Async polling useable for GUI thread - c#

I have read that I can use asynchronous call with polling especially when the caller thread serves the GUI. I cannot see how because:
while(AsyncResult_.IsCompleted==false) //this stops the GUI thread
{
}
So how it come it should be good for this purpose? I needed to update my GUI status bar everytime deamon thread did some progress..

You are correct in your while loop stopping the GUI thread, when doing it like that, you don't want to do that.
If you need to poll, it would be better is to set up a Timer, and check whether the work has completed when the timer fires. The Timer can have a small resolution without problems (100 ms for instance), as long as you dont do much work during each tick.
However, I think you would be even better off by using a callback, so you do not need to poll and get notified as soon as your workload is done.

The point of async polling is that you can do other things in between checking IsCompleted — such as servicing GUI events. You could set a timer, for example, to trigger an event several times per second to check whether your asynchronous operation is finished, and use the normal GUI event loop to service those events together with all the other events your GUI receives. That way, your GUI remains responsive, and shortly after the async operation finishes, your timer event handler will notice it.

I was having the same trouble with an old API exposing BeginExecute() and EndExecute(). BeginExecute() started asynchrounous operation and then went silent until it finished executing to the end. But I was needed to update intermediate state of the execution progress in real-time.
So I came up with the following solution:
var asyncResult = command.BeginExecute();
while (!asyncResult.IsCompleted)
{
if (command.State != OldState)
{
progress.Report(newState);
}
// Key piece in this polling loop.
await Dispatcher.Yield(DispatcherPriority.ApplicationIdle);
}
command.EndExecute(asyncResult);
At first I have used
await Task.Yield();
But then I found out that in WPF it won't return the control to GUI, because this loop will have higher priority. That is why I switched to this instruction:
await Dispatcher.Yield(DispatcherPriority.ApplicationIdle);
So now GUI will check and update progress only when it has nothing else to do :)

Related

What happens when async code attempts to resume on a thread that is already executing?

I feel that the answer to this is due to me having an incorrect concept of how threads work, but here goes.
private void button1_Click(object sender, EventArgs e)
{
this.TestMethodAsync(); // No await, i.e. fire and forget
// ** Some code here to perform long running calculation (1) **
}
private async Task TestMethodAsync()
{
// Some synchronous stuff
await Task.Delay(1000);
// ** Some code here to perform long running calculation (2) **
}
First of all, I would not "fire and forget" an asynchronous method like this (I would use Task.Run) but I've come across code that does, and I'm trying to understand what the effect is.
In a WinForms application, which uses a WindowsFormsSynchronizationContext, my understanding of async and await tells me that when I click button1, the method will start synchronously on the UI thread. It will call TestMethodAsync and run synchronously until it reaches the await. It will then capture the context, start the Task.Delay task, and yield control to the caller. Since we are not awaiting this call, button1_Click will continue on the UI thread and start performing calculation (1).
At some point, Task.Delay(1000) will complete. A continuation will then run the remainder of the TestMethodAsync method using the captured context, which in this case means that the continuation will be run on the UI thread. This will now start performing calculation (2).
We now have two separate sections of code wanting to run on the same thread (the UI thread) at the same time. My investigations into this seem to suggest that the thread switches back and forth between the two sections of code in order to perform them both.
QUESTION:
I'm confused about exactly what is going on here. How is it possible to resume on a thread that is already running other code? What forces the thread to switch between the two sections of code that want to run? In general, what happens when you attempt to resume on a thread that is already running some other code?
(I suppose this isn't any different to how my click event runs on the UI thread in the first place, in as much as I know it runs on the UI thread, and I know the UI thread is also doing other stuff, but I've not really thought about it like this before.)
This is the secret that you do not understand: I give you the Windows Message Loop
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
MSG msg;
BOOL bRet;
while(TRUE)
{
bRet = GetMessage(&msg, NULL, 0, 0);
if (bRet <= 0) break;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return msg.wParam;
}
This is the actual "main" of your application; you just don't see it because it is hidden behind the scenes.
A simpler loop could not be imagined. It gets a message from the queue. If there are no more messages then the program must be done. If there was a message then it runs the standard message translations and dispatches the message, and then keeps on running.
How is it possible to resume on a thread that is already running other code?
It isn't. "Resuming on a thread that is running other code" is actually putting a message in the queue. That "other code" is being synchronously called by DispatchMessage. When it is done, it returns to the loop, the queue is polled, and the message indicates what code needs to be dispatched next. That then runs synchronously until it returns back to the loop.
What forces the thread to switch between the two sections of code that want to run?
Nothing. That doesn't happen.
In general, what happens when you attempt to resume on a thread that is already running some other code?
The message that describes what continuation needs to be run is queued up.
I suppose this isn't any different to how my click event runs on the UI thread in the first place, in as much as I know it runs on the UI thread, and I know the UI thread is also doing other stuff, but I've not really thought about it like this before.
Start thinking about it.
Click events are exactly the same. Your program is doing something; you click the mouse; the click hander does not interrupt the UI thread and start running new work on it. Rather, the message is queued up, and when your UI thread control returns to the message loop, the click is eventually processed; DispatchMessage causes Button1_OnClick to be invoked via some mechanism in Windows Forms. That's what WinForms is; a mechanism for translating Windows messages into calls to C# methods.
But you already knew that. You know that when an event-driven program does a long-running synchronous operation, that the UI freezes, but that click events are processed eventually. How did you think that happened? You must have understood at some level that they were being queued up for processing later, right?
Exercise: What does DoEvents do?
Exercise: Given what you now know: what could possibly go wrong if you call DoEvents in a loop to unblock your UI?
Exercise: How is await different from DoEvents in a GUI application?
How is it possible to resume on a thread that is already running other code?
It needs to be specifically designed to support it. There needs to be some framework in place that allows the thread to take in work and to then execute that work at some later point in time.
This is how your UI thread works. It has a queue, and whenever you schedule work to be done in the UI thread you add an item to the end of the queue. The UI thread then takes the first item from the queue, executes it, and then when it's done, goes on to the next item, and so on, until you end your application.
What forces the thread to switch between the two sections of code that want to run?
Nothing, because it doesn't do that. It runs one, then when it finishes, it runs the other.
In general, what happens when you attempt to resume on a thread that is already running some other code?
Either someone wrote some custom code to specifically do just that, in which case, it does whatever that code specifically told it to do, or else you can't.

