c# updating a progress form from external methods during a thread - c#

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(); }
}

Related

Set Forms Label text by timer from reference

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.

Updating GUI from thread C#, without binding to UI controls

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
}

Executing Thread while dynamically updating UI

I've been having the worst time trying to figure this out. I'm quite confused when it comes to threading.
What I'm trying to do is have a delay of 1 pause in the function and the continue the function until another 1 sec pause comes along and finally finish the function.
public partial class SplashScreen : Form
{
public SplashScreen()
{
InitializeComponent(); // initalize splash screen
DatabaseStatus(); // set database connection
getUserInfo(); // get user information
showInfo(); // show app information on splash screen
System.Threading.Thread wa = new System.Threading.Thread(new System.Threading.ThreadStart(checkUser));
wa.IsBackground = true;
wa.Start();
}
void checkUser()
{
if (RegisteredUser)
{
richTextBox1.Text += "Loading user settings..."; // SHOW THIS TEXT AND WAIT 1 SECOND UNTIL NEXT
System.Threading.Thread.Sleep(1000);
if (DATABASE_CONNECTION)
{
richTextBox1.Text += "Loging on...";
// WAIT AGAIN 1 SEC AND CONTINUE///
LoginCheck login = new LoginCheck(USER_NAME, PASSWORD);
if (login.LOGIN_SUCESS)
{
richTextBox1.Text += "Sucess!";
// SHOW THIS TEXT AND WAIT 1 SEC UNTIL SPLASH SCREEN FADE OUT//
//MessageBox.Show(login.HASH);
opac.Interval = 12;
opac.Start();
opac.Tick += new EventHandler(dec);
}
else
{
MessageBox.Show(login.HASH);
}
}
}
else
{
richTextBox1.Text += "Not user profile found...";
// ask user to register
}
}
}
Where I've placed the comments is where I want the thread to pause and continue...
Anyone have any input?
Thanks
First, you must know when working with WinForms (and also WPF/Silverlight... right?) that you cannot, should not, manipulate UI elements from any other thread except the original that created the form/control.
If you need to do async work, you will need use Invoke or BeginInvoke to transition your UI work back over to the form or control's thread. Also, consider using delegates (MethodInvoker is handy) rather than creating your own threads.
Also, you need to start your async work during or after the Load event, otherwise your logic will start to execute before the form is even displayed (see my example below).
I took your example and put it into a simplified sample of my own.
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
RegisteredUser = true;
DATABASE_CONNECTION = true;
}
private void UpdateStatus(string message)
{
BeginInvoke(new MethodInvoker(() => richTextBox1.Text += message));
}
private void CheckUser()
{
if (RegisteredUser)
{
UpdateStatus("Loading user settings..."); // SHOW THIS TEXT AND WAIT 1 SECOND UNTIL NEXT
System.Threading.Thread.Sleep(1000);
if (DATABASE_CONNECTION)
{
UpdateStatus("Logging on...");
//// WAIT AGAIN 1 SEC AND CONTINUE///
//LoginCheck login = new LoginCheck(USER_NAME, PASSWORD);
if (true)//login.LOGIN_SUCESS)
{
UpdateStatus("Success!");
// SHOW THIS TEXT AND WAIT 1 SEC UNTIL SPLASH SCREEN FADE OUT//
//MessageBox.Show(login.HASH);
//opac.Interval = 12;
//opac.Start();
//opac.Tick += new EventHandler(dec);
}
else
{
//MessageBox.Show(login.HASH);
}
}
}
else
{
UpdateStatus("No user profile found.");
// ask user to register
}
}
protected bool DATABASE_CONNECTION { get; set; }
protected bool RegisteredUser { get; set; }
private void Form1_Load(object sender, EventArgs e)
{
var invoker = new MethodInvoker(CheckUser);
invoker.BeginInvoke(null, null);
}
}
As you can see, I use a method such as UpdateStatus to do work on the UI for me, ensuring its done on the UI thread. You can use any number of similar methods to do other stuff in the UI, such as trigger the fading of your form or whatever.
You shouldn't even show message boxes outside the UI thread; have those invoked safely by a similar method (also, for debugging, just Debug.WriteLine to write messages to the debugger rather than pop up message boxes all over).
I would recommend you to do everything in a separate Background worker thread and update the status in the UI. Which makes UI faster and ur application reliable.
http://msdn.microsoft.com/en-us/library/cc221403(v=vs.95).aspx
you need to use Invoke() see this
public partial class SplashScreen : Form
{
bool DATABASE_CONNECTION;
bool RegisteredUser; // if user has been registered
string USER_NAME;
string PASSWORD;
double LIN_x = 0.01;
DialogResult result;
custom con = new custom();
Timer opac = new Timer();
public SplashScreen()
{
InitializeComponent(); // initalize splash screen
DatabaseStatus(); // set database connection
getUserInfo(); // get user information
showInfo(); // show app information on splash screen
}
private void UpdateStatus(string message)
{
BeginInvoke(new MethodInvoker(() => richTextBox1.Text += message + Environment.NewLine));
}
void checkUser()
{
UpdateStatus("Loading user settings...");
if (RegisteredUser)
{
UpdateStatus("User " + USER_NAME + " found." );
if (DATABASE_CONNECTION)
{
UpdateStatus("Logging on...");
LoginCheck login = new LoginCheck(USER_NAME, PASSWORD);
if (login.LOGIN_SUCESS)
{
UpdateStatus("Success! Loading " + con.AppTitle() + "...please wait");
//UpdateStatus(login.HASH); return hash string from web site
fadeSplash(); // begin fade out of form
}
else
{
UpdateStatus("There was an error logging in.");
}
}
else
{
UpdateStatus("No database connection found.");
}
}
else
{
UpdateStatus("No user found");
Reg(); // Registration form
}
}
private void fadeSplash()
{
opac.Interval = 12;
opac.Tick += new EventHandler(dec);
opac.Start();
}
private void dec(object sender, EventArgs e)
{
this.Opacity -= LIN_x;
if (this.Opacity < 0.04)
{
opac.Stop();
this.Hide();
main open = new main(); // start application
open.Show();
}
}
}
Here's the code where the fade method doesn't fire during MethodInvoke

