How to display the time elapsed in a label - c#

What should be straight forward is not here and I couldnt find a way yet in spite of reading a lot.
I have a button which executes a time consuming function. So on clicking the button should show time elapsed in milliseconds in a label with an interval of 500 ms. And when the desired result is achieved I want the timer to stop. I dont just need the final time (the total time consumed) in a label, but the label should dynamically show the time being elapsed. My code would be:
private void btnHistory_Click(object sender, EventArgs e)
{
Class1 c = new Class1();
c.StartClock(ref label12);
Utility.PopulateHistory(dgvRecords_history, _util); //time consuming function
c.StopClock();
}
And in Class1 I write this:
internal void StartClock(ref Label l)
{
Timer t = new Timer();
t.Interval = 500;
t.Enabled = true;
t.Tag = l;
t.Tick += new EventHandler(t_Tick);
t.Start();
}
int i;
bool stop;
void t_Tick(object sender, EventArgs e)
{
if (stop)
{
((Timer)sender).Stop();
return;
}
((Label)((Timer)sender).Tag).Text = (++i).ToString();
}
internal void StopClock()
{
i = 0;
stop = true;
}
What happens is, the t_Tick event is fired only after the complete code under button event is fired. That is the tick event is fired after it goes through the StopClock function! I got no idea why on earth it should be that!
2 questions basically:
How can my requirement be achieved in the right way to handle these? I know I should use other built in classes to evaluate performance, but this is just for display purpose. For this, what is the ideal approach?
Why is my code not working?
EDIT: I have used here System.Windows.Forms Timer here, but the result is not any different with System.Timers Timer

The problem is that your long-running task is also running on the UI thread. So the timer can't fire and update the UI, since the thread is busy handling the long-running task.
Instead, you should use a BackgroundWorker to handle the long-running task.
In code:
private void btnHistory_Click(object sender, EventArgs e)
{
Class1 c = new Class1(ref label12);
c.StartClock();
var backgroundWorker = new BackgroundWorker();
backgroundWorker.DoWork += (s, e) =>
{
// time consuming function
Utility.PopulateHistory(dgvRecords_history, _util);
};
backgroundWorker.RunWorkerCompleted += (s, e) =>
{
c.StopClock();
};
backgroundWorker.RunWorkerAsync();
}
As ChrisWue noted, since you now have the long-running task in a separate thread, it needs to invoke any access to the UI controls on the UI thread.
If your long-running task just needs some data from the UI to start, you can pass that data as parameter of RunWorkerAsync(). If you need to output some result data to the UI, you can do that in the handler of the RunWorkerCompleted event. If you occasionally need to update the UI as progress is being made, you can do that in the handler of the ProgressChanged event, calling ReportProgress() in your DoWork handler.
If none of the above are needed, you could use the ThreadPool, as in StaWho's answer.

Your time consuming function is blocking the main thread. You can use BackgroundWorker or below trick:
public Form1()
{
InitializeComponent();
t.Tick +=new EventHandler(t_Tick);
t.Interval = 500;
}
int timeElapsed = 0;
System.Windows.Forms.Timer t = new System.Windows.Forms.Timer();
private void button1_Click(object sender, EventArgs e)
{
t.Start();
ThreadPool.QueueUserWorkItem((x) =>
{
TimeConsumingFunction();
});
}
void TimeConsumingFunction()
{
Thread.Sleep(10000);
t.Stop();
}
void t_Tick(object sender, EventArgs e)
{
timeElapsed += t.Interval;
label1.Text = timeElapsed.ToString();
}

Add the timer to the Components collection of the form. Or store the timer in a field in the class.
The timer is garbage collected because it is not longer reachable when your method returns.
I don't know about your long running code, but out should new run on a separate thread, or make calls to Application.DoEvents
(And remove the ref in your code, it is not used).

