Avoiding main thread lockup when delegating to GUI - c#

I have a RichTextBox that the Console is redirected to. The Console Redirector delegates the AppendText() call each time the console is written to. However, the GUI locks up while the text is being appended, and since the log is written to in periods of rapid succession, the main thread/GUI locks up until the text is no longer being appended. Is there a way to allow control of the form while the log is being appended from another thread?

No, you cannot safely update the UI from a non-UI thread.
If you have other UI work that you want done you'll need to have your console redirect function simply spend less time updating the UI. Don't have it update the UI with everything all the time. Have it buffer the data and write to the UI less frequently, or throttle the console input if there is simply too much data to display everything (while also doing other necessary work).

All in all, no you cannot get away from the lockedness. The UI thread will be locked when working, and when you dispatch to it you are in essence saying, I want to run this piece of code on the UI thread.
To alleviate some of the "lockedness" you need to try to be "smart" about it.
Update as rarely as possible to manage this, use some sort of "buffer" to update. Possibly make a "fake" UI class (aka a model/DTO) fill it with data from your thread and flush it out to the UI when needed/on demand/on complete
In the delegates as much as possible. DO NOT perform any form of logic as that's work that will lock you for a longer period than needed.
I see that you are using winforms, if this is a project where you are in control, then go for WPF.

Related

How to see how much prossesing time a C# Windows Forms application needs?

I have a C# Windows Forms application wicht does some camera control and computer vision. For all the parts which take longer for calculation I used seperate threads. But there are still some parts which are in the callback functions of the GUI. As I understand, all these callback functions are executed in the same thread. Is there a way to see how much time this thread is working or idle? What percentage of idle time is needed such that the GUI is still responsive?
It's recommended that you shouldn't block the UI thread for more than 50ms, otherwise it will affect the UI responsiveness. I.e., two UI callbacks queued with Form.BeginInvoke, each taking ~50ms to complete, may introduce some unpleasant UI experience to the user.
It doesn't make sense to update the UI more often than the user can react to it (i.e, ~24 frames per second). So, you should throttle the UI thread callbacks and give user input events a priority.
I recently posted an example of how it can possibly be done:
https://stackoverflow.com/a/21654436/1768303
For simple tasks you could use a stopwatch and measure the time manually. However I think you'll need to check what a performance profiler is.
Also - there is little situations in which your GUI needs that heavy processing. In most cases the problem comes from putting too much calculations in event handlers instead of implementing them somewhere outside and then update the form when finished. It's less of a single/multi-threading problem and more of using available events properly.

UI freezing problem in c# 2.0

Sometimes I saw that when I call a method from my form to do something that my UI freezes. How to solve this problem? If I call that method in separate thread then problem will be solved?
If I call method in separate thread like the code below
new System.Threading.Thread(delegate()
{
HeavyMethod();
}).Start();
does this solve my problem or is there any better solution?
Call the method on a Background Worker would be the best solution.
http://msdn.microsoft.com/en-us/library/system.componentmodel.backgroundworker.aspx
Doing that you can control when things get updated (using the Report Progress Feature) and allow you to cancel the work.
Also, make sure that whatever resources you manipulate in the backgroundWorker1.RunWorkerAsync(); are properly shared. You can get into what is called "Race Conditions" which causes your output to be non-determanistic (e.g. you won't get the same results every time you run the method)
For a good walk through on Multithreading and shared resources, see this link:
http://www.c-sharpcorner.com/uploadfile/mgold/multithreadingintro10062005000439am/multithreadingintro.aspx?articleid=920ecafc-e83b-4a9c-a64d-0b39ad885705
If you are calling your method in response to an event, then by default the method will be running on the GUI thread (the thread that the runtime uses to handle all user events). If that method is huge and/or heavy, then it will "freeze" the UI as you describe.
Making it run on a separate thread is a viable solution for many of these cases.
There are cases, however, when you'll actually want the UI to "block" (for example, if you are updating a lot of controls, you don't want the user to mess with them in the meanwhile). For such cases, the sanest approach is to pop up a modal "wait" dialog.
Since it is C# 2.0, I suppose it is WinForms. Don't hold up the UI thread with CPU-bound code.
You can spawn a new thread to run your CPU-bound code, but you have to be careful not to access WinForms controls, especially not to update control properties. Many WinForms controls can only be accessed/updated from the UI thread. Check the InvokeRequired field to see if you need to marshal (i.e. use Invoke) the call from another thread back to the UI thread.
Also consider using the ThreadPool instead of creating a new thread.
That is correct, If you move the heavy processing off of the UI Thread then it should free up the UI to redraw. For what you want to do your implementation should work just fine. Although ThreadPooling or BackgroundWorker would be the suggested implementations (http://msdn.microsoft.com/en-us/library/system.threading.threadpool(v=VS.80).aspx), (http://msdn.microsoft.com/en-us/library/system.componentmodel.backgroundworker.aspx).

Alternative to Thread.Sleep that keeps the UI responsive?

