I have Form1, RichTextBox1 and Button1 on my Form
To understand what i'm trying to do; take a look at this link, type in a facebook profile link and click on Hack Account AND SEE THE GREEN TEXT THAT APPEARS
I'm using the code below in C# to achieve what i want to do :
private void button1_Click(object sender, EventArgs e)
{
string myStr = "This is a test string to stylize your RichTextBox1";
foreach (char c in myStr.ToCharArray()) {
Thread.Sleep(100);
richTextBox1.AppendText(c.ToString());
}
}
But it doesn't work, the text appears in the text box at one time; Not char by char!
The reason your code is showing all the text at once is using Thread.Sleep() keep the main Thread (the UI thread) suspended / sleep mode, so none of the Application message are processed on form & the form paint / drawing event are not doing the job as the UI thread is sleeping/suspended!
Solution 1: Use a helper Thread so that Thread.Sleep() dont make ur app go in non-responsive mode
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private void button1_Click(object sender, EventArgs e)
{
string myStr = "This is a test string to stylize your RichTextBox1";
ThreadPool.QueueUserWorkItem(ShowTextInInterval, myStr);
}
private void ShowTextInInterval(object state)
{
string mystr = state as string;
if (mystr == null)
{
return;
}
for (int i = 0; i < mystr.Length; i++)
{
AppendNewTextToRichTextBox(mystr[i]);
Thread.Sleep(100);
}
}
private delegate void app_char(char c);
private void AppendNewTextToRichTextBox(char c)
{
if (InvokeRequired)
{
Invoke(new app_char(AppendNewTextToRichTextBox), c);
}
else
{
richTextBox1.AppendText(c.ToString(CultureInfo.InvariantCulture));
}
}
}
Solution # 2 : Use a timer
public partial class Form1 : Form
{
private Timer tbTimer = new Timer();
string myStr = "This is a test string to stylize your RichTextBox1";
private int charPos = 0;
public Form1()
{
InitializeComponent();
tbTimer.Interval = 100;
tbTimer.Tick += TbTimerOnTick;
}
private void TbTimerOnTick(object sender, EventArgs eventArgs)
{
if (charPos < myStr.Length - 1)
{
richTextBox1.AppendText(myStr[charPos++].ToString(CultureInfo.InvariantCulture));
}
else
{
tbTimer.Enabled = false;
}
}
private void button1_Click(object sender, EventArgs e)
{
tbTimer.Enabled = true;
}
}
This is because the textbox is not refreshing whilst you are still running your code. Try putting this:
foreach (char c in myStr.ToCharArray()) {
Thread.Sleep(100);
richTextBox1.AppendText(c.ToString());
richTextBox1.Refresh();
}
The problem you are having is not in appending the text,
richTextBox1.AppendText(c.ToString()); //Good
works as expected but the issue is that you are putting the UI thread to sleep blocking the drawing of the text on the Rich Text Box.
Thread.Sleep(100); //Not so good
A quick workaround would be to add
richTextBox1.Refresh();
This forces the control to be redrawn after appending the text, but note your entire UI is still going to be frozen while the thread sleeping. A better solution maybe to use a System.Windows.Forms.Timer to accomplish your goal. This class triggers an event every specified interval. Some quick code,
private System.Windows.Forms.Timer TextUpdateTimer = new System.Windows.Forms.Timer();
private string MyString = "This is a test string to stylize your RichTextBox1";
private int TextUpdateCount = 0;
private void button1_Click(object sender, EventArgs e)
{
//Sets the interval for firing the "Timer.Tick" Event
TextUpdateTimer.Interval = 100;
TextUpdateTimer.Tick += new EventHandler(TextUpdateTimer_Tick);
TextUpdateCount = 0;
TextUpdateTimer.Start();
}
private void TextUpdateTimer_Tick(object sender, EventArgs e)
{
//Stop timer if reached the end of the string
if(TextUpdateCount == MyString.Length) {
TextUpdateTimer.Stop();
return;
}
//AppendText method should work as expected
richTextBox1.AppendText(MyString[TextUpdateCount].ToString());
TextUpdateCount++;
}
This updates the text box char by char without blocking the main thread and maintains usability on the front end.
Related
I'm developing a game in Windows Forms (.NET-framework), and I want to add a typewriter effect to the text I'm displaying (so that it displays letter by letter). I'm using a for-loop for this. The text is displayed in a label.