#Dainel Rose's answer worked for me perfectly, but only if invalid cross thread operation is handled. I could do so like:
private void btnHistory_Click(object sender, EventArgs e)
{
Class1 c = new Class1(ref label12);
c.StartClock();
var backgroundWorker = new BackgroundWorker();
backgroundWorker.DoWork += ((s, e) =>
{
// time consuming function
Utility.PopulateHistory(dgvRecords_history, _util);
});
backgroundWorker.RunWorkerCompleted += ((s, e) =>
{
c.StopClock();
});
backgroundWorker.RunWorkerAsync();
}
And in the Utility class where the time consuming function runs,
internal static void PopulateHistory(DataGridView dgv, Utility util)
{
SetDataGridView_History(dgv, util);
}
delegate void UpdateDataGridView_History(DataGridView dgv, Utility util);
static void SetDataGridView_History(DataGridView dgv, Utility util)
{
if (dgv.InvokeRequired)
{
UpdateDataGridView_History updaterDelegate = new UpdateDataGridView_History(SetDataGridView_History);
((Form)util._w).Invoke(updaterDelegate, new object[] { dgv, util });
}
else
//code that utilizes UI thread (long running process in my case)
}
Thanks all who helped. I'm marking Daniel's answer..

Related

Trouble with UI Threads and Backgroundworker

What I'm trying to achieve is simple. I have a dynamic timer (one that can be changed by the user) which calls on background worker to go and fetch the user's external IP address. The combination of Timer and BackgroundWorker is causing some problems. Here's the code:
namespace IPdevices
{
/// <summary>
/// Interaction logic for Main.xaml
/// </summary>
public partial class Main : Window
{
private readonly BackgroundWorker worker;
private IPret iprep;
private Timer timer;
public Main(Client client)
{
InitializeComponent();
iprep = new IPret();
startClock();
worker = new BackgroundWorker();
worker.DoWork += worker_DoWork;
worker.RunWorkerCompleted += worker_RunWorkerCompleted;
worker.WorkerReportsProgress = true;
worker.ProgressChanged += worker_ProgressChanged;
}
private void worker_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
ipAdd.Content = e.UserState;
}
private void startClock()
{
timer = new Timer();
timer.Interval = 2000;
timer.Elapsed += new ElapsedEventHandler(clockTimer_Tick);
timer.Start();
}
private void clockTimer_Tick(object sender, ElapsedEventArgs e)
{
timer.Stop();
worker.RunWorkerAsync();
}
private void worker_DoWork(object sender, DoWorkEventArgs e)
{
Console.WriteLine("Checking ip");
iprep.refresh();
worker.ReportProgress(0, iprep.getExternalIp());
Console.WriteLine("Found ip");
}
private void worker_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
timer.Start();
}
}
}
Essentially, once the timer fires, I wish to fetch the ip address and output on a label in the application. However, I get an exception in the ProgressChanged method saying that it can't be changed because another thread owns it. Which thread is that? Is it the iprep that is owned by another thread? In fact, RunWorkerCompleted never gets fired. I'm having trouble understanding which threads own what and how objects are locked...Any insight would be appreciated.
This appears to fix it in my test of it
private void clockTimer_Tick(object sender, ElapsedEventArgs e)
{
timer.Stop();
Action a = () =>
{
worker.RunWorkerAsync();
};
Application.Current.Dispatcher.BeginInvoke(a);
}
Also, I'll note this is consistent behavior for Timer in WPF (I hadn't used it in WPF before); trying ipAdd.Content = "Tick"; in the clockTimer_Tick causes the same error. System.Timers.Timer's tick event does not happen on the UI thread.
Replace all your code by the few lines shown below. The Tick handler is executed in the UI thread. Still it asynchronously runs a background operation and does not block the UI thread.
private void StartClock()
{
var timer = new DispatcherTimer { Interval = TimeSpan.FromSeconds(2) };
timer.Tick += async (o, e) => await GetIP();
timer.Start();
}
private async Task GetIP()
{
Debug.WriteLine("Checking ip");
await Task.Run(() =>
{
// Get the IP asynchronously here
});
Debug.WriteLine("Found ip");
// Update the UI here
}
ipAdd is an UI element if I am not mistaken. If it is then the problem lies on cross threading.
What happened is that Background worker is going to be running on a different thread than the UI thread. If you want to modify UI element's property you need to do it on the UI thread. One option is to use Dispatcher.Invoke but since you are using WPF, there is a better way to do it.
Do a search about MVVM design patter and move the background code into View Model. Then you could do something like
string _XXContent
public string XXContent
{
get
{
return _XXContent;
}
set
{
_XXContent = value;
OnPropertyChanged("XXContent");
}
}
private void worker_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
XXContent = e.UserState;
}
xaml :
<TextBox Content={Binding XXContent}/>
Edit:
If you are on c# 5 then you should look into async/IProgress as well an get rid of Background worker.

How do I make a repeating button with a thread in c#?