I'm doing all this in C#, in Visual Studio 2008.
I want to slow down the work of my algorithm so that the user can watch it's work. There is a periodic change visible at the GUI so I added Thread.Sleep after every instance.
Problem is that Thread.Sleep, when set to at least a second, after a few instances of Thread.Sleep (after few loops) simply freezes entire GUI and keeps it that way till program completion. Not right away, but it always happens. How soon depends on the length of the sleep.
I have proof that entire program does not freeze, it's working it's thing, even the sleep is making pauses of correct length. But the GUI freezes at certain point until the algorithm ends, at which point it shows the correct final state.
How to solve this issue? Alternative to pausing algorithm at certain point?
First off, don't make the user wait for work that is done before they even think about when it will be finished. Its pointless. Please, just say no.
Second, you're "sleeping" the UI thread. That's why the UI thread is "locking up." The UI thread cannot be blocked; if it is, the UI thread cannot update controls on your forms and respond to system messages. Responding to system messages is an important task of the UI thread; failing to do so makes your application appear locked up to the System. Not a good thing.
If you want to accomplish this (please don't) just create a Timer when you start doing work that, when it Ticks, indicates its time to stop pretending to do work.
Again, please don't do this.
I'd guess everything is running out of a single thread. The user probably invokes this algorithm by clicking on a button, or some such. This is handled by your main thread's message queue. Until this event handler returns, your app's GUI cannot update. It needs the message queue to be pumped on regular basis in order to stay responsive.
Sleeping is almost never a good idea, and definitely not a good idea in the GUI thread. I'm not going to recommend that you continue to use sleep and make your GUI responsive by calling Application.DoEvents.
Instead, you should run this algorithm in a background thread and when it completes it should signal so to the main thread.
You are about to commit some fairly common user interface bloopers:
Don't spam the user with minutiae, she's only interested in the result
Don't force the user to work as fast as you demand
Don't forbid the user to interact with your program when you are busy.
Instead:
Display results in a gadget like a ListBox to allow the user to review results at her pace
Keep a user interface interactive by using threads
Slow down time for your own benefit with a debugger
This depends on a lot of things, so its hard to give a concrete answer from what you've said. Still, here are some matters that might be relevant:
Are you doing this on a UI thread (e.g. the thread the form-button or UI event that triggered the work started on)? If so, it may be better to create a new thread to perform the work.
Why do you sleep at all? If the state related to the ongoing work is available to all relevant threads, can the observer not just observe this without the working thread sleeping? Perhaps the working thread could write an indicator of the current progress to a volatile or locked variable (it must be locked if it's larger than pointer size - e.g. int or an object - but not otherwise. If not locked, then being volatile will prevent cache inconsistency between CPUs, though this may not be a big deal). In this case you could have a forms timer (there are different timers in .Net with different purposes) check the status of that variable and update the UI to reflect the work being done, without the working thread needing to do anything. At most it may be beneficial to Yield() in the working thread on occasion, but its not likely that even this will be needed.

Pattern for periodically updating screen data

I am new to the world of GUI programming and I am writing a little GUI app using IronPython and WinForms. It reads values from an external device and displays them in a ListView component (name, value). I want to periodically perform the reading and updating of the ListView component at a certain fixed rate.
I had the following ideas to accomplish this:
A timer, which periodically triggers the read/screen update directly in the OnTick handler
A timer, whose OnTick handler triggers a BackgroundWorker to perform the read/update
Since the first solution will block the GUI until the read/update loop is done, which, depending on the number of values being read from the device, could take some time, I think the BackgroundWorker might be a better solution. I might want to add some functionality to manipulate the ListView items later (add, remove values etc.) and a blocked GUI does not seem like a good idea.
Is there a certain design pattern or a better way to accomplish reading/updating screen data?
NOTE: Any code examples can be IronPython or C#. The conversion from C# to IronPython is pretty straight forward. Thanks!
Personally, I'd have one thread that's responsible for reading values out of the device and storing the data in a data structure, and then a System.Windows.Forms.Timer (there's 3 Timers in .NET, this is the only one that ticks in the thread that's safe to update your controls) to read values out of that data structure and update the UI. You may need to synchronise that data structure, you may not.
That way the device can take as long as it likes to return data, or it can push as many millions of rows per second at you, and the UI thread will still poll at your predetermined tick rate (probably every 100 msec?). Since your timer ticks are just reading data out of memory, the UI won't block for IO.
The BackgroundWorker is prefered when you have lot of work to do in the background.
Use a Timer to trigger a function that will do the necessary work in a second thread.
It won't block the UI. (don't forget to update the controls on the UI thread).
System.Threading.Thread newThread;
newThread = new System.Threading.Thread(anObject.AMethod);
http://msdn.microsoft.com/fr-fr/library/ms173178(VS.80).aspx
Another option rather than getting the Timer and the Background worker thread working would be to use the System.Threading.Timer, this will execute your method on a thread on a regular interval and once you have the data you can use Control.Invoke or Control.BeginInvoke to update the control in the UI thread.

