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

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
}

Related

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

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(); }
}

C#.net, raising events while processing a long task, show a form which can have "Pause" and "Continue" to continue processing

I process a file line by line reading various events that have a time stamp and data associated with them. I want to be able to show a form while doing processing which I need to interact with and intercept some events by having a button saying interrupt EventX and if it is pressed it will show the event data in a rich text box field when this event is reached sometime in the future. I can then change some of that event data (let's say I simulate some conditions) and when I press "Resume" it should resume processing by raising an event to the intended subscriber for further processing.
So I need an interceptor that will be pass-trough mechanism when a certain form element is pressed and pass that data to the intended subscriber.
I am ok to wait synchronously for modifying data and pressing "Resume"
Thanks
If you want to have a Responsive GUI while doing a long running operation, you need some form of Multitasking. Wich means either async/await or any of the many Multithreading (Thread and BackgroundWorker, mostly) approaches
While pause and resume could be added, doing so usually more work then it is worth. At the very least you run into issues like still held filehandles or race conditions. Often a "cancel" action is way enough/better then a full stop/resume mechanic.
As a Beginner I would advice you to use the BackgroundWorker. It is about as easy as getting into Multitasking via Multithreading can be. I even wrote a example for it a few years back:
#region Primenumbers
private void btnPrimStart_Click(object sender, EventArgs e)
{
if (!bgwPrim.IsBusy)
{
//Prepare ProgressBar and Textbox
int temp = (int)nudPrim.Value;
pgbPrim.Maximum = temp;
tbPrim.Text = "";
//Start processing
bgwPrim.RunWorkerAsync(temp);
}
}
private void btnPrimCancel_Click(object sender, EventArgs e)
{
if (bgwPrim.IsBusy)
{
bgwPrim.CancelAsync();
}
}
private void bgwPrim_DoWork(object sender, DoWorkEventArgs e)
{
int highestToCheck = (int)e.Argument;
//Get a reference to the BackgroundWorker running this code
//for Progress Updates and Cancelation checking
BackgroundWorker thisWorker = (BackgroundWorker)sender;
//Create the list that stores the results and is returned by DoWork
List<int> Primes = new List<int>();
//Check all uneven numbers between 1 and whatever the user choose as upper limit
for(int PrimeCandidate=1; PrimeCandidate < highestToCheck; PrimeCandidate+=2)
{
//Report progress
thisWorker.ReportProgress(PrimeCandidate);
bool isNoPrime = false;
//Check if the Cancelation was requested during the last loop
if (thisWorker.CancellationPending)
{
//Tell the Backgroundworker you are canceling and exit the for-loop
e.Cancel = true;
break;
}
//Determin if this is a Prime Number
for (int j = 3; j < PrimeCandidate && !isNoPrime; j += 2)
{
if (PrimeCandidate % j == 0)
isNoPrime = true;
}
if (!isNoPrime)
Primes.Add(PrimeCandidate);