I've looked at some guides and none of them have gotten me all the way there. I've never made a thread, discussed a thread, or seen a thread at the grocery store, so this may be a problem. Currently. I'm trying:
private void btnHUp_MouseDown(object sender, MouseEventArgs e)
{
{
ThreadStart HUp = new ThreadStart(dothis);
t = new Thread(HUp);
t.Start();
}
}
public void dothis()
{
if (intHour < 23)
intHour = intHour += intStep;
lblTimerHour.Text = intHour.ToString("00");
}
private void btnHUp_MouseUp(object sender, MouseEventArgs e)
{
t.Abort();
}
}
That gets me InvalidOperationException was unhandled on the
lblTimerHour.Text = intHour.ToString("00");
line. I read what that means and... it might as well be in Mandarin, I kind of get the general concept-ish of what's going wrong, but it's painfully fuzzy. If you asked me the first step in fixing it I'd look at you like a deer in the headlights. We just haven't gotten that far in my class yet.
The problem here is that the label you are trying to update is owned by the main thread (i.e. what the UI runs on), and that means that only that thread can access/update it. So, since you are in a different thread, you need to tell the UI thread to update the label for you.
Something like this would work:
Action updateLabel = () => lblTimerHour.Text = intHour.ToString("00");
lblTimerHour.BeginInvoke(updateLabel);
What this does is tell the lblTimerHour to invoke the action you define above (updateLabel).
See this post: How to update the GUI from another thread in C#?
lblTimerHour.Invoke((MethodInvoker)delegate {
//Do what you need to do with the label
lblTimerHour.Text = intHour.ToString("00");
});
Edit
This should do the trick:
public void dothis()
{
do
{
if (intHour < 23)
intHour = intHour += intStep;
lblTimerHour.Invoke((MethodInvoker)delegate {
//Update the label from the GUI thread
lblTimerHour.Text = intHour.ToString("00");
});
//Pause 1 sec. Won't freeze the gui since it's in another thread
System.Thread.Sleep(1000);
}while(true); //Thread is killed on mouse up
}
Well, let's take a look and see what you already have.
First, I see you did this.
private void btnHUp_MouseDown(object sender, MouseEventArgs e)
{
ThreadStart HUp = new ThreadStart(dothis);
t = new Thread(HUp);
t.Start();
}
While this certainly is not the freshest stuff around it will still work. If you wanted some fresher ingredients then you might go with this instead.
private void btnHUp_MouseDown(object sender, MouseEventArgs e)
{
Task.Factory.StartNew(dothis);
}
Second, I see this.
public void dothis()
{
if (intHour < 23) intHour = intHour += intStep;
lblTimerHour.Text = intHour.ToString("00");
}
The problem here is that you are attempting to update a UI control from a thread other than the main UI thread. You see UI controls have what is called thread affinity. They can only ever be accessed from the thread that created them. What you have will lead to all kinds of unpredictable problems up to and including tearing a whole in spacetime.
A better option would be to do this.
public void dothis()
{
while (intHour < 23)
{
intHour = intHour += intStep;
lblTimerHour.Invoke((Action)(
() =>
{
lblTimerHour.Text = intHour.ToString("00");
}));
}
}
I assumed that you were missing the loop so I added it. While I cannot say that I personally have a taste for this kind of thing it is much easier to swallow. The real problem here is that the worker thread really does not do a whole lot of useful work. And then to top it off we have to use an awkward marshaling operation to transfer the result back to the UI thread. It is not pretty, but it will work.
And finally that brings me to this.
private void btnHUp_MouseUp(object sender, MouseEventArgs e)
{
t.Abort();
}
You are attempting to abort a thread which is highly inadvisable. The problem is that it yanks control from the thread at unpredictable times. That thread might be in the middle of a write to data structure which would corrupt it. This is actually a pretty bad problem because any data structure in the process of being manipulated from any one of the frames on the call stack could be in an inconsistent state. This includes code you did not write. That is why it is hard to say what you may or may not be corrupting by doing this.
What you need to consider instead is using the cooperative cancellation mechanisms. This includes the use of CancellationTokenSource and CancellationToken. Here is how it might look once we put everything together.
private CancellationTokenSource cts = null;
private void btnHUp_MouseDown(object sender, MouseEventArgs e)
{
cts = new CancellationTokenSource();
Task.Factory.StartNew(() => dothis(cts.Token));
}
private void btnHUp_MouseUp(object sender, MouseEventArgs e)
{
cts.Cancel();
}
public void dothis(CancellationToken token)
{
while (!token.IsCancellationRequested)
{
intHour += intStep;
lblTimerHour.Invoke((Action)(
() =>
{
lblTimerHour.Text = intHour.ToString("00");
}));
Thread.Sleep(1000);
}
}
What this does is signal that the worker thread should gracefully shutdown on its own. This gives the worker thread a chance to tidy things up before eventually terminating itself.
If you want to update the UI every X period of time then there are already existing tools for this; a Timer will do exactly what you want, and it will be much more efficient and easier to code than creating a new thread that just spends most of its time napping. Additionally, aborting threads is a very bad sign to see. Avoid it at all costs.
First create the timer and configure it in the constructor:
private System.Windows.Forms.Timer timer = new System.Windows.Forms.Timer();
private int hour = 0;
private int step = 0;
public Form1()
{
InitializeComponent();
timer.Tick += timer_Tick;
timer.Interval = 1000;
}
Have the Tick event do whatever should be done whenever it ticks.
private void timer_Tick(object sender, EventArgs e)
{
if (hour < 23)
{
hour += step;
lblTimerHour.Text = hour.ToString("00");
}
}
Then just start the timer when you want it to start ticking and stop the timer when you want it to stop:
private void btnHUp_MouseDown(object sender, MouseEventArgs e)
{
timer.Start();
}
private void btnHUp_MouseUp(object sender, MouseEventArgs e)
{
timer.Stop();
}
The timer will automatically ensure that the Tick event handler runs in the UI thread, and it won't block the UI thread (or any other thread) when its waiting for the next event to happen, it will just do nothing.