Cant understand: using lock () but never executing code

I'm learning about threads in C#, and i get this behavior that i cant understand.
The code simulates I/O operations, like files or serial port, where only one thread can access it at time, and it blocks until finishes.
Four threads are started. Each performs just a count. It works ok, i can see on the form the counts growing. But there is a button to count from the form thread. When i push it, the main thread freezes. The debugger shows that the others threads keep counting, one by one, but the form thread never gets access to the resource.
1) Why the lock(tty) from the form thread never gets access to it, when the others threads has no problem ?
2) Is there a better way to do this type of synchronization ?
Sorry about the big code:
public class MegaAPI
{
public int SomeStupidBlockingFunction(int c)
{
Thread.Sleep(800);
return ++c;
}
}
class UIThread
{
public delegate void dlComandoMaquina();
public class T0_SyncEvents
{
private EventWaitHandle _EventFechar; // Exit thread event
public T0_SyncEvents()
{
_EventFechar = new ManualResetEvent(false);
}
public EventWaitHandle EventFecharThread // Exit thread event
{
get { return _EventFechar; }
}
}
public class T0_Thread
{
private T0_SyncEvents _syncEvents;
private int _msTimeOut;
private dlComandoMaquina _ComandoMaquina;
public T0_Thread(T0_SyncEvents e, dlComandoMaquina ComandoMaquina, int msTimeOut)
{
_syncEvents = e;
_msTimeOut = msTimeOut;
_ComandoMaquina = ComandoMaquina;
}
public void VaiRodar() // thread running code
{
while (!_syncEvents.EventFecharThread.WaitOne(_msTimeOut, false))
{
_ComandoMaquina();
}
}
}
}
public partial class Form1 : Form
{
MegaAPI tty;
UIThread.T0_Thread thr1;
UIThread.T0_SyncEvents thrE1;
Thread Thread1;
int ACount1 = 0;
void UIUpdate1()
{
lock (tty)
{
ACount1 = tty.SomeStupidBlockingFunction(ACount1);
}
this.BeginInvoke((Action)delegate { txtAuto1.Text = ACount1.ToString(); });
}
UIThread.T0_Thread thr2;
UIThread.T0_SyncEvents thrE2;
Thread Thread2;
int ACount2 = 0;
void UIUpdate2()
{
lock (tty)
{
ACount2 = tty.SomeStupidBlockingFunction(ACount2);
}
this.BeginInvoke((Action)delegate { txtAuto2.Text = ACount2.ToString(); });
}
UIThread.T0_Thread thr3;
UIThread.T0_SyncEvents thrE3;
Thread Thread3;
int ACount3 = 0;
void UIUpdate3()
{
lock (tty)
{
ACount3 = tty.SomeStupidBlockingFunction(ACount3);
}
this.BeginInvoke((Action)delegate { txtAuto3.Text = ACount3.ToString(); });
}
UIThread.T0_Thread thr4;
UIThread.T0_SyncEvents thrE4;
Thread Thread4;
int ACount4 = 0;
void UIUpdate4()
{
lock (tty)
{
ACount4 = tty.SomeStupidBlockingFunction(ACount4);
}
this.BeginInvoke((Action)delegate { txtAuto4.Text = ACount4.ToString(); });
}
public Form1()
{
InitializeComponent();
tty = new MegaAPI();
thrE1 = new UIThread.T0_SyncEvents();
thr1 = new UIThread.T0_Thread(thrE1, UIUpdate1, 500);
Thread1 = new Thread(thr1.VaiRodar);
Thread1.Start();
thrE2 = new UIThread.T0_SyncEvents();
thr2 = new UIThread.T0_Thread(thrE2, UIUpdate2, 500);
Thread2 = new Thread(thr2.VaiRodar);
Thread2.Start();
thrE3 = new UIThread.T0_SyncEvents();
thr3 = new UIThread.T0_Thread(thrE3, UIUpdate3, 500);
Thread3 = new Thread(thr3.VaiRodar);
Thread3.Start();
thrE4 = new UIThread.T0_SyncEvents();
thr4 = new UIThread.T0_Thread(thrE4, UIUpdate4, 500);
Thread4 = new Thread(thr4.VaiRodar);
Thread4.Start();
}
private void Form1_FormClosing(object sender, FormClosingEventArgs e)
{
thrE1.EventFecharThread.Set();
thrE2.EventFecharThread.Set();
thrE3.EventFecharThread.Set();