}
//Tell the progress bar you are finished
thisWorker.ReportProgress(highestToCheck);
//Save Return Value
e.Result = Primes.ToArray();
}
private void bgwPrim_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
pgbPrim.Value = e.ProgressPercentage;
}
private void bgwPrim_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
pgbPrim.Value = pgbPrim.Maximum;
this.Refresh();
if (!e.Cancelled && e.Error == null)
{
//Show the Result
int[] Primes = (int[])e.Result;
StringBuilder sbOutput = new StringBuilder();
foreach (int Prim in Primes)
{
sbOutput.Append(Prim.ToString() + Environment.NewLine);
}
tbPrim.Text = sbOutput.ToString();
}
else
{
tbPrim.Text = "Operation canceled by user or Exception";
}
}
#endregion
Thank you Christofer,
I accepted you answer as you gave me some suggestions how to solve my problem.
You can see bellow how I solved this problem
Rad
//class variable
private SimulatorRunner simulatorRunner;
//Code behind DevicesSimulatorForm form
private void RunSimulator()
{
btnRerun.BackColor = Color.BurlyWood;
ParameterizedThreadStart start = new ParameterizedThreadStart(RunSimulator);
Thread simulatorProcessingThread = new Thread(start);
simulatorProcessingThread.Start(this);
}
//This will run in a separate thread so when accessing controls Invoke is being used.
public void RunSimulator(object form)
{
DevicesSimulatorForm devicesSimulatorForm = (DevicesSimulatorForm) form;
simulatorRunner.Run(devicesSimulatorForm);
devicesSimulatorForm.InvokeEx(formInner =>
{
formInner.btnRerun.BackColor = Color.LightGray;
InitializeFields();
InitializeTextBackBorder();
InitializeButtonControls();
running = false;
});
}
public class SimulatorRunner
{
public void Run(DevicesSimulator form)
{
string buffer = "Some content read from file in a loop that needs to be passed
to a rich text box when a boolean Intercept check box is true
and FormStatusIntercept will return true and with Thread.Sleep(1)
we will have a chance to update the buffer to the new value and by
unchecking Intercept check box we will exit while loop and continue
processing"
while (true)
{
if (FormStatusIntercept(form, ref buffer))
{
Thread.Sleep(1);
}
else
{
publishEventArgs.Buffer = buffer;
break;
}
}
PublishEvent?.Invoke(this, publishEventArgs);
}
}
private bool FormStatusIntercept(DevicesSimulator simulatorForm, ref string buffer)
{
string modifiedBuffer = buffer;
//When btnFormStatus button is pressed it changes FormStatusContinued = true
//which allows continuation of the processing by exiting while loop
if (simulatorForm.FormStatusContinued == true)
{
simulatorForm.InvokeEx(form =>
{
if (form.rtbFormStatus.Text != modifiedBuffer)
{
modifiedBuffer = form.rtbFormStatus.Text;
}
form.FormStatusContinued = false;
form.FormStatusInterceptPending = false;
});
buffer = modifiedBuffer;
return false;
}
else if (simulatorForm.FormStatusIntercept == true)
{
if (simulatorForm.FormStatusInterceptPending == false)
{
//Whith check box pressed (true) we request a stop
//and we enter a while loop with Thread.Sleep(1)
simulatorForm.InvokeEx(form =>
{
form.btnFormStatus.Text = "Continue";
form.rtbFormStatus.Text = modifiedBuffer;
form.FormStatusInterceptPending = true;
});
}
return true;
}
return false;
}

