How to clear a timer when timer using every 1/10 second - c#

I have a timer running every 1/10 second (Interval = 100). It is in an infinte loop because I want to load a site on my WebBrowser control and get info into a span ID each time it loads. My problem is if this process runs for a long time, it'll be a memory leak.
In 30 minutes, memory usage can be 800MB or more. How do I prevent my program from continuously using more memory as it runs?
Here is the relevent code. It does not include any of the process creation code yet.
private void buttonBid_Click(object sender, EventArgs e)
{
ID = Convert.ToInt32(textBoxID.Text);
getItem();
return;
}
private void getItem()
{
webBrowser.Url = new Uri("http://www.test.com/?id=" + ID);
webBrowser.DocumentCompleted += webBrowser_DocumentCompleted;
return;
}
private void webBrowser_DocumentCompleted(object sender, WebBrowserDocumentCompletedEventArgs e)
{
timerLoad.Start();
return;
}
private void timerLoad_Tick(object sender, EventArgs e)
{
var elem = webBrowser.Document.GetElementById("product_" + ID);
textBoxProduct.Text = Convert.ToString(elem.InnerText);
timerLoad.Dispose();
timerLoad.Start();
}

A possible source for memoryleaks is multiple event bindings.
You bind the DocumentCompleted event each time the GetItem method is invoked.
You should bind the DocumentCompleted once, for instance in the constructor of your class.
However if you pressed the button just once, this will not be your main problem.
I would like to recommend .NET Memory Profiler 4.0 to troubleshoot your problem.
Also, I have searched a little bit further and your problem might be in the use of the WebBrowser component: See this question.

This is something you should do only once at creation time or so
webBrowser.DocumentCompleted += webBrowser_DocumentCompleted;
These can be removed. At least I think they serve no purpose and might be problematic
timerLoad.Dispose();
timerLoad.Start();
If I read your code correct the timerLoad.Start(); should be a Stop(); as the Tick loads the document and should then stop working until the next buttonclick, right?

Related

(WPF) How to ping from a class in c#?

I'm creating a WPF tool to use on my HelpDesk team using XAML and C#, but I'd like to improve upon what I've done. I've got a textbox to enter a hostname, a button to start a ping, and a textbox that will keep pinging that hostname until I press the button again.
I'd like to keep the functionality the same, but I know there's a better way to write this code.
Currently, I have a class that pings the server and returns a response ONE single time. My main form calls this class, the logic is not written in the main form. When I tried to make this loop, it just kills the function after the first run through rather than looping. The way I got it to work was by using a timer to call the function/ping class every 500 MS or so, and stopping the timer by clicking the button again.
Here's my current way of doing this, t stands for "timer":
private void onTick(object sender, EventArgs e)
{
PingClass pingClass = new PingClass();
_richtext.AppendText(pingClass.PingHost(_textBox.Text));
_richtext.ScrollToEnd();
}
private void Button_Click(object sender, RoutedEventArgs e)
{
if ((string)_pingBtn.Content == "Ping")
{
_richtext.Visibility = Visibility.Visible;
_pingBtn.Content = "Stop Ping";
t.Interval = 500;
t.Tick += onTick;
t.Start();
}
else if ((string)_pingBtn.Content == "Stop Ping")
{
_richtext.Visibility = Visibility.Hidden;
_pingBtn.Content = "Ping";
t.Stop();
}
The class itself is pretty simple, it just returns a string of whatever the response from the host is. Unfortunately, it doesn't allow me to loop through inside the class because it stops at the first return. I'd like to gather an "average ping" and some other stats, but can't with the way it's currently set up. I don't want to have a timer, I want to be able to loop in the class itself until the button in the main form is pressed. Is this possible?

