Invoke doesn't update GUI appropriately - c#

I wrote this for a meteorology class. For some reason, the textboxes aren't updating on the GUI correctly for large numbers (large numbers of photons). The calculation completes, but the textboxes don't update.
I suspect the problem is with calling Invoke(), but I can't for the life of me see what's going wrong. I've tried using both Invoke() and BeginInvoke() with similar results.
Can anyone help figure out where I'm going wrong?
Thanks!
PS> Please forgive the global variables. Was planning on cleaning them up later...
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using System.Threading;
namespace CloudTransmittance
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private void buttonCalculate_Click(object sender, EventArgs e)
{
Thread t = new Thread(calculateModel);
t.Start();
}
//number of photons that have gone to albedo, direct, or diffuse transmittance
private ulong top = 0;
private ulong direct = 0;
private ulong diffuse = 0;
private ulong absorbed = 0;
private ulong failed = 0;
private ulong photons = 0;
private void calculateModel()
{
//model variables
double theta = 0;
double tauStar = 0;
double omega = 0;
double g = 0;
photons = 0;
//Get data from form
theta = Convert.ToDouble(textBoxTheta.Text);
tauStar = Convert.ToDouble(textBoxTau.Text);
omega = Convert.ToDouble(textBoxOmega.Text);
g = Convert.ToDouble(textBoxG.Text);
photons = Convert.ToUInt64(textBoxPhotons.Text);
//Clear the progress bar and set its limits
this.progressBar1.BeginInvoke(
(MethodInvoker)delegate()
{
this.progressBar1.Minimum = 0;
this.progressBar1.Value = 0;
this.progressBar1.Maximum = (int)photons;
this.progressBar1.Step = 1;
});
//Clear the text boxes
this.textBoxAlbedo.Invoke(
(MethodInvoker)delegate()
{
this.textBoxAlbedo.Text = "";
});
this.textBoxDirect.Invoke(
(MethodInvoker)delegate()
{
this.textBoxDirect.Text = "";
});
this.textBoxDiffuse.Invoke(
(MethodInvoker)delegate()
{
this.textBoxDiffuse.Text = "";
});
this.textBox1.Invoke(
(MethodInvoker)delegate()
{
this.textBox1.Text = "";
});
this.textBox2.Invoke(
(MethodInvoker)delegate()
{
this.textBox2.Text = "";
});
//convert theta to radians from degrees
theta *= Math.PI / 180;
//number of photons that have gone to albedo, direct, or diffuse transmittance
top = 0;
direct = 0;
diffuse = 0;
absorbed = 0;
failed = 0;
//Random number generator
Random r = new Random();
double randomValue = 0;
int count = 1000; //number of iterations of the problem...
double delta = 0.00001; //close enough to "1" for calculations, since C# random goes from [0, 1) instead of [0, 1]
//Calculate transmittance
for (ulong photonCount = 0; photonCount < photons; photonCount++)
{
bool scattered = false;
double newTheta = theta; //needed for looping
int i = 0; //counting variable used to prevent infinite looping
for (i = 0; i < count; i++)
{
double length = calculateTauP(); //length of the photon's travel
double newTau = calculateTau(newTheta, length);
if (newTau < 0)
{
top++; //photon has exited through the top
break; //move to the next photon
}
else if (newTau > tauStar)
{
//exited through the bottom of the cloud
if (scattered == false)
{
//direct transmittance
direct++;
}
else
{
//diffuse transmittance
diffuse++;
}
break;
}
else
{
//photon is either scattered or absorbed
randomValue = r.NextDouble();
if (randomValue >= omega) // || ((omega == 1) && (randomValue >= (omega - delta)) )
{
//photon absorbed, no longer of interest
absorbed++;
break;
}
else
{
//photon scattered, determine direction
scattered = true;
newTheta = calculateNewAngle(newTau, newTheta, g, randomValue);
}
}
}
if (i >= count)
{
failed++;
}
this.progressBar1.BeginInvoke(
(MethodInvoker)delegate()
{
this.progressBar1.PerformStep();
});
}
//Update Form values
displayData();
}
private void displayData()
{
if (this.textBoxAlbedo.InvokeRequired)
{
this.textBoxAlbedo.Invoke(
(MethodInvoker)delegate()
{
this.textBoxAlbedo.Text = ((double)top / (double)photons).ToString();
});
}
else
{
textBoxAlbedo.Text = ((double)top / (double)photons).ToString();
}
