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How do I update the GUI from another thread?
(47 answers)
Closed 7 years ago.
I'm trying to be able to access some controls in my main form from an other thread.
Let's consider this picture:
I want to Instantiate that control (It's a panel in my case) into the second thread.
My problem is that i have found a LOT of answers that just modifies a control (Set the text of a textbox for instance) and not be able to read/write it's properties like it's an object. (Delegates and stuff)
My current code: (Not working because i've created the panel in the other thread)
public partial class Main : Form
{
Graphics g;
Thread drawCanvasThread;
int pos = 0;
public Main()
{
InitializeComponent();
}
private void Main_Load(object sender, EventArgs e)
{
g = canvas.CreateGraphics();
drawCanvasThread = new Thread(() => HandleCanvas(canvas));
drawCanvasThread.Start();
}
private void HandleCanvas(Panel objCanvas)
{
Panel canvas = objCanvas;
Point mousePos;
while(true)
{
mousePos = canvas.PointToClient(Cursor.Position);
//UPDATE CANVAS
//DRAW CANVAS
Thread.Sleep(17); //1000 / 17 ~~= 60
}
}
private void Main_FormClosing(object sender, FormClosingEventArgs e)
{
drawCanvasThread.Abort();
}
}
PS: The thread "How to update the GUI from another thread in C#?" doesn't really answers my question, because i want to read the object properties, and not only write. Though it's a very interesting thread.
EDITED
You don't want to "instantiate" the control into the other thread.
There are some differences if you're working with Winforms (Win32) vs WPF (Windows Presentation Foundation). The Win32 UI libraries ("Winforms") are not thread-safe. You'll get unpredictable results, memory leaks and outright crashes if you allow any thread other than the main UI thread to directly fiddle with controls.
The WPF UI library is thread-safe, on the other hand, but there are still plenty of issues to be aware of and I'm not trying to address them all in this short (I hope) answer. ;-)
You really don't even want access across a thread boundary to a reference to a control instance. What you want to do is signal the UI thread to do what you want. There's more than one way to skin that cat, and you'll want to do some research. But the basic idea is that you set some kind of shared state from the other thread that tells the UI thread to take action, or raise an event that executes on the UI thread, and you initiate your interaction with the control from that event handler. Look up concepts like a message pump. But what you almost definitely don't want to do is fiddle with the Windows message loop to "subclass" the forms and controls.
Other useful tools include the BackgroundWorker class, and the newer Tasks library. You should pick and use one or the other, but not both simultaneously. The general model is that you'll launch a task thread from your UI thread, and when it returns it will raise an event in the UI thread from where you can do useful work with the controls on your forms.
Related
I have a WPF project and from the main window i am creating and loading some bunch of user controls, there is some large data i am loading in background and then updating a built-in control throw the dispatcher, that works fine, the problem is that some of the user controls loads a lot of data, for example the very first thing i load in the main area of my main window, what i want is to put a loading label instead, load the main window as fast as possible so the user see this label and run in background the creation of that user control and when is done add it as a child of my main container area on my main window while i remove the loading label, if i follow the same philosophy i run into the same error like when i run a task and then try to update the window without using the dispatcher. i want to be able of create the user control asynchronous then update the main window.
Code:
User Control:
public partial class CustomUserControlGallery : UserControl
{
public CustomUserControlGallery()
{
InitializeComponent();
}
...
}
On the backend class of the main window:
public partial class MainWindow : Window
{
CustomUserControlGallery _customUserControlGallery;
public MainWindow()
{
InitializeComponent();
Task t = new Task({
//Can't use the _customUserControlGallery's Dispatcher because object is uninitialized and this.Dispatcher not working either.
_customUserControlGallery = new CustomUserControlGallery(); //Error Here.
_gridContainer.Dispatcher.Invoke(new Action(() => _gridContainer.Children.Add(_customUserControlGallery)));
_loadingLabel.Visbility = Visibility.Collapse;
});
t.Start();
}
...
}
I don't know how to handle this situation with the thread associated to the user control and the main thread.
Error:
{"The calling thread must be STA, because many UI components require this."}
You're doing this wrong. All controls must be created & operate on the UI Thread. That said, you can use the BackgroundWorker class to load the data.
