am used the below code for automatically call for reporting.But after 30seconds the application hangs(i.e UI is freeze)for several seconds.
How to solve this without hanging problem.
below is my code
System.Windows.Threading.DispatcherTimer dispatcherTimer2 = new
System.Windows.Threading.DispatcherTimer();
dispatcherTimer2.Tick += new EventHandler(dispatcherTimer2_Tick);
dispatcherTimer2.Interval = new TimeSpan(0, 0, 30);
dispatcherTimer2.Start();
private void dispatcherTimer2_Tick(object sender, EventArgs e)
{
automaticreportfunction();
}
After 30seconds it hangs the application,how to solve this
The DispatcherTimer runs in a Background-Tread. All methods in the Tick-Event are running in the UI-Tread. That's why your application will freezer. You will have to move your automaticreportfunction() to a background-thread in order to keep your UI alive.
Therefor you have several opportunities. Personally I prefer the usage of a BackgroundWorker (I know that there a other ways, but I like this one most). So in your Tick-Event you can do something like:
private void dispatcherTimer2_Tick(object sender, EventArgs e)
{
DispatcherTimer dispatcherTimer = (DispatcherTimer)sender;
dispatcherTimer.Stop();
BackgroundWorker backgroundWorker = new BackgroundWorker();
backgroundWorker.DoWork += (bs, be) => automaticreportfunction();
backgroundWorker.RunWorkerCompleted += (bs, be) => dispatcherTimer.Start();
backgroundWorker.RunWorkerAsync();
}
I would also stop the timer when you enter the tick-method and restart it again after your automaticreportfunction finished because otherwise you could enter the method again while your execution still runs.
Related
I have a timer in my simple app :
System.Timers.Timer aTimer = new System.Timers.Timer();
aTimer.Elapsed += new ElapsedEventHandler(OnTimedEvent);
aTimer.Interval = 3000;
aTimer.Enabled = true;
which is calling this function each time is elapsed
private static void OnTimedEvent(object source, ElapsedEventArgs e)
{
...
DisplayWindow displayedWindow = new DisplayWindow();
displayedWindow.Show();
...
}
and displayedWindow is a WPF form which have just the created code itself (and my close button):
public partial class DisplayWindow : Window
{
public DisplayWindow()
{
InitializeComponent();
}
private void cancelButton_Click(object sender, RoutedEventArgs e)
{
this.Close();
}
}
and when I run my app there is an error in place
public DisplayWindow()
which have message like this:
"The calling thread must be STA, because many UI components require this".
I was trying to read some threads and what I have just found is to play with STA Thread which I did, however without success.
How may I resolve this issue?
If a System.Timers.Timer is used in a WPF application, it is worth noting that the System.Timers.Timer runs on a different thread then the user interface (UI) thread. In order to access objects on the user interface (UI) thread, it is necessary to post the operation onto the Dispatcher of the user interface (UI) thread using Invoke or BeginInvoke. Reasons for using a DispatcherTimer opposed to a System.Timers.Timer are that the DispatcherTimer runs on the same thread as the Dispatcher and a DispatcherPriority can be set on the DispatcherTimer.
Consider using a DispatcherTimer for this :
var timer = new DispatcherTimer();
timer.Tick += OnTimedEvent;
timer.Interval = TimeSpan.FromSeconds(3);
timer.Start();
And, change your handler signature to :
private static void OnTimedEvent(object sender, EventArgs e)
In the timer event require the UI to invoke your method, without invoking it on the spot. The UI thread will later invoke your method as soon as possible.
This is an example taken from MSDN. I leave it to you to adapt your timer handler accordingly:
if (this.textBox1.InvokeRequired)
{
SetTextCallback d = new SetTextCallback(SetText);
this.Invoke(d, new object[] { text });
}
else
{
this.textBox1.Text = text;
}
I have an app which uses DispatcherTimer to manage time, countdown things etc. and I do have multiple counters turned on while app is open. But the time is a little bit delayed, I'd say about 3-5 seconds per minute. This is part of the code I'm using:
DispatcherTimer ob = new DispatcherTimer();
ob.Interval = new TimeSpan(0, 0, 1);
private void bob_Click(object sender, RoutedEventArgs e) //Button starting countdown
{
ob.Start();
tikOb = 140;
ob.Tick += new EventHandler(ob_Tick);
}
void ob_Tick(object sender, EventArgs e)
{
tob.Text = tikOb.ToString();
if (tikOb > 0)
{
tikOb--;
}
else
{
ob.Stop();
tob.Text = "STOPPED";
ob.Tick -= new EventHandler(ob_Tick);
}
//Between these there is a code which is irrelevant in this case.