if (this.textBoxDirect.InvokeRequired)
{
this.textBoxDirect.Invoke(
(MethodInvoker)delegate()
{
this.textBoxDirect.Text = ((double)direct / (double)photons).ToString();
});
}
else
{
textBoxDirect.Text = ((double)direct / (double)photons).ToString();
}
if (this.textBoxDiffuse.InvokeRequired)
{
this.textBoxDiffuse.Invoke(
(MethodInvoker)delegate()
{
this.textBoxDiffuse.Text = ((double)diffuse / (double)photons).ToString();
});
}
else
{
textBoxDiffuse.Text = ((double)diffuse / (double)photons).ToString();
}
if (this.textBox1.InvokeRequired)
{
this.textBox1.Invoke(
(MethodInvoker)delegate()
{
this.textBox1.Text = absorbed.ToString();
});
}
else
{
textBox1.Text = absorbed.ToString();
}
if (this.textBox2.InvokeRequired)
{
this.textBox2.Invoke(
(MethodInvoker)delegate()
{
this.textBox2.Text = failed.ToString();
});
}
else
{
textBox2.Text = failed.ToString();
}
}
private double calculateNewAngle(double length, double angle, double g, double randomNumber)
{
double newAngle = 0;
double cos = (1 / (2 * g)) * (1 + Math.Pow(g, 2) - Math.Pow(((1 - Math.Pow(g, 2)) / (1 + g * (2 * randomNumber - 1))), 2));
newAngle += angle + cos;
while (newAngle >= 2 * Math.PI)
{
newAngle -= 2 * Math.PI; //normalize the angle to 0 <= angle < 2PI
}
return newAngle;
}
private double calculateTauP()
{
Random r = new Random();
double distance = -1 * Math.Log(1 - r.NextDouble());
return distance;
}
private double calculateTau(double angle, double tauP)
{
double tau = tauP * Math.Cos(Math.PI/2 - angle);
return tau;
}
}
}

Stop using Invoke and BeginInvoke to update the UI. Despite what you may have been told it is not that great of solution. Actually, in situations like these where all you want to to do is update the UI with progress information it is probably the worst solution. Instead, have your worker thread publish its progress information to an immutable data structure that can be shared with the UI thread. Then have your UI thread poll for it on a reasonable interval using a System.Windows.Forms.Timer.
public class YourForm : Form
{
private class ProgressInfo
{
public ProgressInfo(ulong top, ulong direct, ulong diffuse, ulong absorbed, ulong failed, ulong photons)
{
// Set properties here.
}
public ulong Top { get; private set; }
public ulong Direct { get; private set; }
public ulong Diffuse { get; private set; }
public ulong Dbsorbed { get; private set; }
public ulong Failed { get; private set; }
public ulong Photons { get; private set; }
}
private volatile ProgressInfo progress = null;
private void calculateModel()
{
for (ulong photonCount = 0; photonCount < photons; photonCount++)
{
// Do your calculations here.
// Publish new progress information.
progress = new ProgressInfo(/* ... */);
}
}
private void UpdateTimer_Tick(object sender, EventArgs args)
{
// Get a local reference to the data structure.
// This is all that is needed since ProgressInfo is immutable
// and the member was marked as volatile.
ProgressInfo local = progress;
this.textBoxAlbedo.Text = ((double)local.Top / (double)local.Photons).ToString();
this.textBoxDirect.Text = ((double)local.Direct / (double)local.Photons).ToString();
this.textBoxDiffuse.Text = ((double)local.Diffuse / (double)local.Photons).ToString();
this.textBox1.Text = local.Absorbed.ToString();
this.textBox2.Text = local.Failed.ToString();
}
Notice several things here.
The code is a lot easier to understand and follow.
The UI thread gets to decide when and how often its controls should be updated.
You get more throughput on the worker thread since it does not have to wait for a response from the UI as would occur with Invoke.
I rip on these Invoke and BeginInvoke solutions a lot because in many cases they are terrible solutions. Using a BackgroundWorker is a little better, but it still forces you into the push method of updating the UI (via the same marshaling techniques behind the scenes nonetheless). The pull method can be (and often is) a more elegant solution and usually more efficient.

Related

How can I prevent the backgroundWorker causing the UI to become sluggish?