How to stop a for loop using a button?

I have a loop that I would like to stop using a button.
Edited for better understanding:
I do realize that you cannot stop a button while a loop was running since it will not work as long as that current UI is running. What I'm really asking for is the most efficient way of creating a thread or using BGWorker to stop this. I have seen some methods, but most of them are for Java and not C#.
What I would like to do is:
private void start_Click(object sender, EventArgs e)
{
for(int i = 0; i < nums; i++)
{
doSomething();
}
}
private void stop_Click(object sender, EventArgs e)
{
stops start_Click()
}
You can't do that. For starters, the for loop is running synchronously on the UI thread, which means you won't even be able to click the "Stop" button.
Hence, you need to move the operations of the for loop onto another thread, which means you likely won't be using a for loop at all. You need to think about how the code inside actually needs to be executed, then based on how you are doing the processing, you can implement the "Stop" button.
A very simple way to do this would be to just:
new Thread(() =>
{
int i = 0;
while (!stop && i < num)
{
doSomething();
i++;
}
}).Start();
And set stop to stop the processing loop. In a more realistic scenario, you could queue up functions that you want to process, then stop dequeuing via a similar method. Unfortunately, its hard to reccommend a setup without knowing more details.
Any solution based on your code will also have the problem of the current doSomething() completing execution (which could take a while). Again, without more info, its hard to say what the best approach to fixing that is.
To keep your UI responsive to be able to cancel the running operation you can use a backgrounworker.
The backgroundworker does the work in an other thread while keeping your UI responsive:
private readonly BackgroundWorker _backgroundWorker;
public Form1()
{
InitializeComponent();
_backgroundWorker = new BackgroundWorker
{
WorkerSupportsCancellation = true
};
_backgroundWorker.DoWork += backgroundWorker_DoWork;
_backgroundWorker.RunWorkerCompleted += backgroundWorker_RunWorkerCompleted;
Disposed += Form1_Disposed;
}
private void Form1_Disposed(object sender, EventArgs e)
{
_backgroundWorker.Dispose();
}
private void StartLoop()
{
if ( !_backgroundWorker.IsBusy )
{
_backgroundWorker.RunWorkerAsync();
}
}
private void StopLoop()
{
_backgroundWorker.CancelAsync();
}
private void backgroundWorker_DoWork( object sender , DoWorkEventArgs e )
{
var backgroundWorker = ( BackgroundWorker ) sender;
for ( var i = 0; i < 100; i++ )
{
if ( backgroundWorker.CancellationPending )
{
e.Cancel = true;
return;
}
// Do Work
}
}
private void backgroundWorker_RunWorkerCompleted( object sender , RunWorkerCompletedEventArgs e )
{
if ( e.Cancelled )
{
// handle cancellation
}
if ( e.Error != null )
{
// handle error
}
// completed without cancellation or exception
}
IMHO, it's likely the best approach here is to convert your work to an asynchronous operation and then use the async/await idiom for the loop. E.g.:
private bool _stopLoop;
private async void start_Click(object sender, EventArgs e)
{
_stopLoop = false;
for(int i = 0; i < nums && !_stopLoop; i++)
{
await Task.Run(() => doSomething());
}
}
private void stop_Click(object sender, EventArgs e)
{
_stopLoop = true;
}
This allows the loop itself to execute in the UI thread where the _stopLoop variable is being managed, but without actually blocking the UI thread (which among other things would prevent the "Stop" button from being clicked).
Unfortunately, you didn't provide details about how doSomething() works. It's possible there's a good way to convert that whole method to be an async method, but I can't comment on that without the actual code.
Note that this approach will only interrupt the loop at a point in between each operation. If you want to be able to interrupt the doSomthing() operation itself, you'll have to provide a mechanism for that. One likely approach would be to use CancellationSource and CancellationToken, which provides a convenient way to express cancellation semantics.
Try using an async/await approach. It's quite easy!
public partial class MyForm : Form
{
public MyForm()
{
InitializeComponent();
}
private CancellationTokenSource _tokenSource;
private async void start_Click(object sender, EventArgs e)
{
if (_tokenSource != null)
return;
_tokenSource = new CancellationTokenSource();
var ct = _tokenSource.Token;
await Task.Factory.StartNew(() =>
{
for (; ; )
{
if (ct.IsCancellationRequested)
break;
doSomething();
}
}, ct);
_tokenSource = null;
}
private int _labelCounter;
private void doSomething()
{
// do something
Invoke((Action)(() =>
{
myLabel.Text = (++_labelCounter).ToString();
}));
}
private void stop_Click(object sender, EventArgs e)
{
if (_tokenSource == null)
return;
_tokenSource.Cancel();
}
}
try this :
bool stop=false;
private void start_Click(object sender, EventArgs e)
{
for(int i = 0; i < nums&& !bool; i++)
{
doSomething();
}
}
and in the click event
set
stop=true;