C# Thread.Sleep()

I need somehow to bypass Thread.Sleep() method and don't get my UI Thread blocked, but I don't have to delete the method.
I need to solve the problem without deleting the Sleep method. The Sleep method simulates a delay(unresponsive application). I need to handle that.
An application is considered non-responsive when it doesn't pump its message queue. The message queue in Winforms is pumped on the GUI thread. Therefore, to make your application "responsive", you need to make sure the GUI thread has opportunities to pump the message queue - in other words, it must not run your code.
You mentioned that the Thread.Sleep simulates a "delay" in some operation you're making. However, you need to consider two main causes of such "delays":
An I/O request waiting for completion (reading a file, querying a database, sending an HTTP request...)
CPU work
The two have different solutions. If you're dealing with I/O, the best way would usually be to switch over to using asynchronous I/O. This is a breeze with await:
var response = await new HttpClient().GetAsync("http://www.google.com/");
This ensures that your GUI thread can do its job while your request is pending, and your code will restore back on the UI thread after the response gets back.
The second one is mainly solved with multi-threading. You should be extra careful when using multi-threading, because it adds in many complexities you don't get in a single-threaded model. The simplest way of treating multi-threading properly is by ensuring that you're not accessing any shared state - that's where synchronization becomes necessary. Again, with await, this is a breeze:
var someData = "Very important data";
var result = await Task.Run(() => RunComplexComputation(someData));
Again, the computation will run outside of your UI thread, but as soon as its completed and the GUI thread is idle again, your code execution will resume back on the UI thread, with the proper result.
something like that maybe ?
public async void Sleep(int milliseconds)
{
// your code
await Task.Delay(milliseconds); // non-blocking sleep
// your code
}
And if, for reasons that escape me, you HAVE to use Thread.Sleep, you can handle it like that :
public async void YourMethod()
{
// your code
await Task.Run(() => Thread.Sleep(1000)); // non-blocking sleep using Thread.Sleep
// your code
}
Use MultiThreading.
Use a different thread for sleep rather than the main GUI thread. This way it will not interfere with your Main application

Thread "hanging" on Monitor.Wait after Application.Current.ShutDown()