How do I show text on a label for a specific time (like 3 seconds)?

I have a statusbar label and I want to show a text on my StatusBar Label for 3 seconds only
How can I do it without using threads?
public void InfoLabel(string value)
{
if (InvokeRequired)
{
this.Invoke(new Action<string>(InfoLabel), new object[] { value });
return;
}
infoLabel.Text = value;
}
Simply add timer on the end of your method:
if (!string.IsNullOrWhiteSpace(value))
{
System.Timers.Timer timer = new System.Timers.Timer(3000) { Enabled = true };
timer.Elapsed += (sender, args) =>
{
this.InfoLabel(string.Empty);
timer.Dispose();
};
}
You need to define a function that you call each time you need to display your text, inside this function you define a timer, this timer is based on System.Windows.Forms.Timer, the only difference is that its modified to hold a stopTime parameter that represents the running duration, the only thing you need to do is to put your starting code(display text) inside the MyFunction function and to put the ending code(to stop displaying text) inside the Timer_Tick function, once you call MyFunction just specify how many seconds you want it to run in the function parameter.
private void MyFunction(int durationInSeconds)
{
MyTimer timer = new MyTimer();
timer.Tick += new EventHandler(Timer_Tick);
timer.Interval = (1000) * (1); // Timer will tick every second, you can change it if you want
timer.Enabled = true;
timer.stopTime = System.DateTime.Now.AddSeconds(durationInSeconds);
timer.Start();
//put your starting code here
}
private void Timer_Tick(object sender, EventArgs e)
{
MyTimer timer = (MyTimer)sender;
if (System.DateTime.Now >= timer.stopTime)
{
timer.Stop();
//put your ending code here
}
}
the modified timer class
public class MyTimer : System.Windows.Forms.Timer
{
public System.DateTime stopTime;
public MyTimer()
{
}
}
You can use Timer to create an instance of a timer that waits for n seconds before firing the Elapsed event. In the elapsed event, you clear the label's Content.
As the timer is executed in a separate thread, the UI thread is not locked while the timer is counting i.e. you are free to perform other operations in the UI.
private delegate void NoArgDelegate();
private void StartTimer(int durationInSeconds)
{
const int milliSecondsPerSecond = 1000;
var timer = new Timer(durationInSeconds * milliSecondsPerSecond);
timer.Start();
timer.Elapsed += timer_Elapsed;
}
private void timer_Elapsed(object sender, ElapsedEventArgs e)
{
var clearLabelTextDelegate = new NoArgDelegate(ClearLabelText);
this.Dispatcher.BeginInvoke(clearLabelTextDelegate);
}
private void ClearLabelText()
{
this.myLabel.Content = string.Empty;
}
As I do not the rest of your code, some suggestions would be to create a lock on the timer so as to prevent more than one UI event starting the timer. In addition, the delegate and the timer instance can be made as private members of the class.
You'll always be using at least the GUI thread. If you decide to wait on that thread, no other interaction with controls is possible (ie. no buttons will work, the window will not be repainted).
Alternatively you could use a System.Windows.Forms.Timer that gives control back to the OS, or another type of timer. Either way, the "countdown" will either block user interaction or happen on another thread (under the hood).

