Threading in C# with XNA KeyboadInput - c#

I am a bit new to threading (not new to C#, just haven't done much threading). Can someone explain to me why this does not work?
I have a thread which calls a method I will call "Loop". Loop contains a while loop which will continuously run, and on every loop of the while I want it to check if the A Key is down (using Microsoft's Keyboard class within the XNA Framework). But for some reason it never registers that anything is being pressed.
static Thread thread = new Thread(Loop);
static bool abort = false;
public static void Begin()
{
thread.Start();
}
private static void Loop()
{
while (!abort)
{
if (Keyboard.GetState().IsKeyDown(Keys.A))
Console.WriteLine("A pressed.");
}
}
Might anyone know why the Console.WriteLine() is never being called?
EDIT:
I guess I should explain a little bit. What I am actually trying to do is create something similar to ActionScript's events in C#. So I want to pass a "condition" and an "action" to call if that condition is met in this separate class which contains this thread. What this would do would allow me to just add "event listeners" to objects and it would automatically constantly check if one of the events gets triggered, rather than leave it to me to write If statements in code to check for the events.
Upon trying to do so, the first thing I tested was regarding this XNA Keyboard stuff, because it was one of the reasons I originally wanted to build this system, but it didn't work. So I created the standalone code which i posted above to see if I had made an error in my previous code and it still didn't work.

I never use XNA so I didn't really "know" but I've run into similar situations where you can't get keyboard (and other) input from a worker thread. I googled and found that in XNA this does seem to be the case. See this for example
So you need to (and probably want to) process your game input in the GUI thread. Just checking for input on each update tick should be fine. I doubt even if it did work, you would gain any performance - and you might introduce some interesting synchronization bugs ;-)
It does look like your creating your worker thread properly - this just isn't an application for it.

Related

Why does the C# compiler not even warn about endless recursion?