I made a C# WinForms application where I plot thousands of real time data points by using charts. I have noticed that during my application is running when I turn on lets say a web-browser the plot freezes. I tried to plot less points but it seems one never knows which program in parallel will be executed so I'm afraid the CPU usage of other programs depending on the PC will effect the performance.
edit:
private void button1_Click(object sender, EventArgs e)
{
///
_cts = new CancellationTokenSource();
_infiniteLoop = InfiniteLoop(_cts.Token);
}
private async Task InfiniteLoop(CancellationToken cancellationToken = default)
{
ushort[] ushortArray = null;
while (true)
{
Task loopMinimumDurationTask = Task.Delay(100, cancellationToken);
Task<ushort []> calculationTask = Task.Run(() => Calculate());
if (ushortArray != null) PlotData(ushortArray);
ushortArray = await calculationTask;
await loopMinimumDurationTask;
}
}
public ushort [] Calculate()
{
init();
daq.ALoadQueue(chArray, chRange, CHANCOUNT);
ScanOptions options = ScanOptions.Background | ScanOptions.Continuous | ScanOptions.ConvertData;
//setup the acquisiton
UL = daq.AInScan(FIRSTCHANNEL, SINGLE_KANAL_NUM, BUFFERSIZE, ref Rate, Range.Bip10Volts, buffer, options);
UL = daq.GetStatus(out daqStatus, out Count, out Index, FunctionType.AiFunction);
if ((Index >= HALFBUFFSIZE) & ReadLower) //check for 50% more data
{
//get lower half of buffer
UL = MccService.WinBufToArray(buffer, ushortArray, 0, HALFBUFFSIZE);
ReadLower = false; //flag that controls the next read
return ushortArray;
}
else if ((Index < HALFBUFFSIZE) & !ReadLower)
{
//get the upper half
UL = MccService.WinBufToArray(buffer, ushortArray, HALFBUFFSIZE, HALFBUFFSIZE);
ReadLower = true;//flag that controls the next read
return ushortArray;
}
return null;
}
public void PlotData(ushort[] datArray_Plot)
{
////////Thread.Sleep(10);
SerialList1.Clear();
for (int b = 0; b < HALFBUFFSIZE; b++)
{
UL = (daq.ToEngUnits(Range.Bip10Volts, datArray_Plot[b], out temp2));
SerialList1.Add(temp2);
SerialList2.Add(temp2);
ikb_p = ikb_p + 1;
}
int out_size = SerialList1.Count / h; //size of downsampled array
if (out_size <= 2)
out_size = 2;
array = SerialList1.ToArray(); //original array
if (h != 1)
array = Downsample(array, out_size); //downsampled array
if (ikb_p > BUFFERSIZE)
{
chart1.Series["Ch0"].Points.SuspendUpdates();
for (int b = 0; b < out_size; b++)
{
chart1.Series["Ch0"].Points.AddY(array[b]); //Plots each sample or use chart1.Series["Ch0"].Points.DataBindY(array);
if (chart1.Series["Ch0"].Points.Count > display_seconds * FREQ / h)
{
chart1.Series["Ch0"].Points.RemoveAt(0);
}
}
//chart1.Series["Ch0"].Points.ResumeUpdates();
chart1.Invalidate();
}
//FFT
if (SerialList2.Count > 4 * HALFBUFFSIZE / CHANCOUNT)
{
chart2.Series["Freq"].Points.Clear();
float sampling_freq = (float)FREQ;
float[] data = SerialList2.ToArray();
double[] dftIn = new double[data.Length];
double[] dftInIm = new double[data.Length];
double[] DftIn = new double[data.Length];
double[] FFTResult = new double[data.Length];
double[] f = new double[data.Length];
double[] power = new double[data.Length];
double[] window = MathNet.Numerics.Window.Hamming(data.Length);
for (int i = 0; i < data.Length; i++)
{
dftIn[i] = window[i] * (double)data[i];
}
for (int i = 0; i < data.Length; i++)
{
dftInIm[i] = 0.0;
}
FFT(dftIn, dftInIm, out reFFT, out imFFT, (int)Math.Log(data.Length, 2));
for (int i = 0; i < data.Length / 2; i++)
{
if (i > 0)
{
float a = sampling_freq / (float)data.Length;
float x = (float)i * a;
double y = Math.Sqrt(reFFT[i] * reFFT[i] + imFFT[i] * imFFT[i]);
f[i] = x;
FFTResult[i] = 2 * y / (data.Length / 2);
power[i] = 0.5 * FFTResult[i] * FFTResult[i];
}
}
double scale = data.Length / sampling_freq;
chart2.Series["Freq"].Points.DataBindXY(f, power);
float stdCh0 = 0;
float avg1 = SerialList2.Average();
float max1 = SerialList2.Max();