private void stopob_Click(object sender, RoutedEventArgs e) //Button breaking countdown
{
ob.Tick -= new EventHandler(ob_Tick);
ob.Stop();
tob.Text = "ON";
{
Can anyone tell me why is this happening? Did I do anything wrong inside the code? Oh, I also have another one in the code which uses different variables etc. It's completely separated. Thanks in advance!
The DispatcherTimer is executed on the UI thread. If the UI thread is currently busy doing other work for more than the interval, it will delay the execution of the Timer event and invoke it once it is free of prior work. If you need more precise scheduling, you should go for a time than runs in the background, like System.Threading.Timer or Task.Delay which can be awaited, if you're using .NET 4.5 and above. If you use the Timer and then invoke UI thread logic, you will have to remember to marshal back work to the UI thread.
What should be straight forward is not here and I couldnt find a way yet in spite of reading a lot.
I have a button which executes a time consuming function. So on clicking the button should show time elapsed in milliseconds in a label with an interval of 500 ms. And when the desired result is achieved I want the timer to stop. I dont just need the final time (the total time consumed) in a label, but the label should dynamically show the time being elapsed. My code would be:
private void btnHistory_Click(object sender, EventArgs e)
{
Class1 c = new Class1();
c.StartClock(ref label12);
Utility.PopulateHistory(dgvRecords_history, _util); //time consuming function
c.StopClock();
}
And in Class1 I write this:
internal void StartClock(ref Label l)
{
Timer t = new Timer();
t.Interval = 500;
t.Enabled = true;
t.Tag = l;
t.Tick += new EventHandler(t_Tick);
t.Start();
}
int i;
bool stop;
void t_Tick(object sender, EventArgs e)
{
if (stop)
{
((Timer)sender).Stop();
return;
}
((Label)((Timer)sender).Tag).Text = (++i).ToString();
}
internal void StopClock()
{
i = 0;
stop = true;
}
What happens is, the t_Tick event is fired only after the complete code under button event is fired. That is the tick event is fired after it goes through the StopClock function! I got no idea why on earth it should be that!
2 questions basically:
How can my requirement be achieved in the right way to handle these? I know I should use other built in classes to evaluate performance, but this is just for display purpose. For this, what is the ideal approach?
Why is my code not working?
EDIT: I have used here System.Windows.Forms Timer here, but the result is not any different with System.Timers Timer
The problem is that your long-running task is also running on the UI thread. So the timer can't fire and update the UI, since the thread is busy handling the long-running task.
Instead, you should use a BackgroundWorker to handle the long-running task.
In code:
private void btnHistory_Click(object sender, EventArgs e)
{
Class1 c = new Class1(ref label12);
c.StartClock();
var backgroundWorker = new BackgroundWorker();
backgroundWorker.DoWork += (s, e) =>
{
// time consuming function
Utility.PopulateHistory(dgvRecords_history, _util);
};
backgroundWorker.RunWorkerCompleted += (s, e) =>
{
c.StopClock();
};
backgroundWorker.RunWorkerAsync();
}
As ChrisWue noted, since you now have the long-running task in a separate thread, it needs to invoke any access to the UI controls on the UI thread.
If your long-running task just needs some data from the UI to start, you can pass that data as parameter of RunWorkerAsync(). If you need to output some result data to the UI, you can do that in the handler of the RunWorkerCompleted event. If you occasionally need to update the UI as progress is being made, you can do that in the handler of the ProgressChanged event, calling ReportProgress() in your DoWork handler.
If none of the above are needed, you could use the ThreadPool, as in StaWho's answer.
