I'm working on a basic audio player and I want to update some GUI elements based on the progression through the song.
Next to my Form I use an AudioPlayer class, which contains a ref on the created Form.
In the playAudio function I want to start a timer, which should call updateCurrTime, when elapsed. (For reference: I'm using NAudio)
The function calling the timer:
public bool playAudio()
{
if (waveOutDevice.PlaybackState == PlaybackState.Playing)
{
waveOutDevice.Pause();
timer.Enabled = false;
return false;
}
else if(waveOutDevice.PlaybackState == PlaybackState.Paused)
{
waveOutDevice.Play();
timer.Enabled = true;
return true;
}
else if(waveOutDevice.PlaybackState == PlaybackState.Stopped)
{
initPlayer(mu_path);
waveOutDevice.Play();
timer.Enabled = true;
return true;
}
return false;
}
And the function to update my Form with:
public void updateCurrTime()
{
while (waveOutDevice.PlaybackState == PlaybackState.Playing)
{
form1_ref.curr_time = (int)audioFileReader.CurrentTime.TotalSeconds;
}
}
I defined the timer like this:
timer = new Timer();
timer.Elapsed += new ElapsedEventHandler(OnTimedEvent);
timer.Interval = 100;
}
and the OnTimedEvent like this:
private static void OnTimedEvent(object source, ElapsedEventArgs e)
{
self_ref.updateCurrTime();
}
I use a getter/setter structure for the label text:
public int curr_time
{
get { return Convert.ToInt32(this.l_t_curr.Text); }
set { this.l_t_curr.Text = value.ToString() + "s"; }
}
My problem is, that I'm getting an error, because the form is created on another thread. I did my research, but tbh, I didn't understand, how to implement BackGroundWorker or other solutions in my case.
With help of Julo's hint I was able to fix the issue.
public void updateCurrTime()
{
MethodInvoker methodInvokerDelegate = delegate ()
{ form1_ref.l_t_curr.Text = audioFileReader.CurrentTime.TotalSeconds.ToString(); };
//form1_ref.curr_time = (int)audioFileReader.CurrentTime.TotalSeconds;
//This will be true if Current thread is not UI thread.
if (form1_ref.InvokeRequired)
form1_ref.Invoke(methodInvokerDelegate);
else
methodInvokerDelegate();
}
To update GUI from another thread, you need to use Invoke or BeginInvoke.
Example:
private void GuiUpdate(object sender, EventArgs e)
{
if (this.InvokeRequired)
{
this.BeginInvoke((MethodInvoker)delegate
{
GuiUpdate(sender, e);
});
return;
}
// put here GUI updating code
}
Difference between Invoke or BeginInvoke is:
Invoke stops execution of current thread until the called function ends,
when using BeginInvoke the starting thread continues without interruption.
Use Invoke when you need result from the function, or priority update. Otherwise it is better to use BeginInvoke.
Related
Prepared for downvotes but I am really nowhere near getting to grips with the ins and outs of threading with this backgroundworker, but I've managed to just about get a structure for what I want:
public class cls1
{
private FormProgress myProgForm = new FormProgress();
public BackgroundWorker worker = new BackgroundWorker(); // new instance of bkgworker
public void prepare_a_job()
{
worker.WorkerReportsProgress = true; // Allows the worker to report progress
worker.ProgressChanged += worker_ProgressChanged; // Adding handler to update progress
worker.DoWork += job1; // Adding handler for the ACTUAL JOB METHOD
myProgForm.Show(); // Show the prog update form
worker.RunWorkerAsync(); // Start the job, already! Wo lo loo
}
void job1(object sender, EventArgs e) // Do 0 to 100
{
for (int i = 0; i <= 100; i++)
{
(sender as BackgroundWorker).ReportProgress(i); // ReportProgress uses percentages
Thread.Sleep(50);
}
// THIS IS WHERE I'D INSERT ANOTHER METHOD
}
void worker_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
if(e.ProgressPercentage == 100) // If the % gets to 100
{
myProgForm.UPDATEME("", true); // then pass true to close progressForm
}
else
{
myProgForm.UPDATEME("Counting\n" + e.ProgressPercentage); // else just update
}
}
}
And on my FormProgress I just have this method:
public void UPDATEME(string MSG, bool finish = false)
{
this.label1.Text = MSG;
this.Refresh();
if (finish) { this.Close(); }
}
Messy, right? But it works (and I've been trying to find/learn this stuff for 24 hours and this is the first thing I even remotely understand.
