I know this has been asked before, but I don't think these solutions are flexible. The DocumentCompleted event should be used to determine when the load has completed, not as a method for performing work. If you need to perform several different tasks that each have to navigate several times, placing the logic in the DocumentCompleted event turns it into a messy switch/case router that is hard to read and maintain.
You need something that can actually wait during your method performing navigation so you can continue your task in the method you are already in. My first though is an actual Wait() method.
I would think something like this is close:
void WaitForLoad()
{
isLoading = true;
while (isLoading)
{
if (Application.Current == null) break;
Dispatcher.CurrentDispatcher.Invoke(DispatcherPriority.Background, (DispatcherOperationCallback)delegate(object unused) { return null; }, null);
}
}
And set Isloading to false in the DocumentCompleted event.
You should be able to just call this method after whatever action will cause a pageload. It works, it has some issues.
1) it sends the CPU usage for the app up to 35% until the page has loaded, even if nothing else is happening.
2) if the application tries to close while its running, the loop will keep running and leave the app open with no windows, hence the need for the break when the app is null.
Can this be fixed, or am I coming at this all the wrong way?
Edit: I tried implementing the ManualResetEvent solution below, but it led to several other issues that I am not sure can be resolved without creating a messier situation than the one above. Since the WebBrowser is on the UI, locking the thread stop the entire app. If the work is done on the background thread it can be locked, but then accessing the WebBrowser becomes very difficult.
In your situation, it sounds like you want a specific thread to block while waiting for the document to load. In that case, you would do something like this:
protected ManualResetEvent _resetEvent = new ManualResetEvent(false);
public void WaitingThread()
{
_resetEvent.WaitOne();
// Do stuff after the web browser completes.
}
public void LoadWebPage()
{
webBrowser.Navigate(new Uri(url));
webBrowser.DocumentCompleted = (s, e) => { _resetEvent.Set(); };
}
Basically, when the document completes, you signal the event and any threads waiting on the event unblock and continue executing.
I noticed that you use Dispatcher.CurrentDispatcher.Invoke this is good for calling your method that somehow updates UI from another thread. But from code provided, I don't see any code in other thread then UI. So
Run that code on another thread.
On the close event of your application you can make isLoading=false; And more, if the method invoked is kind of long running stuff insert
if(!isLoading)
return;
//or in some other app suitable way break an execution
EDIT:
Even better way to handle this in multithreading, then just simply relay on boolean variable, is using some Synchonization object
Related
EDIT:
please see question history, for unchanged question in order not to invalidate comments.
I am clicking button that executes certain codes and it creates a thread (System.Threading.Thread). When I reclick button which starts process it hangs and freezes ui. What could be the reason?
public partial class ucLoader : UserControl
{
//lock object for whole instance of class ucLoader
private object lockUcLoader = new object();
//bringing info from ui
private void btnBringInfo_Click(object sender, EventArgs e)
{
lock (lockUcLoader)
{
btnBringInfo_PerformClick(false);
}
}
//using this method because it could be called when even button not visible
internal void btnBringInfo_PerformClick(bool calledFromBandInit)
{
lock (lockUcLoader) //HANGS HERE when called multiple times and ui freeze as well
//by the way I am using (repetitive) lock, because this method also called independently from btnBringInfo_Click
{
//...
this.btnLoad_PerformClick();
}
}
//Another button perform click that could be triggered elsewhere when even button not visible
private void btnLoad_PerformClick()
{
lock (lockUcLoader) //I am using (repetitive) lock, because this method also called independently from btnBringInfo_PerformClick
{
//...
Run();
}
}
//method for creating thread which System.Threading.Thread
private void Run()
{
lock (lockUcLoader) //Maybe this lock is NOT REQUIRED, as it is called by only btnLoad_PerformClick(), could you please confirm?
{
//some code that thread can be killed when available, you can ingore this two lines as they are irrelevant to subject, I think
Source = new CancellationTokenSource();
Token = Source.Token;
var shell = new WindowsShell();
Thread = new Thread((object o) =>
{
//...
var tokenInThread = (CancellationToken)o;
exitCode =TaskExtractBatchFiles(cls, shell, exitCode);
using (var logEnt = new logEntities())
{
//Do some db operation
//...
this.Invoke((MethodInvoker)delegate
{
//do some ui update operation
//...
});
}
}
Thread.Start(Token);
}
}
public void Progress(string message)
{
Invoke((MethodInvoker)delegate //ATTENTION HERE see below picture Wait occurs here
{
if (message != null && message.Trim() != string.Empty)
{
this.txtStatus.AppendText(message + Environment.NewLine);
}
});
}
}
In order to avoid get closed question, what my question is how can I prevent
below method can be accesses with out lock from background thread and ui thread
public void Progress(string message)
{
Invoke((MethodInvoker)delegate //ATTENTION HERE see below picture Wait occurs here
{
if (message != null && message.Trim() != string.Empty)
{
this.txtStatus.AppendText(message + Environment.NewLine);
}
});
}
Invoke((MethodInvoker)delegate ...
Whenever you use the lock statement in your code then you always run the risk of inducing deadlock. One of the classic threading bugs. You generally need at least two locks to get there, acquiring them in the wrong order. And yes, there are two in your program. One you declared yourself. And one you cannot see because it is buried inside the plumbing that makes Control.Invoke() work. Not being able to see a lock is what makes deadlock a difficult problem to debug.