Your time consuming function is blocking the main thread. You can use BackgroundWorker or below trick:
public Form1()
{
InitializeComponent();
t.Tick +=new EventHandler(t_Tick);
t.Interval = 500;
}
int timeElapsed = 0;
System.Windows.Forms.Timer t = new System.Windows.Forms.Timer();
private void button1_Click(object sender, EventArgs e)
{
t.Start();
ThreadPool.QueueUserWorkItem((x) =>
{
TimeConsumingFunction();
});
}
void TimeConsumingFunction()
{
Thread.Sleep(10000);
t.Stop();
}
void t_Tick(object sender, EventArgs e)
{
timeElapsed += t.Interval;
label1.Text = timeElapsed.ToString();
}
Add the timer to the Components collection of the form. Or store the timer in a field in the class.
The timer is garbage collected because it is not longer reachable when your method returns.
I don't know about your long running code, but out should new run on a separate thread, or make calls to Application.DoEvents
(And remove the ref in your code, it is not used).
#Dainel Rose's answer worked for me perfectly, but only if invalid cross thread operation is handled. I could do so like:
private void btnHistory_Click(object sender, EventArgs e)
{
Class1 c = new Class1(ref label12);
c.StartClock();
var backgroundWorker = new BackgroundWorker();
backgroundWorker.DoWork += ((s, e) =>
{
// time consuming function
Utility.PopulateHistory(dgvRecords_history, _util);
});
backgroundWorker.RunWorkerCompleted += ((s, e) =>
{
c.StopClock();
});
backgroundWorker.RunWorkerAsync();
}
And in the Utility class where the time consuming function runs,
internal static void PopulateHistory(DataGridView dgv, Utility util)
{
SetDataGridView_History(dgv, util);
}
delegate void UpdateDataGridView_History(DataGridView dgv, Utility util);
static void SetDataGridView_History(DataGridView dgv, Utility util)
{
if (dgv.InvokeRequired)
{
UpdateDataGridView_History updaterDelegate = new UpdateDataGridView_History(SetDataGridView_History);
((Form)util._w).Invoke(updaterDelegate, new object[] { dgv, util });
}
else
//code that utilizes UI thread (long running process in my case)
}
Thanks all who helped. I'm marking Daniel's answer..
I am designing a form in which I have to increase a Progress bar while an operation is being performed simultaneously (In other words, I am showing the progress of this operation).
This operation takes 50 seconds. So I have used a System.Timer to Increase the Progress bar.
There isn't a single thread in my code. When I write Progress_bar.PerformStep() in Timer Event Handler, it gives error as "Cross Thread Operation Not Valid".
[From this error I analyzed that System.Timer must be creating a Thread and Runs the timer in it to perform multiple tasks.]
What should I do to increase my progress bar after every Second?
I tried solution given in this question. It removed the error but Now I can't see the progress bar increasing. Means it Starts.... No Increase for 50 sec and after it 100%.
Code is as follows:
Timer Declaration (It is Global):
public System.Timers.Timer Thetimer = new System.Timers.Timer(1000);
Event Declaration (This is in Constructor to make it...err...Public [May not be a correct word]):
Thetimer.Elapsed += new ElapsedEventHandler(_timer_Elapsed);
Call:
Thetimer.Start();
blRetVal = FunctionToBeExecuted(parameter);
Thetimer.Stop();
Event Handler:
void _timer_Elapsed(object sender, ElapsedEventArgs e)
{
//StatusBar.PerformStep(); -- Tried This. It gives the Error
/* This doesn't give an error but Another issue Arises */
if (InvokeRequired)
{
BeginInvoke(new Action(StatusBar.PerformStep));
}
else
StatusBar.PerformStep();
}
P.S. I am using C# and Visual Studio 2008
When you initialize the Timers.Timer object for use with a Windows Form, you must set the SynchronizingObject property of the timer instance to be the form.
systemTimersTimerInstance.SynchronizingObject = this; // this = form instance.
http://msdn.microsoft.com/en-us/magazine/cc164015.aspx
Rudy =8^D
It sounds like you're performing your "background" operation on the main thread, which is why your progress bar doesn't update when you invoke it.
Have a look at BackgroundWorker.