The issue I'm having with this mess, is calling the UPDATEME() method from any other methods I want to call during the job1 routine - e.g. in reality this won't just be a loop to waste time, it'll be a set of conditions to call a tonne of other methods in various orders.
I tried bunging in a 2nd method into job1 and within that 2nd method call UPDATEME but it's not a thread-safe cross-thread update...
I think it might have something to do with Invoking but then I also read something about MSDN BackgroundWorker was another way to allow thread-safe without invoke and then my head exploded and my brain fell out.
How can I always refer to my ProgressForm.UPDATEME("new progress message") method within any other method in my code?
EDIT:
For instance I'd insert a call to this 2nd method in the job1 call
void myOtherMethod()
{
(worker).ReportProgress(0);
myProgForm.UPDATEME("Doing part 1");
Thread.Sleep(1000);
myProgForm.UPDATEME("Doing part 2");
Thread.Sleep(1000);
myProgForm.UPDATEME("Doing part 3");
Thread.Sleep(1000);
}
How can I always refer to my ProgressForm.UPDATEME("new progress
message") method within any other method in my code?
Like this:
public void UPDATEME(string MSG, bool finish = false)
{
if (this.InvokeRequired)
{
this.Invoke(new MethodInvoker(() => this.UPDATEME(MSG, finish)));
}
else
{
this.label1.Text = MSG;
if (finish) { this.Close(); }
}
}
I don't really understand how invoking the method from within itself
gets round the fact the method is called outside the 1st level
thread ...
It is confusing at first as this is a recursive call. The "meat" is that Invoke() runs whatever is inside it on the same thread that created the control (the form itself in this case). When we enter the method the second time (due to recursion) the check returns false and we safely run the else block on the UI thread.
You can actually get rid of the check (and recursion) by always calling Invoke() whether it's needed or not like this:
public void UPDATEME(string MSG, bool finish = false)
{
this.Invoke(new Action(() =>
{
this.label1.Text = MSG;
if (finish) { this.Close(); }
}));
}
Here is an alternate version that still checks if Invoke() is required, but doesn't use recursion (less confusing, but we've now introduced duplicate code):
public void UPDATEME(string MSG, bool finish = false)
{
if (this.InvokeRequired)
{
this.Invoke(new Action(() =>
{
this.label1.Text = MSG;
if (finish) { this.Close(); }
}));
}
else
{
this.label1.Text = MSG;
if (finish) { this.Close(); }
}
}
For those that are "detail oriented", here is an approach/variation (I'm using MethodInvoker instead of Action) showing one way to remove the duplicate code above:
public void UPDATEME(string MSG, bool finish = false)
{
if (this.InvokeRequired)
{
this.Invoke((MethodInvoker)delegate
{
this.updater(MSG, finish);
});
}
else
{
this.updater(MSG, finish);
}
}
private void updater(string MSG, bool finish = false) // NOT thread safe, thus the private (don't call directly)
{
this.label1.Text = MSG;
if (finish) { this.Close(); }
}
I finally got rid of all the error messages as I attempted ways to find a control and enable it.
In the properties pane I disabled a button on mainwindow.
This code runs successfully, albeit annoyingly, because every second I have it give me another msgbox to show code is being triggered. But it is not enabling the button. I'm new to C# so it looks like arabic to me. In VB it would just be:
btnMyButton.Enabled = True
Here is my code behind:
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
System.Timers.Timer myTimer = new System.Timers.Timer();
myTimer.Elapsed += new ElapsedEventHandler(DisplayTimeEvent);
myTimer.Interval = 1000; // 1000 ms is one second
myTimer.Start();
}
public void DisplayTimeEvent(object source, ElapsedEventArgs e)
{
DateTime now = DateTime.Now;
DateTime today3am = now.Date.AddHours(3);
if (DateTime.Today == today3am.Date && now >= today3am)
{
MessageBox.Show("Code is being triggered");
btnMyButton.IsEnabled = true;
}
}
}
SOLVED: Response suggested this: (IT WORKED)
public void DisplayTimeEvent(object source, ElapsedEventArgs e)
{
DateTime now = DateTime.Now;
DateTime today3am = now.Date.AddHours(3);
if (DateTime.Today == today3am.Date && now >= today3am)
{
MessageBox.Show("Button Should Enable");
this.Dispatcher.Invoke(() => {
btnMyButton.IsEnabled = true;
});
}
}
When I copy and paste the code you've provided and run it, I get (as expected) an exception when trying to set the IsEnabled property:
The calling thread cannot access this object because a different thread owns it.