I have 2 variables. 1 that holds all the text, and one that holds the text that needs to be printed out in the loop:
public string FullText;
private string CurrentText = "";
The label that I want to update with the loop is called: LblTextBottom
This is the method that gets executed when I click on the appropriate button:
public void TypeWriterEffect()
{
for(int i=0; i < FullText.Length; i++)
{
CurrentText = FullText.Substring(0, i);
LblTextBottom.Text = CurrentText;
Thread.Sleep(10);
}
}
This is the code that is activated when I click on the button to run the TypeWriterEffect method:
private void Button1_Click(object sender, EventArgs e)
{
FullText = LblTextBottom.Text;
ShowText();
}
It updates the Label, and the code works, but I don't see it updating in real time (the text doesn't get displayed letter by letter). I've tried using separate threads to update the control, but I didn't get that to work.
Ofcourse, I wouldn't be here if this code was working. But I don't know why it won't update. So any help would be greatly appreciated :)
P.s: This is what I'm looking for, but ofcourse without the UnityEngine classes and namespace (can't use those).
EDIT: Forgot to tell that when a button is clicked, a new string of text is loaded into the LblTextBottom, from a different .cs file.
If you write it generically, then you can have multiple typewriters going at the same time:
private async void button1_Click(object sender, EventArgs e)
{
button1.Enabled = false;
await TypeWriterEffect("This is some text to be `typed`...", LblTextBottom, 100);
button1.Enabled = true;
}
private async void button2_Click(object sender, EventArgs e)
{
button2.Enabled = false;
await TypeWriterEffect("Look mom, we're running at the same time!!!", label2, 200);
button2.Enabled = true;
}
public Task TypeWriterEffect(string txt, Label lbl, int delay)
{
return Task.Run(() =>
{
for (int i = 0; i <= txt.Length; i++)
{
lbl.Invoke((MethodInvoker)delegate {
lbl.Text = txt.Substring(0, i);
});
System.Threading.Thread.Sleep(delay); ;
}
});
}
Producing:
Good morning, I'm trying to write an application that use in his interface a progressbar (in C#, WPF). I have read about the need of perform the UI task in a different thread, using Backgroundworker. I trying to make it work using a lot of information, but nothing happens (the program work fine, but the progressbar only shown at the end of the "hard-work tasks").
I'm civil engineer (not a software one), so I ask if anyone can help me with that.
namespace SAP2000___Quake_Definitions
{
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
private readonly BackgroundWorker bgWoker = new BackgroundWorker();
public MainWindow()
{
InitializeComponent();
this.bgWoker.WorkerReportsProgress = true;
this.bgWoker.WorkerSupportsCancellation = true;
this.bgWoker.DoWork += bgWorker_DoWork;
this.bgWoker.ProgressChanged += bgWorker_ProgressChanged;
this.bgWoker.RunWorkerCompleted += bgWorker_RunWorkerCompleted;
}
private void bgWorker_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
this.progBar.Value = e.ProgressPercentage;
}
private void bgWorker_DoWork(object sender, DoWorkEventArgs e)
{
BackgroundWorker bgWorker = (BackgroundWorker)sender;
Dispatcher.Invoke(new Action(() => DoTheHardWork()));
}
private void processButton_Click(object sender, RoutedEventArgs e)
{
this.bgWoker.RunWorkerAsync();
}
private void DoTheHardWork()
{
switch (this.chckBox2.IsChecked.GetValueOrDefault())
{
case true:
this.bgWoker.ReportProgress(0);
//more hardwork with inputs from WPF
case false:
this.bgWoker.ReportProgress(0);
//more hardwork with inputs from WPF
}
}
}
}
That is not how you should be using a BackgroundWorker. I wrote some example code a few years back. It should get you on the right track:
#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
You have to limit all UI writing work to the Progress Report and Run wokrer compelte Events. Those will be raised in the thread that created the BGW (wich should be the UI thread) automagically.
Note that you can only report progress between distinct steps. I had the advantage that I had to write the loop anyway. But if you have existing code (like most download or disk code), you can usually only report between files.
my mistakes were three:
Trying to use "Dispatcher.Invoke(new Action(() => DoTheHardWork()));" to solve an exception related to my thread (exception caused by point #3).
Avoiding the instantiation: BackgroundWorker bgWorker = (BackgroundWorker)sender (thank you #Christopher).
Writing a code that manipulate a UI-Component inside the DoWork event handle of my Backgroundworker. MSDN says: You must be careful not to manipulate any user-interface objects in your DoWork event handler. Instead, communicate to the user interface through the ProgressChanged and RunWorkerCompleted events. Trying this, the exception occur.
Solving the point #2 and #3, the UI is perfectly responsive respect to the "hardwork" function (runned in background).
I don't have a thorough knowledge about controlling threads in c#. I want to create a progress bar while running a method.