You typically do this by disabling the control whose data is being loaded in the background or hiding it & displaying a progress indicator in its place. Then, you start your BackgroundWorker. That can communicate how far along it is using the ReportProgress method. Finally, when it's finished running, the RunWorkerCompleted event is fired, and you use that to either enable the control, or to hide the progress indicator & show the control.
Some quick & dirty (untested) code:
Place this in your Initialize() or control constructor:
private BackgroundWorker loadData = new BackgroundWorker();
loadData.DoWork += loadData_DoWork;
loadData.ProgressChanged += loadData_ProgressChanged; // Only do this if you are going to report progress
loadData.WorkerReportsProgress = true;
loadData.WorkerSupportsCancellation = false; // You can set this to true if you provide a Cancel button
loadData.RunWorkerCompleted += loadData_RunWorkerCompleted;
private void DoWork( object sender, DoWorkEventArgs e ) {
BackgroundWorker worker = sender as BackgroundWorker;
bool done = false;
while ( !done ) {
// If you want to check for cancellation, include this if statement
if ( worker.CancellationPending ) {
e.Cancel = true;
return;
}
// Your code to load the data goes here.
// If you wish to display progress updates, compute how far along you are and call ReportProgress here.
}
}
private void loadData_ProgressChanged( object sender, ProgressChangedEventArgs e ) {
// You code to report the progress goes here.
}
private void loadData_RunWorkerCompleted( object sender, RunWorkerCompletedEventArgs e ) {
// Your code to do whatever is necessary to put the UI into the completed state goes here.
}
What you are essentially saying (I think) is that Your app becomes sluggish while your control renders a large amount of data.
This is a problem that needs to be solved via virtualisation. You cannot create a control on a background thread, have it render its data behind the scenes and then pop it into existence. You can create controls on separate dispatchers, but they cannot share the same visual and logical tree, so you will not be able to have one as a child of the other.
Virtualisation is what you need to focus on. Depending on the control you can use a variety of virtualisation settings. Try googleing the subject as there is a lot of information on how to achieve this effectively. Most likely you will want to use things like virtualizing stackpanels and container recycling.
You cannot create UI controls with different Dispatchers and use them with each other. It's just not allowed. What you want to do is on your Task you do the heavy lifting work without UI updates and when it is done you push it back to the Dispatcher to update the UI.
In your case, I wouldn't even use Dispatcher.Invoke. Since you are using Task, it has a TaskScheduler.FromCurrentSynchronizationContext() that you can pass in the constructor.
What is the purpose of instantiating controls in a different thread if you're just going to put it back to the Main dispatcher? It's not expensive to do that.
I know that I cannot spawn different threads and put it in the UI thread to add it in the Visual Tree as it will throw an exception that it cannot access that object because a different thread owns it.
My current scenario is that I am heavily creating UI controls runtime, say like 200 (FrameworkContentElement) controls and add it to the DockWindow. Is it possible for me not to freeze the UI while creating this and try to load them to the UI thread? I cannot even show a progress dialog because that will use the UI thread while showing the dialog while doing work on another thread, that is okay if what I need to handle is data and put it in the UI but this time I need to create these UI controls.
One approach I've thought is create the UI controls and serialize them into MemoryStream and load them to the UI thread, one problem in here is that I have to re-attach the DataContext to the controls but that is fine, at that moment I can delegate it to another thread. Problem still is that is this feasible to do?
I tried mixing Task and Thread object to make the ApartmentState to STA but still no luck.
public static Task<T> StartSTATask<T>(Func<T> func)
{
var tcs = new TaskCompletionSource<T>();
Thread thread = new Thread(() =>
{
try
{
tcs.SetResult(func());
}
catch (Exception e)
{
tcs.SetException(e);
}
});
thread.SetApartmentState(ApartmentState.STA);
thread.Start();
return tcs.Task;
}
EDIT: These controls again are FrameworkContentElement, virtualizing controls in this scenario won't help. This is with FlowDocument controls creating the controls in runtime. Say, Runs, Tables, Paragraphs, etc.. Therefore, ListBox, TreeViews, etc are not applicable in this scenario.
200 controls shouldn't pose that big of a problem to render WPF on a decent machine can take a few thousand primitives.