This is the standard "wrong thread" exception. You don't see the exception (apparently) because you're not running in a debugger. The Timer thread catches the exception and ignores it.
One way to fix the problem is to, as suggested by others, use Dispatcher.Invoke():
public void DisplayTimeEvent(object source, ElapsedEventArgs e)
{
DateTime now = DateTime.Now;
DateTime today3am = now.Date.AddHours(3);
if (DateTime.Today == today3am.Date && now >= today3am)
{
Dispatcher.Invoke(() => btnMyButton.IsEnabled = true);
}
}
However, since the problem is fundamentally caused by your use of the System.Timers.Timer class, it makes more sense to just use the correct timer class, System.Windows.Threading.DispatcherTimer:
public MainWindow()
{
InitializeComponent();
var myTimer = new DispatcherTimer();
myTimer.Tick += DisplayTimeEvent;
myTimer.Interval = TimeSpan.FromSeconds(1);
myTimer.Start();
}
public void DisplayTimeEvent(object source, EventArgs e)
{
DateTime now = DateTime.Now;
DateTime today3am = now.Date.AddHours(3);
if (DateTime.Today == today3am.Date && now >= today3am)
{
btnMyButton.IsEnabled = true;
}
}
Try to use Dispatcher. It may be that the GUI blocks up the change of controls from Code. The Dispatcher coordinates the access to an element from multiple threads:
this.Dispatcher.Invoke(() => {
btnMyButton.IsEnabled = true;
});
I think you need to set the property on the Dispatcher thread as you are not on the UI thread in the event handler
It is know that Invoke method is used when u need to update gui from other thread. But How can I implement this without binding control to code?
Here's my test class:
class test
{
public List<Thread> threads = new List<Thread>();
public int nThreads = 0;
public int maxThreads = 5;
public void DoWork(object data)
{
string message = (string)data;
//MessageBox.Show(message);
}
public void CreateThread(object data)
{
if (nThreads >= maxThreads)
return;
Thread newThread = new Thread(DoWork);
threads.Add(newThread);
newThread.IsBackground = true;
newThread.Start(data);
nThreads++;
}
public void WindUpThreads()
{
//MessageBox.Show("count: " + nThreads.ToString());
for(int i = 0; i < threads.Count; i++)
{
if (threads[i].IsAlive == false)
{
threads[i].Abort();
threads.RemoveAt(i);
//MessageBox.Show("removing at " + i.ToString());
}
}
nThreads = threads.Count;
}
}
The question is = what tecnique I must use in order to update gui but not hardcode control into class? I've tried to pass delegate to DoWork Method, but this doesn't work (http://pastebin.com/VaSYFxPw). Thanks!
I'm using WinForms, .NET 3.5
Here's the button_click handler:
private void button1_Click(object sender, EventArgs e)
{
button1.Enabled = false;
test thTest = new test();
string[] strings;
try
{
strings = File.ReadAllLines("C:\\users\\alex\\desktop\\test.txt");
}
catch (Exception ex)
{
MessageBox.Show(ex.Message);
return;
}
bool flag = true;
int counter = 0;
int dataCount = strings.Length;
while (flag == true)
{
if (counter >= dataCount)
{
flag = false;
}
while (thTest.nThreads < thTest.maxThreads)
{
if (flag == false)
break;
thTest.CreateThread(strings[counter]);
//Data d = new Data();
//d.deleg = AddItem;
//d.mess = strings[counter];
//thTest.CreateThread((object)d);
//MessageBox.Show(counter.ToString());
counter++;
}
thTest.WindUpThreads();
if (flag == false)
{
do
{
thTest.WindUpThreads();
} while (thTest.nThreads != 0);
}
}
listBox1.Items.Add("Done");
}
The idea is that I'am launching threads for each task I want to process. After while I'am checking are there completed tasks, then they being shutdowned and new ones are launched until there no more tasks left.
Rather than making DoWork responsible for updating the UI with the results of the operation it performs, simply have it return the value:
//TODO change the type of the result as appropriate
public string DoWork(string message)
{
string output = "output";
//TODO do some work to come up with the result;
return output;
}
Then use Task.Run to create a Task that represents that work being done in a thread pool thread. You can then await that task from your button click handler.
private async void button1_Click(object sender, EventArgs e)
{
button1.Enabled = false;
test thTest = new test();
//I'd note that you really should pull out reading in this file from your UI code;
//it should be in a separate method, and it should also be reading
//the file asynchronously.
string[] strings;
try
{
strings = System.IO.File.ReadAllLines("C:\\users\\alex\\desktop\\test.txt");
}
catch (Exception ex)
{
MessageBox.Show(ex.Message);
return;
}
foreach (var line in strings)
{
var result = await thTest.DoWork(line);
listBox1.Items.Add(result);
}
listBox1.Items.Add("Done");
}
If you really want to be old school about it, you can use a BackgroundWorker instead. Simply do your work in the DoWork handler, setting the result (through the argument) when you've computed it, and update the UI with the result in the RunWorkerCompleted event handler. This lets you keep the UI and non-UI work separate, although it's far less powerful, general purpose, and extensible, as the newer features.
