I have this simple piece of code:
private volaile bool working;
private volatile List<Thread> threads = new List<Thread>();
private volatile Form Face;
public void Start(int n)
{
working = true;
for (int i = 0; i <= n; i++)
{
Thread worker = new Thread(() =>
{
while(working)
{
// do some work
}
});
threads.Add(worker);
worker.Start();
}
}
public void Stop()
{
if(working)
{
working = false;
logger.Info("Waiting threads join");
foreach (Thread worker in threads)
{
worker.Join();
}
logger.Info("Threads joined");
}
}
private void Face_Closing(object sender, System.ComponentModel.CancelEventArgs e)
{
Face.Invoke(new Action(() => {Stop();}));
System.Environment.Exit(0);
}
Face form creates on programm start and have some controls, so when I use Start() and Stop() methods, everything works fine (all threads join normally).
But when I press "X" Form button, programm stacks on "Waiting threads join". Why? What am I missing?
Thread sample = new Thread(new ThreadStart(Thread1));
sample.IsBackground= true;
try to set the threads as background threads.
Related
The WinForm application has 20 threads running in the background, each one waits on the mutex. When signaled, it does "a job" as in Thread.Sleep for around 100ms and releases it. Then waits 1 second, and does the job again.
private Mutex locker;
private void NewThread()
{
Thread thread = new Thread(ThreadLoopMutex);
thread.Priority = ThreadPriority.BelowNormal;
thread.Name = threadCounter++.ToString("D2");
thread.Start();
}
private void ThreadLoopMutex()
{
PrintLog("was created");
while (true)
{
PrintLog("Lock1");
locker.WaitOne();
Thread.Sleep(100);
PrintLog("UnLock1");
locker.ReleaseMutex();
Thread.Sleep(1000);
PrintLog("Lock2");
locker.WaitOne();
Thread.Sleep(100);
PrintLog("UnLock2");
locker.ReleaseMutex();
}
}
public Form1()
{
InitializeComponent();
locker = new Mutex();
Thread.CurrentThread.Name = "GUI";
Thread.CurrentThread.Priority = ThreadPriority.Highest;
for (int i = 0; i < 20; i++)
{
NewThread();
}
}
When the GUI Thread tries to wait on the same mutex, it never signals. It will wait on the Mutex for a long time while the other threads are playing with it smoothly.
When I set the 20 threads' job time to 30ms instead of 100ms, then the GUI Thread enters the mutex freely.
private void button1_Click(object sender, EventArgs e)
{
PrintLog("Lock");
locker.WaitOne();
Thread.Sleep(500);
PrintLog("UnLock");
locker.ReleaseMutex();
}
Why is that?
I want when i click thread.Abort() and thread finish print label after that it will abort. It only abort thread when finish current job. Thanks
namespace ThreadTest
{
public partial class Form1 : Form
{
Thread thread;
bool loop = true;
Stopwatch regularSW = new Stopwatch();
public Form1()
{
InitializeComponent();
}
private void button1_Click(object sender, EventArgs e)
{
thread = new Thread(new ThreadStart(() => threadtest()));
thread.Start();
}
private void button2_Click(object sender, EventArgs e)
{
thread.Abort();
}
public void threadtest()
{
while (loop)
{
regularSW.Start();
Thread.Sleep(5000);
regularSW.Stop();
this.Invoke(new Action(() => label1.Text += "Sleep in: " + regularSW.Elapsed + Environment.NewLine));
}
}
}
}
Thread.Abort is a request, the operating system and thread are free to ignore it in situations where an abort is not possible. Generally, Abort should never be used in "by design" scenarios. Instead, your loop should check to see if there is a cancel action pending, perhaps something like this:
Thread thread;
bool loop = true;
volatile bool _cancelPending = false;
Stopwatch regularSW = new Stopwatch();
//Snip... unchanged code removed for brevity.
private void button2_Click(object sender, EventArgs e)
{
_cancelPending = true;
}
public void threadtest()
{
while (loop)
{
if (_cancelPending) break;
regularSW.Start();
Thread.Sleep(5000);
regularSW.Stop();
this.Invoke(new Action(() => label1.Text += "Sleep in: " + regularSW.Elapsed + Environment.NewLine));
}
}
Perhaps that is the purpose of your loop field, but I introduced another field, _cancelPending, in-case it is serving a different purpose.
Aborting a thread is not something you should need to do in most applications; when the thread no longer has work to do, it will stop as a natural part of its lifecycle.
To allow this to happen, your code needs to signal that the method should stop executing. In .NET, the type CancellationTokenSource is used to allow thread-safe signalling that an operation should be stopped.
However, the most prominent concern is that your thread spends most of its time sleeping. This means that when the Cancel button is pressed, you must wait for the thread to wake up before it will notice that cancellation has been requested.