timer inside thread

My Aim: I am having a credit card wait window. I will call a function from the client to wait for the credit card swipe. In order to avoid the program getting stuck while waiting for the credit card . I am using a delegate to run a timer. The delegate will call a timer. The timer periodically checks for the presence for the card. If it found a card it will a callback/delegate assigned by the client.
the code is given below, my questions are
1) Will the _timer_Elapsed will get called within the thread so that it will add minimum overhead to the ui window?
2) How can i call the callback/event of the base class from the timer function. I have written a protected method which will call the event/delegate in the base class. I need to call the protected method from the timer function( which is inside a delegate in the derived class.)?
Wait wait = delegate()
{
_timer = new Timer(3000); // Set up the timer for 3 seconds
_timer.Elapsed += new ElapsedEventHandler(_timer_Elapsed);
_timer.Enabled = true; // Enable it
static void _timer_Elapsed(object sender, ElapsedEventArgs e)
{
// if(CheckCardsPresence())
{
//RaiseEvent()
//KillTimer()
}
//else
{
// do nothing. wait more
}
}
};
wait.Invoke();
No, the timer callback will not execute on the delegate-thread.
How could it? A timer cannot 'break in' on a thread, that thread has to poll.
This delegate-thread will terminate immediately after starting the timer. Which means you don't need this thread at all. Unless there is code not shown.
When you use a System.Threading.Timer the callback will be pushed onto the Threadpool.
To the second question (do try to ask only 1 question at a time)
A protected member should be accessible from an anonymous (embedded) method. Do you have a concrete problem?
From the MSDN documentation (sorry I got the wrong class the first time around)
This Windows timer is designed for a single-threaded environment where UI threads are used to perform processing. It requires that the user code have a UI message pump available.
This is a roundabout way of saying that the event will be raised on the UI thread / message pump, i.e. the answer to your first question is yes as long as by "the thread" you mean "the UI thread".
I don't really understand your second question - what base class are you talking about?
First, that code will not compile. You cannot declare a named method from within another method. You can, however, declare an anonymous method or lambda expression and then assign it to a delegate reference.
There may not be any need to do asynchronous polling of the credit card device. You might be able to use a System.Windows.Forms.Timer and perform the polling from the Tick event which runs on the UI thread. This would be acceptable if the CheckCardsPresence is a quick operation.
public class CreditCardWaitWindow : Form
{
private System.Windows.Timer timer = new System.Windows.Timer();
private void Form_Load(object sender, EventArgs args)
{
timer.Tick += OnTick;
timer.Interval = 3000;
timer.Start();
}
private void OnTick(object sender, EventArgs args)
{
if (CheckCardsPresence())
{
RaiseEvent();
timer.Stop();
}
}
}
If polling the credit card device is a time consuming operation then you will want to perform this operation on another thread to avoid blocking the UI.
public class CreditCardWaitWindow : Form
{
private System.Timers.Timer timer = new System.Timers.Timer();
private void Form_Load(object sender, EventArgs args)
{
timer.Elapsed += OnElapsed;
timer.Interval = 3000;
timer.AutoReset = false;
timer.Start();
}
private void OnElapsed(object sender, ElapsedEventArgs args)
{
if (CheckCardsPresence())
{
Invoke(
(MethodInvoker)(() =>
{
RaiseEvent();
}), null);
}
else
{
timer.Start();
}
}
}
Here is a cleaner implementation using a Task.
public class CreditCardWaitWindow : Form
{
private void Form_Load(object sender, EventArgs args)
{
Task.Factory.StartNew(
() =>
{
while (true)
{
Thread.Sleep(3000);
if (CheckCardsPresence()) break;
}
}, TaskCreationOptions.LongRunning).ContinueWith(
() =>
{
RaiseEvent();
}, TaskScheduler.FromCurrentSychronizationContext());
}
}
And to really top things off you could do this in C# 5.01 with the new await keyword. I am not sure it can get anymore succinct than that!
public class CreditCardWaitWindow : Form
{
private async void Form_Load(object sender, EventArgs args)
{
while (!CheckCardsPresence()) await Task.Delay(3000);
RaiseEvent();
}
}
1C# 5.0 has not been released yet.