Move code that run on a UI thread and access global states to a thread

I am trying to move as much processing out of the UI thread on my Windows Phone app. I have some code that is being executed when I click on a button. The code is conceptually similar to the code below.
private int Processing(int a, int b, int c) {
this.A = this.moreProcessing(a);
this.B = this.moreProcessing(b);
this.C = this.moreProcessing(c);
int newInt = /* ... */
return newInt;
}
public void Button_Click(object sender, EventArgs args) {
var result = Processing(1, 2, 3);
this.MyTextBox.Content = result;
}
That would be very easy to move the execution on that code on a thread if the Processing method wasn't setting/getting global state variables.
How do I make sure that only one thread at a time is running in the right sequence? Right now it is easy since the processing code runs on the UI thread. The nice thing about the UI thread is that it guarantee me that everything runs in the right order and one at a time. How do I replicate that with threads?
I could refactor the entire code to have almost no global state, but cannot necessarily do that right now. I could also use lock, but I am just wondering if there's a better way. The processing I am doing isn't super heavy. However, I sometime see some lag in the UI and I want to keep the UI thread as free as possible.
Thanks!
There are a few approaches.
If you intend to fire up a new thread for every Button_Click event, then indeed you could have multiple threads that wish to write to the same variables. You can solve that by wrapping the access to those variables in a lock statement.
Alternatively, you could have one thread always running dedicated to the Processing thread. Use a BlockingCollection to communicate between the UI thread and the Processing thread. Whenever a Button_Click happens, place the relevant info on the BlockingCollection, and have the Processing thread pull work items off of that BlockingCollection.
Untested code that should be close to OK:
class ProcessingParams // Or use a Tuple<int, int, int>
{
public int A { get; set; }
public int B { get; set; }
public int C { get; set; }
}
BlockingCollection<int> bc = new BlockingCollection<int>();
private int Processing() {
try
{
while (true)
{
ProcesingParams params = bc.Take();
this.A = this.moreProcessing(params.A);
this.B = this.moreProcessing(params.B);
this.C = this.moreProcessing(params.C);
int newInt = /* ... */
return newInt; // Rather than 'return' the int, place it in this.MyTextBox.Content using thread marshalling
}
}
catch (InvalidOperationException)
{
// IOE means that Take() was called on a completed collection
}
}
public void Button_Click(object sender, EventArgs args) {
//var result = Processing(1, 2, 3);
bc.Add (new ProcessingParams() { A = 1, B = 2, C = 3 };
//this.MyTextBox.Content = result;
}
When your application closes down, remember to call
bc.CompleteAdding(); // Causes the processing thread to end
A very simple solution is to use a BackgroundWorker. It allows you to offload your work to a background thread and notify you when it is complete. (see below for another option)
void Button_Click(object sender, EventArgs args)
{
BackgroundWorker worker = new BackgroundWorker();
worker.DoWork += (s, e) =>
{
e.Result = Processing(1, 2, 3);
};
worker.RunWorkerCompleted += (s1, e1) =>
{
MyTextBox.Content = e1.Result;
MyButton.IsEnabled = true;
};
// Disable the button to stop multiple clicks
MyButton.IsEnabled = false;
worker.RunWorkerAsync();
}
Another option is to get your code ready for the next version of Windows Phone and start using the Task Parallel Library. TPL is available with .Net4, but is not available with Windows Phone. There are some NuGet packages that do support Silverlight and Windows Phone. Add one of these packages to your project and you can change your code to (syntax may not be 100% correct):
private Task<int> ProcessAsync(int a, int b, int c)
{
var taskCompletionSource = new TaskCompletionSource<int>();
var task = Task.Factory.StartNew<int>(() =>
{
// Do your work
return newInt;
}
task.ContinueWith(t => taskCompletionSource.SetResult(t.Result));
return taskCompletionSource.Task;
}
void Button_Click(object sender, EventArgs args)
{
// Disable the button to prevent more clicks
MyButton.IsEnabled = false;
var task = ProcessAsync(1,2,3);
task.ContinueWith(t =>
{
MyTextBox.Content = t.Result;
MyButton.IsEnabled = true;
});
}
Try this:
public void Button_Click(object sender, EventArgs args)
{
Button.Enabled = false;
ThreadPool.QueueUserWorkItem(new WaitCallback(BackgroundProcessing));
}
private void BackgroundProcessing(object state)
{
var result = Processing(1, 2, 3);
// Call back to UI thread with results
Invoke(new Action(() => {
this.MyTextBox.Content = result;
Button.Enabled = true;
}));
}
private int Processing(int a, int b, int c)
{
this.A = this.moreProcessing(a);
this.B = this.moreProcessing(b);
this.C = this.moreProcessing(c);
int newInt = /* ... */
return newInt;
}

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.)

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