choices:
Attach to an even that is signalled when the property changes
Periodically check the value of the property
You can't do the first, so you must do the second.
This is a sample of how you can manage this using an event.
Suppose this is your class
public class Unit
{
private readonly object _syncRoot = new object();
private bool _status;
public event EventHandler OnChanged;
public bool Status
{
get
{
lock (_syncRoot)
{
return _status;
}
}
set
{
lock (_syncRoot)
{
_status = value;
if (_status && OnChanged != null)
{
OnChanged.Invoke(this, null);
}
}
}
}
public void Process()
{
Thread.Sleep(1000);
Status = true;
}
}
Here is how you can use it
class Program
{
static void Main(string[] args)
{
var unit = new Unit();
unit.OnChanged += Unit_OnChanged;
Console.WriteLine("Before");
Task.Factory.StartNew(unit.Process);
Console.WriteLine("After");
Console.WriteLine("Manual blocking, or else app dies");
Console.ReadLine();
}
static void Unit_OnChanged(object sender, EventArgs e)
{
//Do your processing here
Console.WriteLine("Unit_OnChanged before");
Task.Factory.StartNew(()=>
{
Thread.Sleep(1000);
Console.WriteLine("Unit_OnChanged finished");
});
Console.WriteLine("Unit_OnChanged after");
}
}
This outputs
Before
After
Manual blocking, or else app dies
Unit_OnChanged before
Unit_OnChanged after
Unit_OnChanged finished
This is the classic polling problem, and there really isn't an elegant solution when polling is concerned. But we can work some functional programming in to get something which isn't a nightmare to use.
public static CancellationTokenSource Poll(
Func<bool> termination,
Action<CancellationToken> onexit,
int waitTime = 0,
int pollInterval = 1000)
{
var cts = new CancellationTokenSource();
var token = cts.Token;
Action dispose = cts.Cancel;
var timer = new Timer(_ =>
{
if (termination() || token.IsCancellationRequested)
{
onexit(token);
dispose();
}
}, null, waitTime, pollInterval);
dispose = timer.Dispose;
return cts;
}
Example:
var condition = false;
Poll(() => condition == true, ct => Console.WriteLine("Done!"));
Console.ReadLine();
condition = true;
Console.ReadLine();
Use a System.Threading.AutoResetEvent instead of a bool if possible:
AutoResetEvent status = new AutoResetEvent();
In your asynchronous method, wait for it:
status.WaitOne();
unit.request(args);
Then, to signal it in your other class, call Set:
status.Set();

Is it possible to set an interval on FileSystemWatcher?

Out of curiosity, is it possible to implement an interval at which the various events are raised when using the FileSystemWatcher?
Thanks!
There's an overload of FileSystemWatcher.WaitForChanged that take a timeout:
A synchronous method that returns a structure that contains specific information on the change that occurred, given the type of change you want to monitor and the time (in milliseconds) to wait before timing out.
So if your event doesn't happen before the timeout period you've set expires the event won't get fired.
I don't think there's a method/property that sets the minimum time between events.
Short answer - no. The class is event based. It does not have polling capabilities.
Short answer...maybe.
It depends on how this interval would be interpreted. If you want the FileSystemWatcher to raise one of its events periodically regardless of whether or not something actually changed then the answer is no.
But, if this interval is meant to control the minimum amount of time that has to elaspe prior to raising the next event then the asnwer is most definitely yes! The trick is to intercept the raising of the events and throttle them using a middle-man. Now this is only possible on a FileSystemWatcher (and a relatively small set of other event based classes) due to the fact that you can assign an ISynchronizeInvoke instance to the SynchronizingObject property. The synchronizing object would act as the middle-man and enforce the interval constraint.
Disclaimer: I am in no way advocating that anyone actually try this for various different reasons.
public void Main()
{
var watcher = new FileSystemWatcher();
watcher.SynchronizingObject = new Synchronizer(TimeSpan.FromSeconds(30));
}
public class Synchronizer : ISynchronizeInvoke
{
private TimeSpan m_Interval;
private Thread m_Thread;
private BlockingCollection<Message> m_Queue = new BlockingCollection<Message>();
public Synchronizer(TimeSpan interval)
{
m_Interval = interval;
m_Thread = new Thread(Run);
m_Thread.IsBackground = true;
m_Thread.Start();
}
private void Run()
{
DateTime last = DateTime.MinValue;
while (true)
{
Message message = m_Queue.Take();
DateTime received = DateTime.UtcNow;
TimeSpan span = DateTime.UtcNow - last;
TimeSpan wait = m_Interval - span;
if (wait > TimeSpan.Zero)
{
Thread.Sleep(wait);
}
message.Return = message.Method.DynamicInvoke(message.Args);
message.Finished.Set();
last = received;
}
}
public IAsyncResult BeginInvoke(Delegate method, object[] args)
{
Message message = new Message();
message.Method = method;
message.Args = args;
m_Queue.Add(message);
return message;
}
public object EndInvoke(IAsyncResult result)
{
Message message = result as Message;
if (message != null)
{
message.Finished.WaitOne();
return message.Return;
}
throw new ArgumentException("result");
}
public object Invoke(Delegate method, object[] args)
{
Message message = new Message();
message.Method = method;
message.Args = args;
m_Queue.Add(message);
message.Finished.WaitOne();
return message.Return;
}
public bool InvokeRequired
{
get { return Thread.CurrentThread != m_Thread; }
}
private class Message : IAsyncResult
{
public Delegate Method = null;
public object[] Args = null;
public object Return = null;
public object State = null;
public ManualResetEvent Finished = new ManualResetEvent(false);
public object AsyncState
{
get { return State; }
}
public WaitHandle AsyncWaitHandle
{
get { return Finished; }
}
public bool CompletedSynchronously
{
get { return false; }
}
public bool IsCompleted
{
get { return Finished.WaitOne(0); }
}
}
}

Call Method B if method A is not called for more than N seconds

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.

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