A legacy app is in an endless loop at startup; I don't know why/how yet (code obfuscation contest candidate), but regarding the method that's being called over and over (which is called from several other methods), I thought, "I wonder if one of the methods that calls this is also calling another method that also calls it?"
I thought: "Nah, the compiler would be able to figure that out, and not allow it, or at least emit a warning!"
So I created a simple app to prove that would be the case:
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private void button1_Click(object sender, EventArgs e)
{
method1();
}
private void button2_Click(object sender, EventArgs e)
{
method2();
}
private void method1()
{
MessageBox.Show("method1 called, which will now call method2");
method2();
}
private void method2()
{
MessageBox.Show("method2 called, which will now call method1");
// Note to self: Write an article entitled, "Copy-and-Paste Considered Harmful"
method1();
}
}
...but no! It compiles just fine. Why wouldn't the compiler flag this code as questionable at best? If either button is mashed, you are in never-never land!
Okay, sometimes you may want an endless loop (pacemaker code, etc.), but still I think a warning should be emitted.
As you said sometimes people want infinite loops. And the jit-compiler of .net supports tailcall optimization, so you might not even get a stack overflow for endless recursion like you did it.
For the general case, predicting whether or not a program is going to terminate at some point or stuck in an infinite loop is impossible in finite time. It's called the halting problem. All a compiler can possibly find are some special cases, where it is easy to decide.
That's not an endless loop, but an endless recursion. And this is much worse, since they can lead to a stack overflow. Endless recursions are not desired in most languages, unless you are programming malware. Endless loops, however, are often intentional. Services typically run in endless loops.
In order to detect this kind of situation, the compiler would have to analyze the code by following the method calls; however the C# compiler limits this process to the immediate code within the current method. Here, uninitialized or unused variables can be tracked and unreachable code can be detected, for instance. There is a tradeoff to make between the compiling speed and the depth of static analysis and optimizations.
Also it is hardly possible to know the real intention of the programmer.
Imagine that you wrote a method that is perfectly legal. Suddenly because you are calling this method from another place, your compiler complains and tells you that your method is no more legal. I can already see the flood of posts on SO like: "My method compiled yesterday. Today it does not compile any more. But I didn't change it".
To put it very simply: it's not the compiler's job to question your coding patterns.
You could very well write a Main method that does nothing but throw an Exception. It's a far easier pattern to detect and a much more stupid thing to do; yet the compiler will happily allow your program to compile, run, crash and burn.
With that being said, since technically an endless loop / recursion is perfectly legal as far as the compiler is concerned, there's no reason why it should complain about it.
Actually, it would be very hard to figure out at compile time that the loop can't ever be broken at runtime. An exception could be thrown, user interaction could happen, a state might change somewhere on a specific thread, on a port you are monitoring, etc... there's way too much possibilities for any code analysis tool out there to establish, without any doubt, that a specific recursing code segment will inevitably cause an overflow at runtime.
I think the right way to prevent these situations is through unit testing organization. The more code paths you are covering in your tests, the less likely you are to ever face such a scenario.
Because its nearly impossible to detect!
In the example you gave, it is obvious (to us) that the code will loop forever. But the compiler just sees a function call, it doesn't necessarily know at the time what calls that function, what conditional logic could change the looping behavior etc.
For example, with this slight change you aren't in an infinite loop anymore:
private bool method1called = false;
private void method1()
{
MessageBox.Show("method1 called, which will now call method2");
if (!method1called)
method2();
method1called = true;
}
private void method2()
{
MessageBox.Show("method2 called, which will now call method1");
method1();
}
Without actually running the program, how would you know that it isn't looping? I could potentially see a warning for while (true), but that has enough valid use cases that it also makes sense to not put a warning in for it.
A compiler is just parsing the code and translating to IL (for .NET anyways). You can get limited information like variables not being assigned while doing that (especially since it has to generate the symbol table anyways) but advanced detection like this is generally left to code analysis tools.
I found this on the Infinite Loop Wiki found here: http://en.wikipedia.org/wiki/Infinite_loop#Intentional_looping
There are a few situations when this is desired behavior. For example, the games on cartridge-based game consoles typically have no exit condition in their main loop, as there is no operating system for the program to exit to; the loop runs until the console is powered off.
Antique punchcard-reading unit record equipment would literally halt once a card processing task was completed, since there was no need for the hardware to continue operating, until a new stack of program cards were loaded.
By contrast, modern interactive computers require that the computer constantly be monitoring for user input or device activity, so at some fundamental level there is an infinite processing idle loop that must continue until the device is turned off or reset. In the Apollo Guidance Computer, for example, this outer loop was contained in the Exec program, and if the computer had absolutely no other work to do it would loop running a dummy job that would simply turn off the "computer activity" indicator light.
Modern computers also typically do not halt the processor or motherboard circuit-driving clocks when they crash. Instead they fall back to an error condition displaying messages to the operator, and enter an infinite loop waiting for the user to either respond to a prompt to continue, or to reset the device.
Hope this helps.

Stop a loop without threading C#

sorry if this is a silly question, I am new to C#, so please give me a break.
I am working on Revit API. currently, Revit API doesn't support multi-threading operations.
my question is how to stop a loop without calling a new thread?
I am trying to get a snapshot and I am waiting for the user to pick a snap, so I put an infinite loop till the condition meets
while (!Clipboard.ContainsImage()) //loop till user get a clipboard image
{
}
but what if I want to abort this???
I have tried
private void Abort_KeyDown(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.Escape)
{
abort = true;
}
}
but this method requires threading ....any suggestions!!
You want to look into asynchronous processing patterns in Revit - check for instance The Building Coders description of IExternalEvent.
It might take a little while to wrap your head around it, but let me try to explain:
Split your code up into two parts: The first part runs up until the moment you ask the user to pick a snap (I'm assuming this happens in another application?). In a separate thread, poll the clipboard (or register your application as a clipboard viewer) in your while loop. Don't forget to Sleep() while you're polling! As soon as your polling thread finds a picture, create an instance of an IExternalEvent subclass and post it to Revit. When Revit has some spare time, it will execute the Execute method, passing in a UIApplication that you can use to do the rest of your code.
Revit doesn't let you access it's API from multiple threads at the same time, but during the Execute method of an IExternalEvent subclass, you are guaranteed to be in the correct thread for running code.
You can also look into the OnIdling event - basically, this gets called each time Revit has some spare time too. So instead of using a while loop in a separate thread, you could just place your clipboard checking code in the event handler for the OnIdling event and create a mechanism (a flag) to tell you wether you are currently waiting for a snap or not...