float min1 = SerialList2.Min();
float sum1 = (float)SerialList2.Sum(d => Math.Pow(d - avg1, 2));
stdCh0 = (float)Math.Sqrt((sum1) / (SerialList2.Count() - 1));
label5.Text = avg1.ToString("0.000000");
label22.Text = stdCh0.ToString("0.000000");
label70.Text = max1.ToString("0.000000");
label61.Text = min1.ToString("0.000000");
SerialList2.Clear();
label1.Text = count_sample.ToString();
}
///progressBar1
double ratio = (double)count_sample / (seconds * FREQ);
if (ratio > 1.000)
ratio = 1;
progressBar1.Value = (Convert.ToInt32(1000 * ratio));
progressBar1.Invalidate();
progressBar1.Update();
//Display event handlers
if (comboBox2_changed == true)
{
if (comboBox2.SelectedIndex == 0)
{
//chart1.ChartAreas[0].RecalculateAxesScale();
chart1.ChartAreas[0].AxisY.IsStartedFromZero = false;
}
if (comboBox2.SelectedIndex == 1)
{
//chart1.ChartAreas[0].RecalculateAxesScale();
chart1.ChartAreas[0].AxisY.IsStartedFromZero = true;
}
comboBox2_changed = false;
}
if (comboBox1_changed == true)
{
if (comboBox1.SelectedIndex == 0)
{
chart1.Series["Ch0"].ChartType = SeriesChartType.FastLine;
}
else
chart1.Series["Ch0"].ChartType = SeriesChartType.FastPoint;
}
if (num_updown1_changed)
{
display_seconds = (float)numericUpDown1.Value * 0.001f;
h = (int)numericUpDown2.Value;
chart1.Series["Ch0"].Points.Clear();
//chart1.ChartAreas[0].AxisX.Maximum = display_seconds * FREQ / h;
num_updown1_changed = false;
int avg = (int)((double)FREQ * (Decimal.ToDouble(numericUpDown1.Value) / 1000.0) / max_chart_points);
if (avg != 0)
numericUpDown2.Value = avg;
}
if (num_updown2_changed)
{
display_seconds = (float)numericUpDown1.Value * 0.001f;
h = (int)numericUpDown2.Value;
chart1.Series["Ch0"].Points.Clear();
//chart1.ChartAreas[0].AxisX.Maximum = display_seconds * FREQ / h;
num_updown2_changed = false;
}
}
private void Form_FormClosing(object sender, FormClosingEventArgs e)
{
_cts.Cancel();
// Wait the completion of the loop before closing the form
try { _infiniteLoop.GetAwaiter().GetResult(); }
catch (OperationCanceledException) { } // Ignore this error
}
You could use threadpriority:
Thread.CurrentThread.Priority = ThreadPriority.Highest;
This is however considered to be poor form in most cases since the operating system is in a better position to decide what program deserves CPU time. And it does not need to follow your request for more time, even if you explicitly ask for it.
If plotting takes a considerable amount of time you might consider:
Can you optimize the plotting somehow?
Can you reduce the number of points?
you could perhaps plot a smaller part of the dataset?
You could pre-process the plot to reduce the point density. Screens typically have a resolution of 2k-4k, so if you have a line-chart with more points the user will not be able to see it anyway.
My suggestion is to scrap the obsolete BackgroundWorker, in favor of an infinite asynchronous loop. The example below assumes the existence of a Calculate method that should run on a background thread and should return the result of one calculation, and an UpdateUI method that should run on the UI thread and should consume this result.
private async Task InfiniteLoop(CancellationToken cancellationToken = default)
{
object calculationResult = null;
while (true)
{
Task loopMinimumDurationTask = Task.Delay(100, cancellationToken);
Task<object> calculationTask = Task.Run(() => Calculate());
if (calculationResult != null) UpdateUI(calculationResult);
calculationResult = await calculationTask;
await loopMinimumDurationTask;
}
}
This design has the following characteristics:
The Calculate and the UpdateUI methods are working in parallel.
If the Calculate completes first, it waits the completion of the UpdateUI before starting the next calculation.
If the UpdateUI completes first, it waits the completion of the Calculate before starting the next update of the UI.