We can use the cancellation mechanism to simulate the thread sleeping by having it wait for a period of time, or for cancellation to be requested - whichever happens first:
Thread thread;
CancellationTokenSource cts;
Stopwatch regularSW = new Stopwatch();
public Form1()
{
InitializeComponent();
}
private void button1_Click(object sender, EventArgs e)
{
cts = new CancellationTokenSource();
thread = new Thread(new ThreadStart(() => threadtest(cts.Token)));
thread.Start();
}
private void button2_Click(object sender, EventArgs e)
{
cts.Cancel();
}
public void threadtest(CancellationToken cancellation)
{
while (!cancellation.IsCancellationRequested)
{
regularSW.Start();
// Simulate a Thread.Sleep; returns true if cancellation requested.
if (!cancellation.WaitHandle.WaitOne(5000))
{
regularSW.Stop();
this.Invoke(() => label1.Text += "Sleep in: "
+ regularSW.Elapsed
+ Environment.NewLine);
}
}
}
I have 3 background workers each processing a channel of a 24-bit Bitmap image (Y, Cb, Cr). The processing for each 8-bit image takes several seconds and they might not complete at the same time.
I want to merge the channels back into one image when I'm done. When a button is clicked, each of the backgroundWorkerN.RunWorkerAsync() is started and when they complete I set a flag for true. I tried using a while loop while (!y && !cb && !cr) { } to continually check the flags until they are true then exit loop and continue processing the code below which is the code to merge the channels back together. But instead the process never ends when I run it.
private void button1_Click(object sender, EventArgs e)
{
backgroundWorker1.RunWorkerAsync();
backgroundWorker2.RunWorkerAsync();
backgroundWorker3.RunWorkerAsync();
while (!y && !cb && !cr) { }
//Merge Code
}
Building on the answer from Renuiz, I would do it this way:
private object lockObj;
private void backgroundWorkerN_RunWorkerCompleted(
object sender,
RunWorkerCompletedEventArgs e)
{
lock (lockObj)
{
y = true;
if (cb && cr) // if cb and cr flags are true -
// other backgroundWorkers finished work
{
someMethodToDoOtherStuff();
}
}
}
Maybe you could set and check flags in background worker complete event handlers. For example:
private void backgroundWorkerN_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
y = true;
if(cb && cr)//if cb and cr flags are true - other backgroundWorkers finished work
someMethodToDoOtherStuff();
}
I would use three threads instead of background workers.
using System.Threading;
class MyConversionClass
{
public YCBCR Input;
public RGB Output
private Thread Thread1;
private Thread Thread2;
private Thread Thread3;
private int pCompletionCount;
public MyConversionClass(YCBCR myInput, RGB myOutput)
{
this.Input = myInput;
this.Output = myOutput;
this.Thread1 = new Thread(this.ComputeY);
this.Thread2 = new Thread(this.ComputeCB);
this.Thread3 = new Thread(this.ComputeCR);
}
public void Start()
{
this.Thread1.Start();
this.Thread2.Start();
this.Thread3.Start();
}
public void WaitCompletion()
{
this.Thread1.Join();
this.Thread2.Join();
this.Thread3.Join();
}
// Call this method in background worker 1
private void ComputeY()
{
// for each pixel do My stuff
...
if (Interlocked.Increment(ref this.CompletionCount) == 3)
this.MergeTogether();
}
// Call this method in background worker 2
private void ComputeCB()
{
// for each pixel do My stuff
...
if (Interlocked.Increment(ref this.CompletionCount) == 3)
this.MergeTogether();
}
// Call this method in background worker 3
private void ComputeCR()
{
// for each pixel do My stuff
...
if (Interlocked.Increment(ref this.CompletionCount) == 3)
this.MergeTogether();
}
private void MergeTogether()
{
// We merge the three channels together
...
}
}
Now in your code you simply do this:
private void button1_Click(object sender, EventArgs e)
{
MyConversionClass conversion = new MyConversionClass(myinput, myoutput);
conversion.Start();
conversion.WaitCompletion();
... your other stuff
}
However this will pause your GUI until all operations are completed.
I would use SynchronizationContext instead to notify the GUI that the operation has completed.
This version uses SynchronizationContext for synchronizing the GUI thread without waiting at all.
This will keep the GUI responsive and performs the entire conversion operation in the other threads.
using System.Threading;
class MyConversionClass
{
public YCBCR Input;
public RGB Output
private EventHandler Completed;
private Thread Thread1;
private Thread Thread2;
private Thread Thread3;
private SynchronizationContext SyncContext;
private volatile int pCompletionCount;
public MyConversionClass()
{
this.Thread1 = new Thread(this.ComputeY);
this.Thread2 = new Thread(this.ComputeCB);
this.Thread3 = new Thread(this.ComputeCR);
}
public void Start(YCBCR myInput, RGB myOutput, SynchronizationContext syncContext, EventHandler completed)
{
this.SyncContext = syncContext;
this.Completed = completed;
this.Input = myInput;
this.Output = myOutput;
this.Thread1.Start();
this.Thread2.Start();
this.Thread3.Start();
}
// Call this method in background worker 1
private void ComputeY()
{
... // for each pixel do My stuff
if (Interlocked.Increment(ref this.CompletionCount) == 3)
this.MergeTogether();
}
// Call this method in background worker 2
private void ComputeCB()
{
... // for each pixel do My stuff
if (Interlocked.Increment(ref this.CompletionCount) == 3)
this.MergeTogether();
}
// Call this method in background worker 3
private void ComputeCR()
{
... // for each pixel do My stuff
if (Interlocked.Increment(ref this.CompletionCount) == 3)
this.MergeTogether();
}
private void MergeTogether()
{
... // We merge the three channels together
// We finish everything, we can notify the application that everything is completed.