Multithreading on Windows Forms

I want to paralelize a 3D voxel editor built on top of Windows Forms, it uses a raycaster to render so dividing the screen and getting each thread on a pool to render a part of it should be trivial.
The problem arises in that Windows Forms' thread must run as STA - I can get other threads to start and do the work but blocking the main thread while waiting for them to finish causes strange random deadlocks as expected.
Keeping the main thread unblocked would also be a problem - if, for example, the user uses a floodfill tool the input would be processed during the rendering process which would cause "in-between" images (an object partially colored, for example). Copying the entire image before every frame isn't doable either because the volumes are big enough to offset any performance gain if it has to be copied every frame.
I want to know if there is any workaround to get the amin thread to appear blocked to the user in a way that it will not be actually blocked but will delay the processing of input till the next frame.
If it isn't possible, is there a better design for dealing with this?
EDIT: Reading the anwsers I think I wasn't clear that the raycaster runs in real time, so showing progress dialogs won't work at all. Unfortunately the FPS is low enough (5-40 depending on various factors) for the input between frames to produce unwanted results.
I have already tried to implement it blocking the UI thread and using some threads of a ThreadPool to process and it works fine except for this problem with STA.
This is a common problem. With windows forms you can have only one UI thread. Don't run your algorithm on the UI thread because then the UI will appear frozen.
I recommend running your algorithm and waiting for it to finish before updating the UI. A class called BackgroundWorker comes pre-built to do just this very thing.
Edit:
Another fact about the UI thread is that it handles all of the mouse and keyboard events, along with system messages that are sent to the window. (Winforms is really just Win32 surrounded by a nice API.) You cannot have a stable application if the UI thread is saturated.
On the other hand, if you start several other threads and try to draw directly on the screen with them, you may have two problems:
You're not supposed to draw on the UI with any thread but the UI thread. Windows controls are not thread safe.
If you have a lot of threads, context switching between them may kill your performance.
Note that you (and I) shouldn't claim a performance problem until it has been measured. You could try drawing a frame in memory and swapping it in at an appropriate time. Its called double-buffering and is very common in Win32 drawing code to avoid screen flicker.
I honestly don't know if this is feasible with your target frame rate, or if you should consider a more graphics-centered library like OpenGL.
Am I missing something or can you just set your render control (and any other controls that generate input events) to disabled while you're rendering a frame? That will prevent unwanted inputs.
If you still want to accept events while you're rendering but don't want to apply them until the next frame, you should leave your controls enabled and post the detail of the event to an input queue. That queue should then be processed at the start of every frame.
This has the affect that the user can still click buttons and interact with the UI (the GUI thread does not block) and those events are not visible to the renderer until the start of the next frame. At 5 FPS, the user should see their events are processed within 400ms worst case (2 frames), which isn't quite fast enough, but better than threading deadlocks.
Perhaps something like this:
Public InputQueue<InputEvent> = new Queue<InputEvent>();
// An input event handler.
private void btnDoSomething_Click(object sender, EventArgs e)
{
lock(InputQueue)
{
InputQueue.Enqueue(new DoSomethingInputEvent());
}
}
// Your render method (executing in a background thread).
private void RenderNextFrame()
{
Queue<InputEvent> inputEvents = new Queue<InputEvent>();
lock(InputQueue)
{
inputEvents.Enqueue(InputQueue.Dequeue());
}
// Process your input events from the local inputEvents queue.
....
// Now do your render based on those events.
....
}
Oh, and do your rendering on a background thread. Your UI thread is precious, it should only do the most trivial work. Matt Brundell's suggestion of BackgroundWorker has lots of merit. If it doesn't do what you want, the ThreadPool is also useful (and simpler). More powerful (and complex) alternatives are the CCR or the Task Parallel Library.
Show a modal "Please Wait" dialog using ShowDialog, then close it once your rendering is finished.
This will prevent the user from interacting with the form while still allowing you to Invoke to the UI thread (which is presumably your problem).
If you don't want all the features offered by the BackgroundWorker you can simply use the ThreadPool.QueueUserWorkItem to add something to the thread pool and use a background thread. It would be easy to show some kind of progress while the background thread was performing it's operations as you can provide a delegate callback to notify you whenever a particular background thread is done. Take a look at ThreadPool.QueueUserWorkItem Method (WaitCallback, Object) to see what I'm referring you to. If you need something more complex you could always use the APM async method to perform your operations as well.
Either way I hope this helps.
EDIT:
Notify user somehow that changes are being made to the UI.
On a(many) background threads using the ThreadPool perform the ops you need to perform to the UI.
For each operation keep a reference to the state for the operation so that you know when it completed in the WaitCallback. Maybe put them in some type of hash / collection to keep ref to them.
Whenever an operation completes remove it from the collection that contains a ref to the ops that were performed.
Once all operations have completed (hash / collection) has no more references in it render the UI with the changes applied. Or possibly incrementally update the UI
I'm thinking that if you are making so many updates to the UI while you are performing your operations that is what is causing your problems. That's also why I recommended the use of SuspendLayout, PerformLayout as you may have been performing so many updates to the UI the main thread was getting overwhelmed.
I am no expert on threading though, just trying to think it through myself. Hope this helps.
Copying the entire image before every frame isn't doable either because the volumes are big enough to offset any performance gain if it has to be copied every frame.
Then don't copy the off-screen buffer on every frame.

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