thrE4.EventFecharThread.Set();
Thread1.Join();
Thread2.Join();
Thread3.Join();
Thread4.Join();
}
int Mcount = 0;
private void btManual_Click(object sender, EventArgs e)
{
Cursor.Current = Cursors.WaitCursor;
lock (tty) // locks here ! Never runs inside! But the other threads keep counting..
{
Mcount = tty.SomeStupidBlockingFunction(Mcount);
txtManual.Text = Mcount.ToString();
}
Cursor.Current = Cursors.Default;
}
}
I suspect you are hitting something with the Windows message loop and threading in WinForms. I don't know what that is, but here are a few pointers:
You can run the button's task in a backgroundWorker to keep the work off the UI thread. That solves the lock problem. Drag a BackgroundWorker from the toolbox and drop it on your Form in the designer, and hook up the event, i.e.:
this.backgroundWorker1.DoWork += new System.ComponentModel.DoWorkEventHandler(this.backgroundWorker1_DoWork);
then switch your code in btManual_Click to call the background worker like this:
backgroundWorker1.RunWorkerAsync();
and then:
private void backgroundWorker1_DoWork(object sender, DoWorkEventArgs e)
{
Mcount = tty.SomeStupidBlockingFunction(Mcount);
this.BeginInvoke((Action)delegate { txtManual.Text = Mcount.ToString(); });
}
I've left out the lock (tty) because I would rather see only one of these statements inside the function, rather than five of them outside. And instead of locking on tty, I would create a private variable like this:
public class MegaAPI
{
private object sync = new object();
public int SomeStupidBlockingFunction(int c)
{
lock (this.sync)
{
Thread.Sleep(800);
return ++c;
}
}
}
Everywhere else is then simplified, for example:
void UIUpdate1()
{
ACount1 = tty.SomeStupidBlockingFunction(ACount1);
this.BeginInvoke((Action)delegate { txtAuto1.Text = ACount1.ToString(); });
}
And since you can't run the background worker while it's still processing, here is a quick-and-dirty solution: disable the button while it's working:
this.backgroundWorker1.RunWorkerCompleted += new System.ComponentModel.RunWorkerCompletedEventHandler(this.backgroundWorker1_RunWorkerCompleted);
and then:
private void btManual_Click(object sender, EventArgs e)
{
this.btManual.Enabled = false;
backgroundWorker1.RunWorkerAsync();
}
and:
private void backgroundWorker1_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
this.btManual.Enabled = true;
}
So I recommend:
Keep a single lock () statement
inside the function needing the
synchronization
Keep the lock object private
Run the work on a background worker
Mutexes do not provide fairness by default. They just guarantee that your process as a whole will make forward progress. It is the implementation's job to pick the best thread to get the mutex based on characteristics of the scheduler and so on. It is the coder's job to make sure that the thread that gets the mutex does whatever work the program needs done.
If it's a problem for you if the "wrong thread" gets the mutex, you are doing it wrong. Mutexes are for cases where there is no "wrong thread". If you need fairness or predictable scheduling, you need to use a locking primitive that provides it or use thread priorities.
Mutexes tend to act in strange ways when threads that hold them aren't CPU-limited. Your threads acquire the mutex and then deschedule themselves. This will lead to degenerate scheduling behavior just like the behavior you're seeing. (They won't break their guarantees, of course, but they will act much less like a theoretically perfect mutex that also provided things like fairness.)