You can show a progress bar while loading your data and while parsing it. Then you can throttle creating the UI elements if needed by having and off-UI-thread process loop over your data and call UI thread to instantiate controls. You can even separate instantiations by a small sleep to let the screen render, but only use this for VERY heavy UI...
... that being said - if your UI is so heavy you're probably designing it wrong. The question should not be
"how many UI elements can I put before my UI slows down to a drag?"
but
"what's the smallest number of active UI elements that can do the job?".
The word "active" refers to the approach taken by listviews where the actual items are virtualized - they are only created as needed and disposed if not visible. So instead of a DockPanel consider using a virtualizing container, such as a ListView, if your UI allows for it;
I can elaborate further if you can provide an example of your specific UI elements.
I have an older form that I really don't want to rewrite at this point, so what I'm doing is loading the form and then adding it to a panel in the new UI form. This is working fine, but it's slow. The old form does a lot of loading and gathering of data and it's not very efficient. So as a result larger records take up to 30 seconds to load. As you know, creating the form then "locks up" the main UI for about 30 seconds while it loads the old form. This is the action I'm trying to prevent. I want to load the new form, display a "Loading" gif in the blank panel, and then once the old form is loaded remove the "Loading" image and add the form as a control.
And here starts the problem.
I've tried creating a Background Worker but this causes a STA error (old form has a few threaded data loadings of it's own), and since I can't change the worker to STA I stopped trying.
I've tried to create an Invoke (and BeginInvoke) and while this works, it doesn't really load the old form in the thread. It simply sends it back to the UI thread and does the work there. Again this hangs the UI. I.E.: Not what I want.
I've tried to create a delegate and trigger it as an event in the thread, but I get the same results as below...
I've created a thread, set STA on it, started it and then did a while loop with a DoEvents waiting on it to finish. Of course this all seems to work up to the point of accually adding the form to the panel, and then I get the "Control 'ChartForm' accesses from a thread other than the thread it was created on". In this error 'ChartForm' is the old chart that was loaded in the thread.
I've tried the above method, but I instead used a private static field to hold the creating of the old form, and then adding it to the panel once the thread is completed. This is in the method that created the thread, just after the while loop. Same error.
So, I've used the above method in other places with DataTables and didn't have any issue getting the data back to the main thread for use with DataBinding. I know that this is a little different but I didn't think that it would be this hard to do.
Below is the code that I have tried to use that seems to be the closest to what I want.
private static _ChartForm;
private void LoadPatientChart()
{
ClearMainPanel(); // Removes any loaded ChartForms from Panel
if (_Patient == null) // Test to make sure a patient is loaded
return;
loadingPanel.Visible = true; // Displays the "Loading" gif
Thread thread = new Thread(new ThreadStart(this.GetChartForm));
thread.SetApartmentState(ApartmentState.STA);
thread.Start();
while (thread.ThreadState != ThreadState.Stopped)
Application.DoEvents(); // Keeps the UI active and waits for the form to load
this.ChartPanel.Controls.Add(_ChartForm); // This is where the error is
loadingPanel.Visible = false; // Hide the "Loading" gif
}
private void GetChartForm()
{
ChartForm chartForm = new ChartForm(_Patient.AcctNum.ToString(), false);
chartForm.TopLevel = false;
chartForm.FormBorderStyle = FormBorderStyle.None;
chartForm.Dock = DockStyle.Fill;
chartForm.Visible = true;
_ChartForm = chartForm;
}
It's really not a good idea to create UI controls on any other thread than the UI thread. It is technically possible, but it's difficult to manage, especially if the new thread is a "temporary" one.
What you really need to do is refactor out the work that the ChartForm is doing (on construction it appears?) and do that work on a background thread, and then return it to your UI thread and then create your ChartForm passing in the results of that work. IMHO this is a better design anyways; although it may be a lot of work for you.
I don't think what you want is possible without refactoring this "old form". There is only one UI thread, and all UI elements must be created on that thread to be displayed to the user.
I would suggest refactoring the form to display initially without any data (or maybe with a loading image), and then have the form start a background task using BackgroundWorker to perform the long running tasks that are not UI related (going to a database, etc.) Once the worker is complete, then you can run the code that initializes the Form's data elements. This will keep the UI responsive for as long as possible while the blocking tasks are performed.
I've tried to create an Invoke (and BeginInvoke) and while this works,
it doesn't really load the old form in the thread. It simply sends it
back to the UI thread and does the work there. Again this hangs the
UI. I.E.: Not what I want.