OK. Jon B is right. You'll have to have the long running task in a thread, there is no way around that. Simplified, you're doing this:
public partial class Form1 : Form
{
// ...
public System.Timers.Timer timer = new System.Timers.Timer(1000);
private void Form1_Load(object sender, EventArgs e)
{
timer.Elapsed += new System.Timers.ElapsedEventHandler(timer_elapsed);
timer.Start();
// Simulates your long running task (FunctionToBeExecuted)
// NOTE: This freezes the main UI thread for 10 seconds,
// so nothing will be drawn *at all*
Thread.Sleep(10000);
timer.Stop();
}
void timer_elapsed(object sender, System.Timers.ElapsedEventArgs e)
{
if (InvokeRequired)
this.BeginInvoke(new Action(progressBar1.PerformStep));
else
progressBar1.PerformStep();
}
}
As you can see in the Load event, you're not only halting the progress bar, you're halting the main UI thread. That's just not acceptable to most users and all good developers should have another option in their toolset.
The only way around this (except running another process) is running the task in a different thread. One of the easiest ways is using a BackgroundWorker, it's really easy. Here are the changes you need:
public partial class Form1 : Form
{
// ...
private void Form1_Load(object sender, EventArgs e)
{
BackgroundWorker worker = new BackgroundWorker();
worker.DoWork += new DoWorkEventHandler(worker_DoWork);
worker.RunWorkerCompleted +=
new RunWorkerCompletedEventHandler(worker_RunWorkerCompleted);
worker.RunWorkerAsync();
}
void worker_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
// Your work is completed, not needed but can be handy
// e.g. to report in some way that the work is done:
progressBar1.Value = progressBar1.Maximum;
}
void worker_DoWork(object sender, DoWorkEventArgs e)
{
timer.Elapsed += new System.Timers.ElapsedEventHandler(timer_elapsed);
timer.Start();
// Simulates your long running task (FunctionToBeExecuted)
// Your main UI thread is free!
Thread.Sleep(10000);
timer.Stop();
}
// ...
}
I have c# app that has UI and background threads. Based on user input I like to stop and start the background thread. I have two options here as I see:
1) totally stop and then start background thread as new thread ( I have not been able to this. I keep getting my process ended message)
2) Pause the background thread until user click run again.
Here is the code that I call again after bw.CancelAsync();
private void StartBackgroundWorker()
{
bw = new BackgroundWorker();
bw.WorkerReportsProgress = true;
bw.WorkerSupportsCancellation = true;
bw.DoWork += bw_DoWork;
bw.RunWorkerCompleted += bw_RunWorkerCompleted;
bw.RunWorkerAsync("Background Worker");
}
you can't start and stop a background worker like that, but in your DoWork event, you can have it ask whether it should execute or wait.
you can also subclass BackgroundWorker (override the OnDoWork() method), and add start/pause methods to it that toggle a private wait handle, which is much nicer than having your UI know about the ManualResetEvent.
//using System.Threading;
//the worker will ask this if it can run
ManualResetEvent wh = new ManualResetEvent(false);
//this holds UI state for the start/stop button
bool canRun = false;
private void StartBackgroundWorker()
{
bw = new BackgroundWorker();
bw.WorkerReportsProgress = true;
bw.WorkerSupportsCancellation = true;
bw.DoWork += bw_DoWork;
bw.RunWorkerCompleted += bw_RunWorkerCompleted;
bw.RunWorkerAsync("Background Worker");
}
void bw_DoWork(object sender, DoWorkEventArgs e)
{
while(true)
{
//it waits here until someone calls Set() on wh (via user input)
// it will pass every time after that after Set is called until Reset() is called
wh.WaitOne()
//do your work
}
}
//background worker can't start until Set() is called on wh
void btnStartStop_Clicked(object sender, EventArgs e)
{
//toggle the wait handle based on state
if(canRun)
{
wh.Reset();
}
else {wh.Set();}
canRun= !canRun;
//btnStartStop.Text = canRun ? "Stop" : "Start";
}
You can always abort a thread and catch the ThreadAbortedException. Im not sure if this is the most neat solution since an exception causes a lot of overhead but i think it is better than spreading WaitOne in the code like Dan suggested.
Another solution is to inherit from the thread class, and add a function to this class that stops or pauses the thread. This way you can hide the details of the implementation.