Thread progress to GUI

I implemented threading in my application for scraping websites. After all the sites are scraped I want to process them.
form creates queueworker(which creates 2 workers and processes tasks).
After all the tasks are done I want to process them baack in the formthread.
At this point I accieved this with
public void WaitForCompletion()
{
// Enqueue one null task per worker to make each exit.
StopWorkers();
//wait for the workers to finish
foreach (Thread worker in workers)
{
worker.Join();
}
}
After a task is preformed I fire (from queueworker):
public event EventHandler<ProgressEvent> UrlScanned;
if (UrlScanned != null)
{
UrlScanned(this, new ProgressEvent(task.Name, 1));
}
And catch that event with:
urlscanner.UrlScanned += new EventHandler<ProgressEvent>(UrlScanningProgress);
private void UrlScanningProgress(object sender, ProgressEvent args)
{
if (pbarurlScan.InvokeRequired)
{
//don't use invoke when Thread.Join() is used! Deadlock
Invoke(new MethodInvoker(delegate() { UrlScanningProgress(sender, args);
//BeginInvoke(new MethodInvoker(delegate() { UrlScanningProgress(sender, args)};
}
else
{
pbarurlScan.Value++;
}
}
The problem is that the formthread gets blocked and with calling Invoke the whole application is now in a deadlock situation.
How can I give update to the formthread without having a deadlock and have an immidiate update (begininvoke occurs if the workers threads are done)
Why are you doing the Join? I would raise a callback at the end of each thread - perhaps decrementing a counter. When the counter gets to 0, then call back to the UI thread and do the "all done" code; something like:
using System.Windows.Forms;
using System.Threading;
using System;
class MyForm : Form
{
public MyForm()
{
Button btn = new Button();
Controls.Add(btn);
btn.Text = "Go";
btn.Click += btn_Click;
}
int counter;
void btn_Click(object sender, System.EventArgs e)
{
for (int i = 0; i < 5; i++)
{
Interlocked.Increment(ref counter);
ThreadPool.QueueUserWorkItem(DoWork, i);
}
}
void DoWork(object state)
{
for (int i = 0; i < 10; i++)
{ // send progress
BeginInvoke((Action)delegate { Text += state.ToString(); });
Thread.Sleep(500);
}
EndThread(); // this thread done
}
void EndThread()
{
if (Interlocked.Decrement(ref counter) == 0)
{
AllDone();
}
}
void AllDone()
{
Invoke((Action)delegate { this.Text += " all done!"; });
}
[STAThread]
static void Main()
{
Application.Run(new MyForm());
}
}
I fire a seperate event now when all tasks are done. I moved the logic for processing the tasks to a seperate function that will be called when receiving the AllUrlsScanned event.

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