If both the Calculate and the UpdateUI complete in under 100 milliseconds, an extra asynchronous delay is imposed, so that no more than 10 loops per second can occur.
The infinite loop can be terminated by canceling the optional CancellationToken.
The object type for the calculationResult variable in the above example is just for demonstration. Unless the result of the calculation is trivial, you should create a class or struct that can store all the data required for updating the UI on every loop. By eliminating all global state you minimize the number of things that can go wrong.
Usage example:
private CancellationTokenSource _cts;
private Task _infiniteLoop;
private void Form_Load(object sender, EventArgs e)
{
_cts = new CancellationTokenSource();
_infiniteLoop = InfiniteLoop(_cts.Token);
}
private void Form_FormClosing(object sender, FormClosingEventArgs e)
{
_cts.Cancel();
// Wait the completion of the loop before closing the form
try { _infiniteLoop.GetAwaiter().GetResult(); }
catch (OperationCanceledException) { } // Ignore this error
}

Make variable method

I am currently working on a XP Leveling system in unity. At the moment my code works (this first part is inside the onclick method):
currentExp = Xp.LevelToXP(combat + 1);
if (combatExp + 5 < currentExp)
{
combatExp += 5;
if (previousExp == 0)
{
float fill = (float)(currentExp) / 100;
XpBar.fillAmount += (5 / fill) / 100;
}
else
{
float fill = (float)(currentExp - previousExp) / 100;
XpBar.fillAmount += (5 / fill) / 100;
}
}
else if (combatExp + 5 == currentExp)
{
combatExp += 5;
combat++;
previousExp = currentExp;
XpBar.fillAmount = 0;
}
else if (combatExp + 5 > currentExp)
{
combatExp += 5;
combat++;
previousExp = currentExp;
XpBar.fillAmount = 0;
float remainingExp = (float)combatExp - currentExp;
XpBar.fillAmount += (remainingExp / currentExp) / 100f;
}
txtCombatLvl.text = "Combat Level: " + combat;
this is what happens when you press the button.
but when i try to put all of this in a method instead of the onclick method
void AddExp (int skill, int skillExp, int expAmount)
{
currentExp = Xp.LevelToXP(skill + 1);
if (skillExp + expAmount < currentExp)
{
skillExp += expAmount;
if (previousExp == 0)
{
float fill = (float)(currentExp) / 100;
XpBar.fillAmount += (expAmount / fill) / 100;
}
else
{
float fill = (float)(currentExp - previousExp) / 100;
XpBar.fillAmount += (expAmount / fill) / 100;
}
}
else if (skillExp + expAmount == currentExp)
{
skillExp += expAmount;
skill++;
previousExp = currentExp;
XpBar.fillAmount = 0;
}
else if (skillExp + expAmount > currentExp)
{
skillExp += expAmount;
skill++;
previousExp = currentExp;
XpBar.fillAmount = 0;
float remainingExp = (float)skillExp - currentExp;
XpBar.fillAmount += (remainingExp / currentExp) / 100f;
}
}
And I try to access it by calling it like this:
AddExp(combat, combatExp, 5);
none of my combat xp and level don't save. Can someone point me in the right direction since none of what i tried worked.
The parameters of a C# method are passed by value and not by references, so changes to them inside a function are local to the function. If you want the values updated then you prefix them with the ref keyword.
void AddExp (ref int skill, ref int skillExp, int expAmount)
Alternate Solution
Alternatively, you could simplify your design with an encapsulation of your concept of a Skill with a class. Here's a possibility, I couldn't quite follow your math and am not familiar with your other classes, so you can adjust this as necessary.
public class Skill
{
private string _name;
private int _currentValue;
private int _currentLevel = 1;
public Skill(string name) {
}
public string Name { get { return _name; } }
public int CurrentXp { get { return _currentValue; } }
public int CurrentLevel { get { return _currentLevel; } }
public int XpRequiredForNextLevel { get { return Xp.LevelToXP(_currentLevel + 1); } }
public int XpRequiredForCurrentLevel { get { return Xp.LevelToXP(_currentLevel); } }
private float CalculateFillPercentage(int xp)
{
var xpInLevel = XpRequiredForNextLevel - XpRequiredForCurrentLevel;
return (float)(xp - XpRequiredForCurrentLevel) / (float)xpInLevel;
}
public void AddXp(int expAmount)
{
_currentValue += expAmount;
int XpInCurrentLevel = XpRequiredForNextLevel - XpRequiredForCurrentLevel;
if (_currentValue > XpRequiredForNextLevel) {
} else {
_currentLevel++;
}
XpBar.fillAmount = CalculateFillPercentage (_currentValue);
}
}
You could use this by holding instances of each skill, for example:
Skill combat = new Skill("combat");
And then later
combat.AddXp(50);
Each skill would be self contained. I'm not sure about the XpBar or how that is controlled between different types of skills, but you could further encapsulate by calculating internally, so the skill provides everything your UI needs to keep up to date.