The question is = what tecnique I must use in order to update gui but not hardcode control into class? I've tried to pass delegate to DoWork Method, but this doesn't work
This is indeed the one of the possible techniques. It doesn't work because you have a blocking loop in the UI thread - the most of the code inside the button1_Click handler. It doesn't matter that you spawn additional worker threads - that code keeps the UI thread busy, thus Control.Invoke / Control.BeginInvoke doesn't work because they are processed by the UI thread message loop, which in this case has no chance to do that. The end result is a classical deadlock.
So, you can use the delegate approach, but to make it work, you need to move that code in a separate thread. Something like this
private void button1_Click(object sender, EventArgs e)
{
button1.Enabled = false;
var worker = new Thread(DoWork);
worker.IsBackground = true;
worker.Start();
}
private void OnWorkComplete(Exception error)
{
if (error != null)
MessageBox.Show(error.Message);
button1.Enabled = true;
}
private void DoWork()
{
Exception error = null;
try { DoWorkCore(); }
catch (Exception ex) { error = ex; }
Invoke(new Action(OnWorkComplete), error);
}
private void DoWorkCore()
{
test thTest = new test();
// NOTE: No try/catch for showing message boxes, this is running on a non UI thread
string[] strings = File.ReadAllLines("C:\\users\\alex\\desktop\\test.txt");
bool flag = true;
int counter = 0;
int dataCount = strings.Length;
// The rest of the code...
// Pass a delegate to the other threads.
// Make sure using Invoke when you need to access/update UI elements
}
I'm using a System.Timers.Timer in my application. Every second I run a function which does some job. The thing is, this function can block for some little time (it reads then processes a large file from disk). I want to start that function only if its previous "execution instance" has completed. I thought I could achieve this with a Mutex:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Timers;
using System.Threading;
namespace ConsoleApplication1
{
class Program
{
static Mutex TimerMut = new Mutex(false);
public static void Main()
{
Thread TT = new Thread(new ThreadStart(delegate()
{
System.Timers.Timer oTimer = new System.Timers.Timer();
oTimer.Elapsed += new ElapsedEventHandler(Handler);
oTimer.Interval = 1000;
oTimer.Enabled = true;
}));
TT.Start();
Console.Read();
}
private static void Handler(object oSource,
ElapsedEventArgs oElapsedEventArgs)
{
TimerMut.WaitOne();
Console.WriteLine("foo");
Thread.Sleep(500); //simulate some work
Console.WriteLine("bar");
TimerMut.ReleaseMutex();
}
}
}
That doesn't work, "foos" still appear every second. How can I achieve this?
EDIT: You're right, it makes no sense to start a new thread to handle this. I thought only System.Threading.Timer is launched in a separate thread.
I'm not sure why you are using a new thread to start the timer, since timers run on their own thread, but here's a method that works. Simply turn the timer off until you are done with the current interval.
static System.Timers.Timer oTimer
public static void Main()
{
oTimer = new System.Timers.Timer();
oTimer.Elapsed += new ElapsedEventHandler(Handler);
oTimer.Interval = 1000;
oTimer.Enabled = true;
}
private void Handler(object oSource, ElapsedEventArgs oElapsedEventArgs)
{
oTimer.Enabled = false;
Console.WriteLine("foo");
Thread.Sleep(5000); //simulate some work
Console.WriteLine("bar");
oTimer.Enabled = true;
}
If you want to skip the tick if another is already working you can do this.
private readonly object padlock = new object();
private void SomeMethod()
{
if(!Monitor.TryEnter(padlock))
return;
try
{
//Do heavy work
}
finally
{
Monitor.Exit(padlock);
}
}
Easiest way I know of to do this kind of thing:
internal static volatile bool isRunning;
public static void Main()
{
Thread TT = new Thread(new ThreadStart(delegate()
{
System.Timers.Timer oTimer = new System.Timers.Timer();
oTimer.Elapsed += new ElapsedEventHandler(Handler);
oTimer.Interval = 1000;
oTimer.Enabled = true;
}));
TT.Start();
}
private void Handler(object oSource,
ElapsedEventArgs oElapsedEventArgs)
{
if(isRunning) return;
isRunning = true;
try
{
Console.WriteLine("foo");
Thread.Sleep(500); //simulate some work
Console.WriteLine("bar");
}
finally { isRunning = false; }
}
The handler still runs, but the very first thing it does is make sure that another handler isn't running, and if one is, it stops immediately.