I have two forms:
Form1 is the form which show up as you run the app. It has a button called btnScrape. When it is clicked the method should be called, the form with the progress bar should show up. Form1 should be disabled to the user until the progress bar is completed.
ProgressBarForm - this has the progress bar and a label.
The code is as follows.
//In Form1.cs I have a button.
private void btnScrape_Click(object sender, EventArgs e)
{
//gather data for folloeing parameters from the form.
Controller cntrlr = new Controller(urlFilePath, destinationPath, destinationfilename,cmbDepth.SelectedIndex);
cntrlr.Vmain(); // this is the method in controller class. while this is running i want show the progress bar.
}
// in Contrller class
class Controller{
List<string> urlList = null;
URLFileReader urlFileReader = null;
HTTPWorker httpWorker = null;
SourceReader srcreader = null;
ReportWriter reportWriter = null;
string urlFilePath, destinationPath, destinationFileName;
int depth;
public Controller(string urlFilePath,string destinationPath,string destinationFileName,int depth)
{
this.urlFilePath = urlFilePath;
this.destinationPath = destinationPath;
this.destinationFileName = destinationFileName;
this.urlList = new List<string>();
this.urlFileReader = new URLFileReader();
this.httpWorker = new HTTPWorker(this.destinationPath);
this.reportWriter = new ReportWriter(this.destinationPath,this.destinationFileName);
this.srcreader = new SourceReader(this.reportWriter);
this.depth = depth;
}
//this is the method
public void Vmain(){
this.urlFileReader.ReadURL(urlFilePath);
this.urlList = urlFileReader.geturlList();
string pageSrc;
foreach (string requestUrl in urlList)
{
//do sruff for requestUrl
//the progressbar should move as the urlList iterate.
//additionally i want the label on the top of progress bar to display the current "requestUrl"
//as the urlList is over i want quit from the progressbar window and come back to Form1. Till the progrss bar is completed Form1 should be disabled for the user.
}
}
}
Please explain what is happening there and give a working code if you can. Thank you in advance. There were not any perfect answer that worked for me, even though I spent two days for this. I tried with BackgroundWorkerand threads. But no solution found. :(
In the main form you could use this code:
private Progressfrm _loadForm;
private void ShowProgress()
{
ToggleForm();
_loadForm = new Progressfrm();
_loadForm.ShowDialog();
var tcheck = new Thread(CheckLoadedProgress);
tcheck.Start();
//do stuff here
}
private void CheckLoadedProgress()
{
while (_loadForm.IsAccessible) { }
ToggleForm();
}
private void ToggleForm()
{
Invoke(new Action(() => Enabled = !Enabled));
}
private void btnScrape_Click(object sender, EventArgs e)
{
var tform = new Thread(ShowProgress);
tform.Start();
}
Then the Progress-Form will appear until it is filled:
private ProgressBar _progressBar;
private void Progressfrm_Shown(object sender, EventArgs e)
{
_progressBar = new ProgressBar { Size = new Size(100, 20), Location = new Point(10, 10) };
Controls.Add(_progressBar);
_progressBar.Show();
Refresh();
LoadProgress();
}
private void LoadProgress()
{
while (_progressBar.Value < 100)
{
_progressBar.Value++;
Thread.Sleep(100);
}
Close();
}
On this Form you have to add the Event Shown and add the code like in my example. Hope this helps.
Use BackgroundWorker class to output progressBar and statusLabel changes:
BackgroundWorker bgw;
private void btnScrape_Click(object sender, EventArgs e)
{
bgw = new BackgroundWorker();
bgw.WorkerReportsProgress = true;
bgw.DoWork += new DoWorkEventHandler(bgw_DoWork);
bgw.ProgressChanged += new ProgressChangedEventHandler(bgw_ProgressChanged);
bgw.RunWorkerAsync();
}
void bgw_DoWork(object sender, DoWorkEventArgs e)
{
for (int i = 1; i <= 100; i++)
{
Thread.Sleep(100);
bgw.ReportProgress(i);
}
}
private void bgw_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
progressBar1.Value = e.ProgressPercentage;
}
This is only an example how to update controls in an asynchron way.
Basically, I've got multiple button in my Form, and I want for it show a Stopwatch in the button.Text when the button is pressed. (Button is modified to be a toggle button.) and to stop and reset the timmer when the button is toggled off. Simple enough it seemed but because I have multiple buttons that could be pressed in any order, and I don't know anything about threading, this seems to be much more difficult that I presumed.
My origional intent was to have a function that constantly runs every second and interates a interager only if the button is pressed using this code:
public void Jogger()//purpose is to step up time[0] every second only when a button is on.