How to update progressbars individually (simultaneous downloads)

I´m currently trying to add parallel downloads to my application but I don´t know how to handle the DownloadProgressChangedEvent to display the progress in multiple progressbars.
I´m using a datagridview with predefined rows for each file the user is able to download and each row has a cell with a progressbar in it.
The problem now is, that I don´t know how to update each progressbar individually, because right now, all selected progressbars are showing the same percentage and they´re just jumping between the progress of download1 & download2.
Here´s the code im using:
To start the downloads:
private void download_button_Click(object sender, EventArgs e)
{
start = DateTime.Now;
download_button.Enabled = false;
Rows = dataGridView1.Rows.Count;
Checked = 0;
CheckedCount = 0;
//count the selected rows
for (i = 0; i < Rows; i++)
{
Checked = Convert.ToInt32(dataGridView1.Rows[i].Cells["checkboxcol"].FormattedValue);
CheckedCount += Checked;
richTextBox3.Text = CheckedCount.ToString();
}
for (int z = 1; z < CheckedCount; z++)
{
_MultipleWebClients = new WebClient();
_MultipleWebClients.DownloadFileCompleted += new AsyncCompletedEventHandler(_DownloadFileCompleted);
_MultipleWebClients.DownloadProgressChanged += new System.Net.DownloadProgressChangedEventHandler(_DownloadProgressChanged);
_MultipleWebClients.DownloadFileAsync(new Uri(_downloadUrlList[z].ToString()), #"F:\test" + z + ".mp4");
}
}
(I´m also unable to download more than two files simultaneously - the third download won´t start until the first two are finished)
DownloadProgressChangedEvent:
private void _DownloadProgressChanged(object sender, DownloadProgressChangedEventArgs e)
{
progressBar1.Value = e.ProgressPercentage;
for (int c = 0; c < CheckedCount; c++)
{
dataGridView1.Rows[_downloadRowNrList[c]].Cells[3].Value = e.ProgressPercentage;
}
float size = ((e.TotalBytesToReceive / 1024) / 1024);
label1.Text = size.ToString();
double dn = (double)e.BytesReceived / 1024.0 / (DateTime.Now - start).TotalSeconds;
label2.Text = (dn.ToString("n") + " KB/s) " + e.ProgressPercentage);
}
The problem probably is, that all progressbars are using the same DownloadProgressChangedEvent, but I´m not sure how to create multiple of these events without knowing the needed number...
So i hope that someone is able to help me with this,
thanks in advance!
What you want to do is use the other DownloadFileAsync method:
http://msdn.microsoft.com/en-us/library/ms144197.aspx
The third parameter is a userToken which gets passed as part of the DownloadProgressChangedEventArgs (it's in the UserState property).
So, when you make the DownloadFileAsync call, pass in a unique token (an integer, or something else) that you can then associate with the progressBar that needs updating.
//(Snip)
//in download_button_Click, pass the row you are updating to the event.
for (int z = 1; z < CheckedCount; z++)
{
_MultipleWebClients = new WebClient();
_MultipleWebClients.DownloadFileCompleted += new AsyncCompletedEventHandler(_DownloadFileCompleted);
_MultipleWebClients.DownloadProgressChanged += new System.Net.DownloadProgressChangedEventHandler(_DownloadProgressChanged);
_MultipleWebClients.DownloadFileAsync(new Uri(_downloadUrlList[z].ToString()), #"F:\test" + z + ".mp4", dataGridView1.Rows[z]);
}
}
private void _DownloadProgressChanged(object sender, DownloadProgressChangedEventArgs e)
{
var rowToUpdate = (DataGridViewRow)e.UserState;
RowToUpdate["ProgressBar"].Value = e.ProgressPercentage;
RowToUpdate["TextProgress"].Value = e.ProgressPercentage;
RowToUpdate["BytesToRecive"].Value = ((e.TotalBytesToReceive / 1024) / 1024).ToString();
double dn = (double)e.BytesReceived / 1024.0 / (DateTime.Now - start).TotalSeconds;
RowToUpdate["Speed"].Value = (dn.ToString("n") + " KB/s) " + e.ProgressPercentage);
}
Sounds like you need a progress bar for multi-parted progress:
public partial class ProgressBarEx : ProgressBar
{
private readonly Dictionary<Guid, double> _partsProgress =
new Dictionary<Guid, double>();
private readonly Dictionary<Guid, double> _partsSizes =
new Dictionary<Guid, double>();
private double _value;
private double _maximum;
public ProgressBarEx()
{
this.InitializeComponent();
}
public int Parts
{
get { return this._partsSizes.Count; }
}
public new int Minimum { get; private set; }
public new double Maximum
{
get { return this._maximum; }
private set
{
this._maximum = value;
base.Maximum = (int)value;
}
}
public new double Value
{
get { return this._value; }
private set
{
this._value = value;
base.Value = (int)value;
}
}
[Obsolete("Not useable in ProgressBarEx.")]