For timers executing handlers more quickly (like 3-4 times a second), this has the possibility to race; two threads could proceed past the guard clause before one of them sets the bit. You can avoid this with a couple of lock statements, similar to a Mutex or Monitor:
static object syncObj = new object();
private void Handler(object oSource,
ElapsedEventArgs oElapsedEventArgs)
{
lock(syncObj)
{
if(isRunning) return;
isRunning = true;
}
try
{
Console.WriteLine("foo");
Thread.Sleep(500); //simulate some work
Console.WriteLine("bar");
}
finally { lock(syncObj) { isRunning = false; } }
}
This will ensure that only one thread can ever be examining or modifying isRunning, and as isRunning is marked volatile, the CLR won't cache its value as part of each thread's state for performance; each thread has to look at exactly the same memory location to examine or change the value.
You can follow the following pattern to skip doing the indicated work if another invocation of this method is still running:
private int isWorking = 0;
public void Foo()
{
if (Interlocked.Exchange(ref isWorking, 1) == 0)
{
try
{
//Do work
}
finally
{
Interlocked.Exchange(ref isWorking, 0);
}
}
}
The approach that you were using with a Mutex will result in addition ticks waiting for earlier ticks to finish, not skipping invocations when another is still running, which is what you said you wanted. (When dealing with timers like this its common to want to skip such ticks, not wait. If your tick handlers regularly take too long you end up with a giant queue of waiting handlers.)
I get List of websites I need to loop through and to spend on each certain amount of time. Looping needs to be asynchronous, because on each website music will be played, and that's the main point - to hear the music in that amount of time, and then to load another page and to listen to its music and so on. Also, form need to be available for user actions.
Code I've got so far is this:
public void playSound(List<String> websites)
{
webBrowser.Navigate(Uri.EscapeDataString(websites[0]));
foreach (String website in websites.Skip(1))
{
StartAsyncTimedWork(website);
// problem when calling more times
}
}
private System.Windows.Forms.Timer myTimer = new System.Windows.Forms.Timer();
private void StartAsyncTimedWork(String website)
{
myTimer.Interval = 7000;
myTimer.Tick += new EventHandler(myTimer_Tick);
myTimer.Start();
}
private void myTimer_Tick(object sender, EventArgs e)
{
if (this.InvokeRequired)
{
this.BeginInvoke(new EventHandler(myTimer_Tick), sender, e);
}
else
{
lock (myTimer)
{
if (this.myTimer.Enabled)
{
this.myTimer.Stop();
// here I should get my website which I need to search
// don't know how to pass that argument from StartAsyncTimedWork
}
}
}
}
One way to do this is as below.
Make websites a class field (if it isn't already), so the timer event handler can access this collection.
Add a field to keep track of the current index.
Add a field to prevent re-entrant calls to PlaySounds.
You're using a WinForms timer, which executes on the same thread as the form, so there's no need for InvokeRequired etc.
Some pseudo-code (warning, this is untested):
private bool isPlayingSounds;
private int index;
private List<String> websites;
private Timer myTimer;
private void Form1_Load()
{
myTimer = new System.Windows.Forms.Timer();
myTimer.Interval = 7000;
myTimer.Tick += new EventHandler(myTimer_Tick);
}
public void PlaySounds(List<String> websites)
{
if (isPlayingSounds)
{
// Already playing.
// Throw exception here, or stop and play new website collection.
}
else
{
isPlayingSounds = true;
this.websites = websites;
PlayNextSound();
}
}
private void PlayNextSound()
{
if (index < websites.Count)
{
webBrowser.Navigate(Uri.EscapeDataString(websites[index]));
myTimer.Start();
// Prepare for next website, if any.
index++;
}
else
{
// Remove reference to object supplied by caller
websites = null;
/ Reset index for next call to PlaySounds.
index = 0;
// Reset flag to indicate not playing.
isPlayingSounds = false;
}
}
private void myTimer_Tick(object sender, EventArgs e)
{
myTimer.Stop();
PlayNextSound();
}