Async UI update

I started programming just few month ago so I am a pure beginner
but I needed a math app with Heavy probability calculation and an UI to view/interact so I searched around and found C#.net was the best way... fantastic power...
It will help me a lot to progress if I am able do this :
Wpf window with textbox, in textbox a number is printed each time the calculation is done but the Ui should respond everytime
I tried to do it using latest net 4.5 because the app need to be fast (so use the most recent tech and not timer or background task)
and it work but the Ui is stuck and cannot move (because of my bad access to the text box I think)
If guys could help me it will be great and I thank you all because I learned a lot with your posts!
Here is my wrong newbie code
private Random rng;
public MainWindow()
{
rng = new Random();
InitializeComponent();
Task.Run((Func<Task>) Calc);
}
private async Task Calc()
{
while (true)
{
textBox1.Dispatcher.Invoke
(DispatcherPriority.Normal
, new Action(delegate()
{
textBox1.Text = rng.NextDouble().ToString();
}
)
);
}
}
You're tightlooping, admittedly in a non-UI-thread, but adding a bazillion delegates to invoke in the UI thread... so your UI is just too busy.
All your work is basically going on in the UI thread at the moment - you're not even computing rng.NextDouble() in the background thread.
Also note that you've got an async method without an await expression, which should have triggered a compiler warning - you should take heed of that.
You say you don't want to use a "background task" - but that's exactly what you are doing by calling Task.Run.
Now I'm assuming your real code doesn't actually just need to create random numbers. What does your real calculation code look like, and which thread does it occur in?

Disable capture keys when program is unresponsive

I have a winform application that can get pretty unresponsive during heavy calculations. For example, when user presses F10 key, the program will starts some heavy stuff and remains unrsponsive for a while (I know this is not a desired way of program flow but I don't want to alter the way program works at the moment).
Now the problem is, during this time if user presses F10 again, the program will start doing the same thing as soon as it has done the first process.
How to disable capturing keys at a certain point and enable it again?
The program is not "capturing the key", it is queued by the operating system because your main UI-Thread is busy with your calculations and doesn't handle anything at that time. The only thing i could think of what you could do is to check that a certain time has elapsed after the last run has finished before you allow another run. An ugly hack in my humble opinion.
But, yeah, thats why you should use backgroundworkers or threading. Using a BackgroundWorker is a lot easier than it may seem at the beginning.
Ideally you should use a BackgroundWorker here but as you said
I don't want to alter the way program works at the moment).
So I won't go into that path.
What you can do is when you detect F-10 for the first time set a bool value to true and next time whenever you detect f-10, check if the bool is already true or not. If it is already true don't start the heavy operation again simply skip the code.
At the end of heavy processing set the bool to false again.
I would agree with Jason on the whole - hacks and temporary fixes have a nasty habit of becoming 'features' of a program.
However, to answer your question, I would suggest having a disable flag in your program that disables the desired functionality whilst your calculations are running. You could then put in the event handler a check for the flag :
public bool DisableFlag { get; set; }
public void MyKeyEventHandler(object sender, EventArgs e)
{
if (DisableFlag)
{
return;
}
// Do stuff
}
Hope that helps!
Cheers,
Chris.
EDIT :
Thinking about Ken's comment, and this is true, the event will be queued and it will only be useful as long as some events are bleeding through. So, the other option is to disable the even handler altogether by doing
myControl =- MyKeyEventHandler;
and then
myControl =+ MyKeyEventHandler;
when the calculations are finished. This way, no events are queued and you avoid the problem as described by Ken!!