You must update the user interface on the main thread, you do not have any choice, if its still hanging then your doing the calculations in the wrong thread.
i have a winform application in which i have a lot of controls that needs continuos monitoring. For example there is a button and it should be enabled only when two other buttons are disabled, and they disable at separate instances. So what i am doing now is using a thread to monitor the two other buttons in a continuos while loop such as
while(true)
{
if(btn.enabled==false and btn1.enabled==false)
{
bt3.enabled==true
}
}
though it does what i need it seems wrong to me. Also its very expensive considering the number of threads i have to spawn to manage my controls, there are certain controls that needs to check five or six different things to before it can do an action and threading seems the only way possible to me.
Please tell me if there is any other way to do this
Not only is that inefficient, it is incorrect; you should never access a control's properties except from the UI thread, due to thread affinity. Setting properties (the enabled assignment) is especially bad, but reading them (the enabled check) is bad enough.
Rather than continuous monitoring, those forms should update themselves, based on event notifications. For example, by hooking EnabledChanged on the two buttons.
// (in the form initialization code)
btn.EnabledChanged += UpdateButtons;
btn1.EnabledChanged += UpdateButtons;
//...
private void UpdateButtons(object sender, EventArgs args)
{
bt3.Enabled = !btn.Enabled && !btn1.Enabled;
}
you could also (instead) do this at the code that causes the Enabled property to change.
Now unfortunately due to the fact that WinCE Usb Device Arrival / Removal exposes itself via WindowsMessages I have to ensure that a certain (non-UI) component is not created on a background thread. I would like to assert this via an exception but am lacking the code for the assertion.
This component creates a MessageWindow* and uses it to receive usb arrived/removed messages. The issue is if someone creates this component on a background thread (not necessarily; IsBackground = true) when the thread exits the window will be destroyed.
Any ideas?
*as an aside I still don't know why Form doesn't inherit from this class
Update
I think my version 1 wasn't very clear. So this is v2.
When you create a MessageWindow or a Form for that matter on a thread, when that thread exits the Window/Form is destroyed.
My component is creating a "hidden" message window to intercept some important events, ergo I do not wish for it to be destroyed. Therefore I must somehow ensure that the code that creates the form is running on the "Main UI" thread.
If possible i'd like to avoid passing down a reference to the "main" form to this component as it is (architecturally speaking) supposed to be miles away from the UI.
Update
Moving logging question to a separate Q.
Ok, I understand that you don't want for your component to "know" about the main window -- makes sense.
How about this: How about if you make sure that you always instance your component on the main thread? You component will create it's listener window on the constructor's thread.
If you do that, then you just need to make sure that you call the constructor from the main thread. I'm making some assumptions about your code, but I'm guessing that you must have some class in your architecture that knows about both the UI and your component. Create your component there, using a callback, and the main form's InvokeRequired/Invoke methods.
In forms, you use the InvokeRequired property.
Why not create the non-UI component on a background thread and when you go to update any UI component just look to see if invokeRequired then get back on the main thread to actually do the update.
You should have nothing really tying up the main event thread, IMO.
You can use it in this way:
void MyCallback()
{
if (form1.InvokeRequired) { // form1 is any existing gui control
form1.Invoke(new Action<>(MyCallBack));
return;
}
// your logic here
}
Hey there: I had an idea about your problem. This is just a random thought, and I don't know for sure whether it will work (I have not tested, nor even compiled this -- it just hit me):
What if you get the window handle of the main window of your app, then build a Control around it (I'm assuming that you have a gdi-based app, like Winforms)?
this code might not compile, but it's close (it would go into your component -- note that it would make your component require a gdi windows/winform app, as opposed to a console or WPF app).
If you do try it, I'd love to hear whether it worked for you.
using System.Diagnostics;
using System.Windows.Forms;
void Init()
{
// get handle to the main window
intPtr mainWindowHandle = Process.GetCurrentProcess().MainWindowHandle;
Control mainWindow = Control.FromHandle(mainWindowHandle);
if(mainWindow.InvokeRequired)
mainWindow.Invoke(SetupMessageWindow);
else
SetupMessageWindow();
}
void SetupMessageWindow()
{
// do your thing...
}