Accessing a Progress bar from (System.Timer)Timer Event gives "Cross-Thread Operation Not Valid)

I am designing a form in which I have to increase a Progress bar while an operation is being performed simultaneously (In other words, I am showing the progress of this operation).
This operation takes 50 seconds. So I have used a System.Timer to Increase the Progress bar.
There isn't a single thread in my code. When I write Progress_bar.PerformStep() in Timer Event Handler, it gives error as "Cross Thread Operation Not Valid".
[From this error I analyzed that System.Timer must be creating a Thread and Runs the timer in it to perform multiple tasks.]
What should I do to increase my progress bar after every Second?
I tried solution given in this question. It removed the error but Now I can't see the progress bar increasing. Means it Starts.... No Increase for 50 sec and after it 100%.
Code is as follows:
Timer Declaration (It is Global):
public System.Timers.Timer Thetimer = new System.Timers.Timer(1000);
Event Declaration (This is in Constructor to make it...err...Public [May not be a correct word]):
Thetimer.Elapsed += new ElapsedEventHandler(_timer_Elapsed);
Call:
Thetimer.Start();
blRetVal = FunctionToBeExecuted(parameter);
Thetimer.Stop();
Event Handler:
void _timer_Elapsed(object sender, ElapsedEventArgs e)
{
//StatusBar.PerformStep(); -- Tried This. It gives the Error
/* This doesn't give an error but Another issue Arises */
if (InvokeRequired)
{
BeginInvoke(new Action(StatusBar.PerformStep));
}
else
StatusBar.PerformStep();
}
P.S. I am using C# and Visual Studio 2008
When you initialize the Timers.Timer object for use with a Windows Form, you must set the SynchronizingObject property of the timer instance to be the form.
systemTimersTimerInstance.SynchronizingObject = this; // this = form instance.
http://msdn.microsoft.com/en-us/magazine/cc164015.aspx
Rudy =8^D
It sounds like you're performing your "background" operation on the main thread, which is why your progress bar doesn't update when you invoke it.
Have a look at BackgroundWorker.
OK. Jon B is right. You'll have to have the long running task in a thread, there is no way around that. Simplified, you're doing this:
public partial class Form1 : Form
{
// ...
public System.Timers.Timer timer = new System.Timers.Timer(1000);
private void Form1_Load(object sender, EventArgs e)
{
timer.Elapsed += new System.Timers.ElapsedEventHandler(timer_elapsed);
timer.Start();
// Simulates your long running task (FunctionToBeExecuted)
// NOTE: This freezes the main UI thread for 10 seconds,
// so nothing will be drawn *at all*
Thread.Sleep(10000);
timer.Stop();
}
void timer_elapsed(object sender, System.Timers.ElapsedEventArgs e)
{
if (InvokeRequired)
this.BeginInvoke(new Action(progressBar1.PerformStep));
else
progressBar1.PerformStep();
}
}
As you can see in the Load event, you're not only halting the progress bar, you're halting the main UI thread. That's just not acceptable to most users and all good developers should have another option in their toolset.
The only way around this (except running another process) is running the task in a different thread. One of the easiest ways is using a BackgroundWorker, it's really easy. Here are the changes you need:
public partial class Form1 : Form
{
// ...
private void Form1_Load(object sender, EventArgs e)
{
BackgroundWorker worker = new BackgroundWorker();
worker.DoWork += new DoWorkEventHandler(worker_DoWork);
worker.RunWorkerCompleted +=
new RunWorkerCompletedEventHandler(worker_RunWorkerCompleted);
worker.RunWorkerAsync();
}
void worker_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
// Your work is completed, not needed but can be handy
// e.g. to report in some way that the work is done:
progressBar1.Value = progressBar1.Maximum;
}
void worker_DoWork(object sender, DoWorkEventArgs e)
{
timer.Elapsed += new System.Timers.ElapsedEventHandler(timer_elapsed);
timer.Start();
// Simulates your long running task (FunctionToBeExecuted)
// Your main UI thread is free!
Thread.Sleep(10000);
timer.Stop();
}
// ...
}

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