public new int Step
{
get { return 0; }
}
public Guid AddPart(double size)
{
if (size <= 0)
{
throw new ArgumentException("size");
}
var partId = Guid.NewGuid();
this.Maximum += size;
this._partsSizes.Add(partId, size);
this._partsProgress.Add(partId, 0);
return partId;
}
public bool RemovePart(Guid partId)
{
double size;
if (!this._partsSizes.TryGetValue(partId, out size))
{
return false;
}
this.Maximum -= size;
this._partsSizes.Remove(partId);
this.Value -= this._partsProgress[partId];
this._partsProgress.Remove(partId);
return true;
}
public bool ContainsPart(Guid partId)
{
return this._partsSizes.ContainsKey(partId);
}
public double GetProgress(Guid partId)
{
return this._partsProgress[partId];
}
public void SetProgress(Guid partId, double progress)
{
if (progress < 0 || this._partsSizes[partId] < progress)
{
throw new ArgumentOutOfRangeException("progress");
}
this.Value += progress - this._partsProgress[partId];
this._partsProgress[partId] = progress;
}
public void AddProgress(Guid partId, double progress)
{
this.SetProgress(partId, progress + this._partsProgress[partId]);
}
[Obsolete("Not useable in ProgressBarEx.")]
public new void PerformStep()
{
}
}
Example usage:
public Form1()
{
InitializeComponent();
var pbe = new ProgressBarEx {Location = new Point(100, 100)};
this.Controls.Add(pbe);
for (var i = 0; i < 4; i++)
{
var size = i * 10 + 30;
var partId = pbe.AddPart(size);
var pb = new ProgressBar
{
Maximum = size,
Location = new Point(100, i * 30 + 130)
};
this.Controls.Add(pb);
var timer = new Timer {Interval = 1000 + i * 100};
timer.Tick += (sender, args) =>
{
pb.Value += 5;
pbe.AddProgress(partId, 5);
if (pb.Value == pb.Maximum)
{
timer.Stop();
}
};
timer.Start();
}
}

Playing sine wave for unknown time

Whole day I was looking for some tutorial or piece of code, "just" to play simple sin wave for "infinity" time. I know it sounds a little crazy.
But I want to be able to change frequency of tone in time, for instance - increase it.
Imagine that I want to play tone A, and increase it to C in "+5" frequency steps each 3ms (it's really just example), don't want to have free places, stop the tone.
Is it possible? Or can you help me?
Use NAudio library for audio output.
Make notes wave provider:
class NotesWaveProvider : WaveProvider32
{
public NotesWaveProvider(Queue<Note> notes)
{
this.Notes = notes;
}
public readonly Queue<Note> Notes;
int sample = 0;
Note NextNote()
{
for (; ; )
{
if (Notes.Count == 0)
return null;
var note = Notes.Peek();
if (sample < note.Duration.TotalSeconds * WaveFormat.SampleRate)
return note;
Notes.Dequeue();
sample = 0;
}
}
public override int Read(float[] buffer, int offset, int sampleCount)
{
int sampleRate = WaveFormat.SampleRate;
for (int n = 0; n < sampleCount; n++)
{
var note = NextNote();
if (note == null)
buffer[n + offset] = 0;
else
buffer[n + offset] = (float)(note.Amplitude * Math.Sin((2 * Math.PI * sample * note.Frequency) / sampleRate));
sample++;
}
return sampleCount;
}
}
class Note
{
public float Frequency;
public float Amplitude = 1.0f;
public TimeSpan Duration = TimeSpan.FromMilliseconds(50);
}
start play:
WaveOut waveOut;
this.Notes = new Queue<Note>(new[] { new Note { Frequency = 1000 }, new Note { Frequency = 1100 } });
var waveProvider = new NotesWaveProvider(Notes);
waveProvider.SetWaveFormat(16000, 1); // 16kHz mono
waveOut = new WaveOut();
waveOut.Init(waveProvider);
waveOut.Play();
add new notes:
void Timer_Tick(...)