this.syncContext.Post(RaiseCompleted, this);
}
private static void RaiseCompleted(object state)
{
(state as MyConversionClass).OnCompleted(EventArgs.Empty);
}
// This function is called in GUI thread when everything completes.
protected virtual void OnCompleted(EventArgs e)
{
EventHandler completed = this.Completed;
this.Completed = null;
if (completed != null)
completed(this, e);
}
}
Now, in your code...
private void button1_Click(object sender, EventArgs e)
{
button1.Enabled = false;
MyConversionClass conversion = new MyConversionClass();
conversion.Start(myinput, myoutput, SynchronizationContext.Current, this.conversion_Completed);
}
private void conversion_Completed(object sender, EventArgs e)
{
var output = (sender as MyConversionClass).Output;
... your other stuff that uses output
button1.Enabled = true;
}
The good things of both method is that they are GUI agnostic, you can put them in a library and keep your precious multi-threading conversion code totally independant on the GUI you are using, that is, WPF, Web or Windows Forms.
You can use WaitHandle.WaitAll in conjunction with EventWaitHandle to achieve what you need. Herein enclosed a code sample which does what I mentioned. The enclosed code is just an outline of how the solution will look like. You must add proper exception handling and defensive approach to make this code more stable.
using System;
using System.ComponentModel;
using System.Threading;
namespace ConsoleApplication7
{
class Program
{
static void Main(string[] args)
{
BWorkerSyncExample sample = new BWorkerSyncExample();
sample.M();
}
}
class BWorkerSyncExample
{
BackgroundWorker worker1, worker2, worker3;
EventWaitHandle[] waithandles;
public void M()
{
Console.WriteLine("Starting background worker threads");
waithandles = new EventWaitHandle[3];
waithandles[0] = new EventWaitHandle(false, EventResetMode.ManualReset);
waithandles[1] = new EventWaitHandle(false, EventResetMode.ManualReset);
waithandles[2] = new EventWaitHandle(false, EventResetMode.ManualReset);
StartBWorkerOne();
StartBWorkerTwo();
StartBWorkerThree();
//Wait until all background worker complete or timeout elapse
Console.WriteLine("Waiting for workers to complete...");
WaitHandle.WaitAll(waithandles, 10000);
Console.WriteLine("All workers finished their activities");
Console.ReadLine();
}
void StartBWorkerThree()
{
if (worker3 == null)
{
worker3 = new BackgroundWorker();
worker3.DoWork += (sender, args) =>
{
M3();
Console.WriteLine("I am done- Worker Three");
};
worker3.RunWorkerCompleted += (sender, args) =>
{
waithandles[2].Set();
};
}
if (!worker3.IsBusy)
worker3.RunWorkerAsync();
}
void StartBWorkerTwo()
{
if (worker2 == null)
{
worker2 = new BackgroundWorker();
worker2.DoWork += (sender, args) =>
{
M2();
Console.WriteLine("I am done- Worker Two");
};
worker2.RunWorkerCompleted += (sender, args) =>
{
waithandles[1].Set();
};
}
if (!worker2.IsBusy)
worker2.RunWorkerAsync();
}
void StartBWorkerOne()
{
if (worker1 == null)
{
worker1 = new BackgroundWorker();
worker1.DoWork += (sender, args) =>
{
M1();
Console.WriteLine("I am done- Worker One");
};
worker1.RunWorkerCompleted += (sender, args) =>
{
waithandles[0].Set();
};
}
if (!worker1.IsBusy)
worker1.RunWorkerAsync();
}
void M1()
{
//do all your image processing here.
//simulate some intensive activity.
Thread.Sleep(3000);
}
void M2()
{
//do all your image processing here.
//simulate some intensive activity.
Thread.Sleep(1000);
}
void M3()
{
//do all your image processing here.
//simulate some intensive activity.
Thread.Sleep(4000);
}
}
}
Consider using AutoResetEvents:
private void button1_Click(object sender, EventArgs e)
{
var e1 = new System.Threading.AutoResetEvent(false);
var e2 = new System.Threading.AutoResetEvent(false);
var e3 = new System.Threading.AutoResetEvent(false);
backgroundWorker1.RunWorkerAsync(e1);
backgroundWorker2.RunWorkerAsync(e2);
backgroundWorker3.RunWorkerAsync(e3);
// Keep the UI Responsive
ThreadPool.QueueUserWorkItem(x =>
{
// Wait for the background workers
e1.WaitOne();
e2.WaitOne();
e3.WaitOne();
MethodThatNotifiesIamFinished();
});
//Merge Code
}
void BackgroundWorkerMethod(object obj)
{
var evt = obj as AutoResetEvent;
//Do calculations
etv.Set();
}
This way you do not waste cpu time in some loops & using a seperate thread for waiting keeps the UI Responsive.
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.)
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.