{
while (true)
{
for (int i = 0; i < 16; i++)
{
if (btnstat[i])
time[i]++;
}
Thread.Sleep(1000);
}
}
Problem is, I don't know threading so when I call the function, its stuck doing this and only this.
Either way, once this is called, all i do us call my update function that updates all the buttons including the button.Text which displays the time[0]; (array built around buttons)
Is their a better way of doing this that doesn't cause so much CPU use and/or simply works?
Thanks for all the help!
-John Ivey
Assuming you using checkbox with property Button = Appearence, in event handler for CheckedChanged:
private void CheckBoxCheckedChanged(object sender, EventArgs e)
{
CheckBox checkBox = (CheckBox) sender;
if (checkBox.Checked)
{
Timer timer = new Timer {Interval = 1000};
timer.Tick += Jogger;
timer.Start();
timer.Tag = new CheckboxCounter {CheckBox = checkBox, Time = 0};
checkBox.Tag = timer;
}
else
{
Timer timer = checkBox.Tag as Timer;
if (timer != null)
{
timer.Tag = null;
timer.Stop();
timer.Dispose();
checkBox.Tag = null;
}
}
}
Change your Jogger function:
private void Jogger(object a_sender, EventArgs a_eventArgs)
{
Timer timer = (Timer) a_sender;
CheckboxCounter data = (CheckboxCounter)timer.Tag;
data.Time++;
data.CheckBox.Text = data.Time.ToString();
}
You also need some simple class to store checkbox and current time:
class CheckboxCounter
{
public CheckBox CheckBox;
public int Time;
}
Then you can add any number of checkboxes and just set event CheckedChanged to CheckBoxCheckedChanged.
Try this out. After re-building or running, you should have the new "ButtonTimer" at the top of your ToolBox. Drop a couple on your Form, run it, and see what happens when you click them. Right click them to "Reset" them:
public class ButtonTimer : CheckBox
{
private System.Windows.Forms.Timer Tmr = new System.Windows.Forms.Timer();
private System.Diagnostics.Stopwatch SW = new System.Diagnostics.Stopwatch();
public ButtonTimer()
{
this.Tmr.Interval = 500;
this.Tmr.Tick += new EventHandler(tmr_Tick);
this.Appearance = System.Windows.Forms.Appearance.Button;
this.CheckedChanged += new EventHandler(ButtonTimer_CheckedChanged);
ContextMenuStrip cms = new ContextMenuStrip();
ToolStripItem tsi = cms.Items.Add("Reset");
tsi.Click += new EventHandler(tsi_Click);
this.ContextMenuStrip = cms;
}
protected override void OnLayout(LayoutEventArgs levent)
{
base.OnLayout(levent);
this.Text = TimeSpan.Zero.ToString(#"hh\:mm\:ss");
}
private void ButtonTimer_CheckedChanged(object sender, EventArgs e)
{
if (this.Checked)
{
this.SW.Start();
this.Tmr.Start();
}
else
{
this.SW.Stop();
this.Tmr.Stop();
}
}
private void tmr_Tick(object sender, EventArgs e)
{
this.UpdateTime();
}
private void UpdateTime()
{
this.Text = this.SW.Elapsed.ToString(#"hh\:mm\:ss");
}
private void tsi_Click(object sender, EventArgs e)
{
if (this.SW.IsRunning)
{
SW.Restart();
}
else
{
SW.Reset();
}
this.UpdateTime();
}
}
Application.DoEvents() for simplicity put inside loop . . but it is advisable to start to lean threading . you will just learn how to start thread and how make cross thread safe call
Next simple will be to use backgroundworker . look this http://msdn.microsoft.com/en-us/library/system.componentmodel.backgroundworker.aspx
ok here is thread solution also as you wanted . Tested too . as a stop variable i used Tag. But u can inherit button to make state button.it be more clear way . And below code will use one thread per button . So u should make it in one thread to make it better solution . You can modify this code to do all checkings inside one thread . For this you start thread once can make delegate for attaching dinamically count function for each button or you can pass buttons before . With one word there are more than one way to do it. Good luck
this.button1.Click += new System.EventHandler(this.button_Click);
this.button2.Click += new System.EventHandler(this.button_Click);
...and so on
private void button_Click(object sender, EventArgs e)
{
Thread x= new Thread(new ParameterizedThreadStart(Jogger2));
x.Start(sender);
}
private void button_Click(object sender, EventArgs e)
{
Button mybtn=sender as Button;
if((string)mybtn.Tag=="start"){
mybtn.Tag ="";
return;
}
mybtn.Tag = "start";
Thread x= new Thread(new ParameterizedThreadStart(Jogger2));
x.Start(sender);
}
private bool setResult(object obj,string text)
{
if (this.textBox1.InvokeRequired)
{
Func<Button,string, bool > d = new Func<Button,string,bool >(setResult);
return (bool)this.Invoke(d,obj,text);
}
else
{
Button btn=obj as Button;
if (btn != null)
{
btn.Text = text;
if ((string)btn.Tag !="start") return false;
}
return true;
}
}
private void Jogger2(object mybtn)
{
int ii = 0;
while (true)
{
Thread.Sleep(1000);
//replace with your code
ii += 1;
if (!setResult(mybtn, ii.ToString())) break;
}
}
OK so I've have a problem looking like this.