Order of Precedence with methods?

Say I have 2 methods. One is an method triggered by the selected index changing in the listbox. The second method helps by clearing all textboxes, setting listbox index to -1, and setting the focus.
Question:
Method two executes, during the code it changes the selected index of the listbox to -1, thereby setting off the event trigger for the 1st method. Does Method 2 HALT it's own execution and transfer the process to the event, and then return back to its work after Method 1 is finished... OR does method 2 finish its entire codeblock then transfer to Method 1 since the selected index changes?
The first case.
Let's leave threads out of it for a moment, particularly because they're not involved in your scenario.
You're talking about properties and methods, but underneath it all, it's all just functions. When one function invokes another, control in your program transfers to the called function. When that function finishes running, control returns to the point where it was called. Your program automatically remembers where it needs to go back to, no matter how deeply functions call more functions.*
When your second function sets the index, what really happens is that the compiler translates the property-set operation into a function call. (Properties are ultimately just "syntactic sugar" for functions.) That function calls a bunch of other functions that aren't important to the scenario, except that one of them is the one that invokes the "index changed" event handler. It sees that you have a method associated with that event, and it calls your first method.
Your first method runs, and when it finishes, it returns to the "invoke the index-changed event handler" function. Eventually, that and all the other unimportant functions finish running (perhaps after making more function calls in sequence), and the "set the index property" function returns control to your second method.
You can prove to yourself that your first suggestion is how it works. Display a message box in your first method, and display another message box after the point in your second method where you set the index property. (Use different messages!) You should see the first message appear, and after you dismiss the message box, you should see the second message appear, thus showing that the second method did not continue executing while the first one was running.
* There is a limit, but it's rarely hit unless there's a bug in your program. When you have too many nested function calls, what happens is a stack overflow.
There's a third alternative you can explore: they can also run at the same time! If I understand your question correctly, method 2 would be triggered by the index change event. In a C# Windows Forms application, this other event would occur in a separate thread of execution.
Concepts to explore: threading.
I hope this gives you a starting point in your explorations of knowledge.
Assuming no multi-thread situation, the event will fire before he end of execution of the method. If you want to see this, code what you have suggested in a .NET language and examine the Il produced. You can do this with ILDASM, or Reflector, or even create your own relfletion application. You do have to understand the syntax of IL enough to see the branch, but it is not that difficult, as long as you understand programming concepts.
Rob has labeled this "syntactical sugar", which I will agree with somewhat. It is really a compiler trick, but I guess it falls under the label "syntactical sugar" as it is commonly used.
I assume the language in question is c# and you thus have a language that supports multiple threads. If you don't want to worry about threads (which would be a bad idea if you consider user experience) you can run your GUI in one thread and have the same behavior, unless the components create their own thread (which would be a bit weird though). If you want to achieve an asynchronous (parallel) execution of the event you need to have the the event triggering in its own thread.
To answer your question: if you aren't using multiple threads, the method triggered by the event will be queued. This is exactly what happens when you see GUI responding slowly in some programs.
Hope it cleared things out and welcome from another newcomer :)
I myself am a beginner, maybe I can help. Method2 would fire, then when the selection changes, Method1 would do his stuff, then Method2 would continue.
If you don't want Method1 to fire at that time, you might want to do is something like:
(REALLY pseudo code)
Method2(object sender, System.EventArgs e)
{
//Unsubscribe Method1 from ListboxEvent
Listbox.OnSelectionChange -= Method1;
... Stuff Method2 actually does ...
Manualy call Method1 if you want it to fire
//Subscribe Method1 from ListboxEvent
Listbox.OnSelectionChange += Method1;
}
It's probably not optimal (and maybe some Best Practices...) but for a lack of a better explanation, at least you have a bit of information to help you search. Hope it helps!

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