{
if (Notes.Count < 10)
Notes.Add(new Note{Frecuency = 900});
}
ps this code is idea only. for real using add mt-locking etc
use NAudio and SineWaveProvider32: http://mark-dot-net.blogspot.com/2009/10/playback-of-sine-wave-in-naudio.html
private WaveOut waveOut;
private void button1_Click(object sender, EventArgs e)
{
StartStopSineWave();
}
private void StartStopSineWave()
{
if (waveOut == null)
{
var sineWaveProvider = new SineWaveProvider32();
sineWaveProvider.SetWaveFormat(16000, 1); // 16kHz mono
sineWaveProvider.Frequency = 1000;
sineWaveProvider.Amplitude = 0.25f;
waveOut = new WaveOut();
waveOut.Init(sineWaveProvider);
waveOut.Play();
}
else
{
waveOut.Stop();
waveOut.Dispose();
waveOut = null;
}
}

Animate opacity over time in XNA

I would like to animate the opacity value of a text string containing the name of the level in and out with a delay in the middle.
So the sequence of events would be like:
Start transparent
Fade in to solid white over a second of game time
Wait a second
Fade out to transparent again over a second.
The code I have written to animate the alpha value isn't working. Plus, it's pretty ugly and I'm sure there's a better way to do it using the XNA framework.
I've been unable to find any advice elsewhere about doing this. Surely animating values like this isn't that uncommon. How can I do it?
Here's my current code as requested (yes it's horrible).
private int fadeStringDirection = +1;
private int fadeStringDuration = 1000;
private float stringAlpha = 0;
private int stringRef = 0;
private int stringPhase = 1;
...
if (!pause)
{
totalMillisecondsElapsed += gameTime.ElapsedGameTime.Milliseconds;
if (fadestringDirection != 0)
{
stringAlpha = ((float)(totalMillisecondsElapsed - stringRef) / (float)(fadeStringDuration*stringPhase)) * fadeStringDirection;
stringAlpha = MathHelper.Clamp(stringAlpha, 0, 1);
if (topAlpha / 2 + 0.5 == fadeStringDirection)
{
fadeStringDirection = 0;
stringRef = totalMillisecondsElapsed;
stringPhase++;
}
}
else
{
stringRef += gameTime.ElapsedGameTime.Milliseconds;
if (stringRef >= fadeStringDuration * stringPhase)
{
stringPhase++;
fadeStringDirection = -1;
stringRef = totalMillisecondsElapsed;
}
}
}
Here's the solution I have now. Much nicer than what I had before (and in a class of its own).
/// <summary>
/// Animation helper class.
/// </summary>
public class Animation
{
List<Keyframe> keyframes = new List<Keyframe>();
int timeline;
int lastFrame = 0;
bool run = false;
int currentIndex;
/// <summary>
/// Construct new animation helper.
/// </summary>
public Animation()
{
}
public void AddKeyframe(int time, float value)
{
Keyframe k = new Keyframe();
k.time = time;
k.value = value;
keyframes.Add(k);
keyframes.Sort(delegate(Keyframe a, Keyframe b) { return a.time.CompareTo(b.time); });
lastFrame = (time > lastFrame) ? time : lastFrame;
}
public void Start()
{
timeline = 0;
currentIndex = 0;
run = true;
}
public void Update(GameTime gameTime, ref float value)
{
if (run)
{
timeline += gameTime.ElapsedGameTime.Milliseconds;
value = MathHelper.SmoothStep(keyframes[currentIndex].value, keyframes[currentIndex + 1].value, (float)timeline / (float)keyframes[currentIndex + 1].time);
if (timeline >= keyframes[currentIndex + 1].time && currentIndex != keyframes.Count) { currentIndex++; }
if (timeline >= lastFrame) { run = false; }
}
}
public struct Keyframe
{
public int time;
public float value;
}
}

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