Call Method From BackgroundWorker

I hate that my first question seems to have been answered many times, but I'm still having a tough time getting my head around how to call a method using BackgroundWorker.
I'm processing a very large text file using a series of classes and methods. The entire process is kicked off after the user selects a tool strip item. Sequentially, it goes like this:
User selects the tool strip item
User selects a file to be processed via a dialog box
The action starts
I think I can wrap everything into BackgroundWorker from the moment the user pops the initial dialog box, but what I'd like to do for now is just put the method where all the heavy lifting is done into its own instance of BackGroundWorker. I'll add a ProgressBar, too, but I think I can handle that if I can just get the BackgroundWorker process rolling.
From the top (pseudocode used for example purposes. Much omitted for brevity):
private void ToolStripMenuItem_Click(object sender, EventArgs e)
{
string fileName = openSingleFile.FileName;
processFile(fileName);
}
static public void processFile(string fileName)
{
// many vars/loops exist but not shown
foreach (data in bigData)
{
processItem(stringA, stringB); // <-- this method is where the expensive work is done
x++;
}
}
I've created an instance of BackgroundWorker...:
private void backgroundWorker1_DoWork(object sender, DoWorkEventArgs e)
{
// Things go here
}
...and I've tried too many things to list, so I've gone back to the beginning for the presentation above.
If I'm understanding BackgroundWorker, I'll need to do the following:
Replace processItem(stringA, stringB) in the above code with something like:
backgroundWorker1.RunWorkerAsync(processItem(stringA, stringB));
...and then do some type of DoWork call?
...and then do some type of RunWorkerCompleted call?
Not sure why my brain is freezing, but I'm embarrassed at the amount of time I've spent on this with no result. Any help would be greatly appreciated. Without StackOverflow, I would have been DOA a long time ago.
FYI: I've referenced other SO posts, MSDN, and DotNetPerls examples. I'm just missing something conceptually, I suppose.
Replace processItem(stringA, stringB) in the above code with something like...
No, that's how you got in trouble. You most definitely want to move the processFile() call to the worker. There is no perceivable benefit from running processItem() in a worker, at least not in the snippet you posted. And doing so is difficult, it would require starting more than one worker. One for each item. Having a lot of workers that each do little work is not very healthy. If it is really necessary then you don't want to use BackgroundWorker, you'll want an entirely different approach with several Threads that consume packets of work from a thread-safe queue. Don't go there if you can avoid it.
The only non-trivial problem to solve is passing the string that processFile() needs. Luckily BackgroundWorker.RunWorkerAsync() has an overload that takes a single object. Pass your string. Obtain its value in your DoWork event handler, casting e.Argument back to a string. Thus:
private void backgroundWorker1_DoWork(object sender, DoWorkEventArgs e) {
string path = (string)e.Argument;
processFile(path);
}
private void processToolStripMenuItem_Click(object sender, EventArgs e) {
backgroundWorker1.RunWorkerAsync(openSingleFile.FileName);
processToolStripMenuItem.Enabled = false;
}
private void backgroundWorker1_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e) {
processToolStripMenuItem.Enabled = true;
}
Starting up a new background worker is an expensive operation. You don't want to be starting one for each iteration of a loop. Instead, put the entire loop inside of a single background worker's scope.
When ToolStripMenuItem_Click is run create your background worker, have processFile be what is done in the DoWork event handler.
Make sure that when doing that work you're really just doing that work, not updating the UI. You'll want to separate business logic from the user interface. If you want to update the UI with some current progress then call ReportProgress and ensure that there is an event handler to properly update the UI.
If you need to update the UI when the work is all done then you can do so in the RunWorkerCompleted event handler. If the work you are doing generates some result that is used to update the UI use the Result property of the background worker to pass it from the DoWork method to the completed handler.
BackgroundWorker bgw;
In the Load event or constructor:
bgw = new BackgroundWorker();
bgw.WorkerReportsProgress = true;
//bgw.WorkerSupportsCancellation = true;
bgw.DoWork += bgw_DoWork;
bgw.ProgressChanged += bgw_ProgressChanged;
bgw.RunWorkerCompleted += bgw_RunWorkerCompleted;
/
private void ToolStripMenuItem_Click(object sender, EventArgs e)
{
string fileName = openSingleFile.FileName;
bgw.RunWorkerAsync(fileName);
}
private void bgw_DoWork(object sender, DoWorkEventArgs e)
{
string fileName = (string)e.Argument;
processFile(fileName);
}
private void bgw_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
int Progress = e.ProgressPercentage;
//Update progressbar here
}
private void bgw_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
//Job completed
}

How does the dispatcher timer perform its work in the tick event if another event happens in between? What is wrong with this code?