I have a WPF application which used to shutdown via Environment.Exit. Since this caused problems with my automated UI tests, I changed the exiting application to Application.Current.ShutDown.
This works fine, except there is a thread which is waiting to be pulsed (Monitor.Wait), which keeps the process running since it never gets pulsed anymore.
I thought that would be a no brainer to fix, but from the point where my application exits (the Application.Current.ShutDown) it's rather hard to retrieve a reference to the object which holds the waiting thread (in order to force pulse it, so that it can exit).
I tried to google an appropriate answer, but not much luck yet. Is there an "easy way" out of this? Or should I start refactoring already? :)
Some snippets:
Thread is created like this
workerThread = new Thread(Worker) { Name = logName, IsBackground = true};
In the Worker method, Monitor.Wait is called
while ((action = GetNextTask(out task)) == ProductPreparationAction.None)
{
Monitor.Wait(preparationTasks);
}
Nevermind my comment. Start refactoring :).
First of all, there should be a way for the while loop to end when before the app stops. Perhaps you can use and propagate a CancellationToken all the way down to the Worker method.
If you want to keep your loose coupling, you should be able to pulse by creating an event in the class that calls Application.Current.ShutDown and by subscribing to it in the class where the Worker method is (and call Pulse in the event handler).
If you do this, then you can store the CancellationToken in this class and flag it when the event is received.
That event should be raised before calling Application.Current.ShutDown.

Proper way to delay code execution in a background worker

Ok so I've been reading up on Thread.Sleep, Task.Delay, AutoResetEvent ...etc
I see lots of arguments over which to use as it depends on the task being performed.
I currently use Thread.Sleep in everything and think I need to start avoiding it and use a better practice.
It's a client side app that contains a BackgroundWorker. The worker runs once every 30 minutes to check for updated data from a web service.
It then updates 3 int vars located in MainWindow. These don't do anything with the UI. They are just used in checks for other workers that are running.
Is one way to delay better than another?
If a user exit's the application and I'm calling Application.Current.Shutdown(), will it continue to run until Thread.Sleep has finished or will it exit even if a thread is sleeping?
use a combination of Task, await and CancellationTokenSource to be able to run in background, wait without wasting a thread, and cancel.
Something like:
var cancel = new CancellationTokenSource();
App.OnShutdown += (s,e) => cancel.Cancel();
await Task.Delay(1000,cancel.Token);

c# sleeping thread problem

what is the problem in the code part below? Any ideas? I m sending command to my device through serial port. After each command the device will work for this command and then the other command comes for it and continues like this.
in Button Click event
{
function1();
Thread.Sleep(5000);
function2();
Thread.Sleep(5000);
function3();
}
I figured out if i erase second sleep and function3 from the code like below, it does both two function but if i want to continue like this way it does not do the third one.
in Button Click event
{
function1();
Thread.Sleep(5000);
function2();
}
works...
Thank you
You're blocking the UI thread. Don't do that. It means your UI can't update itself. Instead, set a System.Windows.Forms.Timer to fire in 5 seconds with the next function to call. Alternatively, do all of this in a different thread entirely (possibly using Sleep, possibly using another kind of timer to fire on a thread-pool thread) and use Control.Invoke/BeginInvoke to marshall back to the UI thread when you need to update the UI itself.
EDIT: Given your "answer", it seems that blocking the UI thread was only one of the problems - and getting the device to respond properly at all is a bigger problem. You shouldn't just rely on sleeping for a certain amount of time. You should detect when the device has completed the previous command. It's possible that it doesn't give any feedback, but that would be horrifically poor design. If at all possible, investigate how to read feedback from the device as to when it's finished (e.g. reading from the serial port!) and only start the next command when the previous one has finished. Depending on how you receive the feedback, you could use a blocking call on a non-UI thread, or use an asynchronous model to trigger things.
The BackgroundWorker might be a solution to solve the blocking of the UI.
Get rid of the Sleeps If the functions are creating their own threads, give them callback methods that trigger the next function after the first has finished.
As the code is presented there it is nothing wrong with it. It will:
Execute function 1
Sleep 5 seconds
Execute function 2
Sleep 5 seconds
Execute function 3
However since this is on a GUI event it will freeze the application while doing so. Consider spinning off the execution into a thread instead.
In .Net 4.0:
Task.Factory.StartNew(() => sendData());
In all .Net versions:
System.Threading.Thread myThread = new System.Threading.Thread(sendData);
myThread.IsBackground = true;
myThread.Start();
And then you have your sendData method:
private void sendData()
{
function1();
Thread.Sleep(5000);
function2();
Thread.Sleep(5000);
function3();
}
If you really need to do stuff in the GUI thread you can make it more responsive by regularly calling Application.DoEvents();, but this is not a good way of solving it.
Also remember that you can't access the GUI from other threads. See http://kristofverbiest.blogspot.com/2007/02/simple-pattern-to-invoke-gui-from.html for sample code on how to invoke the GUI thread from other threads.
Thank you guys. I solve it. The problem is i did not make thread sleep enough. 5000 ms do not enough for the second command.

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