public Class A{
public A(){
progressBar.Style = ProgressBarStyle.Marquee;
progressBar.MarqueeAnimationSpeed = 0;
}
public void DoSomething(){
if(checkpasses){
progressBar.MarqueeAnimationSpeed = 100;
//Do something here...
progressBar.MarqueeAnimationSpeed = 0;
}
else
//Do nothing...
}
}
The problem is that my progressbar wont start moving at all. First I figured that it wont create a new thread by itself (which I find wired) so I tried creating a thread but still the same result. Nothing happens. Is it something I've forgotten?
Call
Application.EnableVisualStyles();
at the very beginning of your application.
Your "do something here" code is going to block the UI thread so you will not see the progress bar update until after the DoSomething method completes. At that time you are setting the animation speed back to 0.
Try putting your "do something here" code on a separate thread. When that thread completes set the animation speed back to 0.
Something like this:
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
backgroundWorker1.DoWork += new DoWorkEventHandler(backgroundWorker1_DoWork);
backgroundWorker1.RunWorkerCompleted += new RunWorkerCompletedEventHandler(backgroundWorker1_RunWorkerCompleted);
}
private void backgroundWorker1_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
progressBar1.MarqueeAnimationSpeed = 0;
progressBar1.Style = ProgressBarStyle.Blocks;
progressBar1.Value = progressBar1.Minimum;
}
private void backgroundWorker1_DoWork(object sender, DoWorkEventArgs e)
{
DoSomething();
}
private void button1_Click(object sender, EventArgs e)
{
progressBar1.Style = ProgressBarStyle.Marquee;
progressBar1.MarqueeAnimationSpeed = 100;
backgroundWorker1.RunWorkerAsync();
}
private void DoSomething()
{
Thread.Sleep(2000);
}
}
I am not sure if this is the best solution, but I have it this way:
//this is the action item (button click)
private void importSFNFReportButton_Click(object sender, EventArgs e)
{ //I run
backgroundWorker6Progress.RunWorkerAsync(); //this is how I start the progress bar 'movement'
bgwImportSF.RunWorkerAsync(); //this is another task that is lauchned after the progress bar is initiated
}
This is actual background worker
private void backgroundWorker6Progress_DoWork(object sender, DoWorkEventArgs e)
{
bool cont = true;
while (cont)
{
PauseForMilliSeconds(100);
updateProgressbar1(false);
if (noTasksExistCheck())
{
updateProgressbar1(true);
cont = false;
}
}
}
this is a delegate- I call it to auto-increase the progress bar indicator
delegate void updateProgressBarStatus(bool done);
private void updateProgressbar1(bool done)
{
if (progressBar1.InvokeRequired)
{
updateProgressBarStatus del = new updateProgressBarStatus(updateProgressbar1);
progressBar1.Invoke(del, new object[] { done });
}
else
{
if (progressBar1.Value == progressBar1.Maximum)
{
progressBar1.Value = progressBar1.Minimum;
}
progressBar1.PerformStep();
if (done == true)
{
progressBar1.Value = progressBar1.Minimum;
}
}
}
I control it via the function that has to check a global varibale
noTasksExistCheck()
This is the timer pause
public static DateTime PauseForMilliSeconds(int MilliSecondsToPauseFor)
{
System.DateTime ThisMoment = System.DateTime.Now;
System.TimeSpan duration = new System.TimeSpan(0, 0, 0, 0, MilliSecondsToPauseFor);
System.DateTime AfterWards = ThisMoment.Add(duration);
while (AfterWards >= ThisMoment)
{
System.Windows.Forms.Application.DoEvents();
ThisMoment = System.DateTime.Now;
}
return System.DateTime.Now;
}
Just to complement a bit more, the solution suggested by Dave will only work if Konstantin's suggested code exists. Otherwise, one should think of manually increasing the progressbar.value in a loop by the following code within the DoWork:
BeginInvoke(new MethodInvoker( () => progressBarSave.Value += progressBarSave.Step));