I've spent the last few days looking at the DispatcherTimer and I still can't wrap my head around some stuff. Here's what I understand so far,
the tick event will not occur twice at the same time link
there is no need to worry about the owner thread(s) of the objects
since the dispatcher timer automatically performs all the work in
the UI thread
the timing of the ticks may not be very accurate since the ticks are essentially executed from a queue
Now what I'm not clear about is the order of the code being executed if there is another event which runs in between a tick event. I've a test WPF application which uses a DispatcherTimer whose tick event performs 2 functions. firstStep() and secondStep() in sequence.
The firstStep()sets a variable to null while secondStep() sets it to a value that is not null. After setting the value, secondStep() will begin a storyboard which has a Completed event, which attempts to access this variable.
So my question is, is it possible for the Completed event to come in between the firstStep() and secondStep() function if we keep the timer running? I've written a test application and it seems to be that case, eventually we will reach a state where the variable is null when the Completed event gets executed. But I don't understand how that can happen, since firstStep() and secondStep() get executed in sequence, there should be no way the Completed event can be executed between the 2 functions (or I am wrong here). Does the UI thread execute the tick and the Completed event in parallel?
Can someone explain to me in detail how the UI thread executes events such as the example's storyboard completed event and dispatcherTimer's ticks in sequence? Thanks for reading, your comments are very much appreciated I'm trying very hard to get my head around this. The following is the test code I used, it will eventually throw an error after running for a while.
public partial class Window1 : Window
{
public Window1()
{
InitializeComponent();
storyBoardTest = new Storyboard();
storyBoardTest.Completed += new EventHandler(storyBoardTest_Completed);
DoubleAnimation animation = new DoubleAnimation(1, 0.9, new Duration(TimeSpan.FromSeconds(1)));
Storyboard.SetTarget(animation, this);
Storyboard.SetTargetProperty(animation, new PropertyPath(UIElement.OpacityProperty));
storyBoardTest.Children.Add(animation);
DispatcherTimer dt = new DispatcherTimer();
dt.Interval = TimeSpan.FromMilliseconds(500);
dt.Tick += new EventHandler(dt_Tick);
dt.Start();
}
private Window windowTest = null;
private Storyboard storyBoardTest = null;
void dt_Tick(object sender, EventArgs e)
{
firstStep();
secondStep();
}
private void firstStep()
{
windowTest = null;
}
private void secondStep()
{
windowTest = this;
storyBoardTest.Stop();
storyBoardTest.Begin(this);
}
void storyBoardTest_Completed(object sender, EventArgs e)
{
//Attempt to access object throws null error. Why?
windowTest.Title = "test";
windowTest = null;
}
}
CallStack:
WpfApplication1.exe!WpfApplication1.Window1.storyBoardTest_Completed(object sender = {System.Windows.Media.Animation.ClockGroup}, System.EventArgs e = null) Line 63 C#
PresentationCore.dll!System.Windows.Media.Animation.Clock.FireEvent(System.Windows.EventPrivateKey key) + 0x5b bytes
PresentationCore.dll!System.Windows.Media.Animation.Clock.RaiseAccumulatedEvents() + 0x160 bytes
PresentationCore.dll!System.Windows.Media.Animation.TimeManager.RaiseEnqueuedEvents() + 0x60 bytes
PresentationCore.dll!System.Windows.Media.Animation.TimeManager.Tick() + 0x28a bytes
PresentationCore.dll!System.Windows.Media.MediaContext.RenderMessageHandlerCore(object resizedCompositionTarget) + 0xbc bytes
PresentationCore.dll!System.Windows.Media.MediaContext.AnimatedRenderMessageHandler(object resizedCompositionTarget) + 0x9d bytes
Every 500 milliseconds you are starting a Storyboard that runs for one second. This will inevitably lead to two consecutive Completed events without an intermediate Tick event.
Therefore you have to check if windowTest is already null in your Completed handler :
void storyBoardTest_Completed(object sender, EventArgs e)
{
if (windowTest != null)
{
windowTest.Title = "test";
windowTest = null;
}
}
Even if the Storyboard would run for less than 500 milliseconds there would be problem. As Storyboard.Completed events are appended to the Dispatcher queue in the same way as DispatcherTimer.Tick events and the timings of both DispatcherTimer and Storyboard are not exact, the execution order of the two event handlers is not reliable. Hence two Completed events may occur without an intermediate Tick event.
You may add some trace output to see that both handlers run in the same thread.
void dt_Tick(object sender, EventArgs e)
{
Trace.TraceInformation("Tick: {0}", Thread.CurrentThread.ManagedThreadId);
...
}
void storyBoardTest_Completed(object sender, EventArgs e)
{
Trace.TraceInformation("Completed: {0}", Thread.CurrentThread.ManagedThreadId);
...
}

create checkbox checking sequence

Hello I am trying to program some checkboxes to become checked and unchecked in a specific sequence programmatically. I know it sounds dumb, but this is corresponding to some LED controls that I've already coded the check events for.
I want to check a checkbox to start this sequence and uncheck it to stop it. Currently the checking and unchecking of my D2 checkbox occurs fine, but the do while loop freezes the form so I can't actually uncheck the cycle box. I probably should not be using Thread.Sleep either. Any advice is appreciated.
private void cycleCheckBox_CheckedChanged(object sender, EventArgs e)
{
do
{
D2.Checked = true;
Thread.Sleep(1000);
D2.Checked = false;
Thread.Sleep(1000);
} while (cycleCheckBox.Checked);
}
The Thread.Sleep method will run on the UI thread if called directly in the checked event which is why the UI is freezing. Push the work into a System.Windows.Forms.Timer (assumption is this is a WinForms app):
Implements a timer that raises an event at user-defined intervals.
This timer is optimized for use in Windows Forms applications and must
be used in a window.
Example based on your question:
Timer _timer;
private void cycleCheckBox_CheckedChanged(object sender, EventArgs e)
{
if(_timer == null )
{
_timer = new Timer();
_timer.Interval = 1000; // 1 second
_timer.Tick += DoTimerWork;
}
if(cycleCheckBox.Checked)
{
_timer.Start();
}
else
{
_timer.Stop();
}
}
private void DoTimerWork(object obj, EventArgs args)
{
D2.Checked = !D2.Checked;
}
I don't know if this will work for you but what I would do is drag in a Timer Control at 1000 ms and use a method to figure out which checkbox should currently be checked by using an integer that loops to 0 at a certain point and gets incremented at each tick.

why my WP7 Timer sometimes stops to count?

i have a problem with a application. this application simply shows a number value every second. you can see it as a countdown. the problem is, that this Timer sometimes stop to tick and i dont know why. where is my code:
public MainPage()
{
InitializeComponent();
Loaded += new RoutedEventHandler(MainPage_Loaded);
}
i start the timer afte the Loaded event:
void MainPage_Loaded(object sender, RoutedEventArgs e)
{
Timer t1 = new Timer(TimerCall);
t1.Change(0, 1000);
}
and here is the method which chanes the text:
private void TimerCall(object state)
{
TextField.Dispatcher.BeginInvoke(delegate
{
TextField.Text = "some text change";
});
}
I dont understand why this sometimes stops
Have a look at this article especially the section on The Tombstone
Next to the fact that the Timer is a local variable instead of a class member, you might be running into the tomb stoning process. The article explains this quite well.

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