You can reason it out, the lock inside Control.Invoke is necessary to ensure that the worker thread is blocked until the UI thread executed the delegate target. Probably also helps to reason out why the program deadlocked. You started the worker thread, it acquired the lockUcLoader lock and starts doing its job, calling Control.Invoke while doing so. Now you click the button before the worker is done, it necessarily blocks. But that makes the UI thread go catatonic and no longer capable of executing the Control.Invoke code. So the worker thread hangs on the Invoke call and it won't release the lock. And the UI thread hangs forever on the lock since the worker can't complete, deadlock city.
Control.Invoke dates from .NET 1.0, a version of the framework that has several serious design mistakes in code related to threading. While meant to be helpful, they just set death-traps for programmers to blunder into. What is unique about Control.Invoke is that it is never correct to use it.
Distinguish Control.Invoke and Control.BeginInvoke. You only ever need Invoke when you need its return value. Note how you don't, using BeginInvoke instead is good enough and instantly solves the deadlock. You'd consider Invoke to obtain a value from the UI so you can use it in the worker thread. But that induces other major threading issue, a threading race bug, the worker has no idea what state the UI is in. Say, the user might be busy interacting with it, typing a new value. You can't know what value you obtain, it will easily be the stale old value. Inevitably producing a mismatch between the UI and the work being done. The only way to avoid that mishap is to prevent the user from typing a new value, easily done with Enable = false. But now it no longer makes sense to use Invoke, you might as well pass the value when you start the thread.
So using BeginInvoke is already good enough to solve the problem. But that is not where you should stop. There is no point to those locks in the Click event handlers, all they do is make the UI unresponsive, greatly confuzzling the user. What you must do instead is set the Enable properties of those buttons to false. Set them back to true when the worker is done. Now it can't go wrong anymore, you don't need the locks and the user gets good feedback.
There is another serious problem you haven't run into yet but you must address. A UserControl has no control over its lifetime, it gets disposed when the user closes the form on which it is hosted. But that is completely out of sync with the worker thread execution, it keeps calling BeginInvoke even though the control is dead as a doornail. That will make your program bomb, hopefully on an ObjectDisposedException. A threading race bug that a lock cannot solve. The form has to help, it must actively prevent the user from closing it. Some notes about this bug in this Q+A.
For completeness I should mention the third most common threading bug that code like this is likely to suffer from. It doesn't have an official name, I call it a "firehose bug". It occurs when the worker thread calls BeginInvoke too often, giving the UI thread too much work to do. Happens easily, calling it more than about thousand times per second tends to be enough. The UI thread starts burning 100% core, trying to keep up with the invoke requests and never being able to catch up. Easy to see, it stops painting itself and responding to input, duties that are performed with a lower priority. That needs to be fixed the logical way, updating UI more than 25 times per second just produces a blur that the human eye can't observe and is therefore pointless.
I've used Visual Studio 2013 to build a C# application with a single form, and the application has two routines that update the screen. The routines that update the screen need to run on the main thread, so my own threads (which don't interact with the screen) call the BeginInvoke method on the main form when updates are required. However, something is happening somewhere in the application with the result that the two update routines stop executing. I've put logging into the app to track the calls to BeginInvoke and the execution of the update routines, and I can see that when this problem occurs, the BeginInvoke calls are made, but then nothing. When this happens, the whole application seems to freeze. I can't think of what might be causing this. How can I debug this? Is there any way of looking at what's queued to run on the main thread? When I run in debug and break into the application, all threads look normal, and the main thread doesn't appear to be doing anything, so why isn't it processing my pending update tasks?
The Control.BeginInvoke() adds the delegate to an internal thread-safe queue. And posts a message to the UI thread to tell it to go have a look in that queue. The message loop inside Application.Run() gets that message and goes about emptying the queue again, executing the delegates.
So if you don't see this happening then the most obvious reason is that the UI thread isn't inside the Application.Run() loop. A standard mistake you could make is waiting for the thread to complete for example. Very likely to cause deadlock. Never wait, if you need to run code after the thread completes then consider BackgroundWorker's RunWorkerCompleted event or TaskScheduler.FromCurrentSynchronizationContext().
The not-so-obvious failure mode of not seeing anything happening is that you are calling BeginInvoke() far too often. If you do this more than ~1000 times per second, give or take, then you'll flood that internal queue with too many delegates. The UI thread will actually be busy emptying that queue but can never catch up, always finding yet another delegate in the queue after executing one. It goes catatonic when this happens, not taking care of its normal duties anymore. Like responding to input and painting the windows. No fix for this, other than limiting the rate at which you call BeginInvoke(). Do keep the target in mind, you only have to do it as often as the user's eyes can perceive. Updating the UI at a rate more then 25 times per second is just wasted effort.
This might be due to the two update routines attempting to update the UI at the same time. I've seen strange UI behaviour, e.g. partially updated controls, when many UI updates occur in a short space of time when triggered by multiple interleaved events. The two routines are different routines, yes?
A possible way to solve this is to use asynchronous delegate invocation on the UI thread. In the code below I've assumed that your UI is a WinForms Form, and I've named the two routines UpdateA and UpdateB.
private bool isUpdating;
public delegate void UpdateDelegate();
private void UpdateA()
{
if (isUpdating)
{
this.BeginInvoke(new UpdateDelegate(UpdateA));
}
else
{
isUpdating = true;
try
{
// ... do UI updates for A
}
finally
{
isUpdating = false;
}
}
}
private void UpdateB()
{
if (isUpdating)
{
this.BeginInvoke(new UpdateDelegate(UpdateB));
}
else
{
isUpdating = true;
try
{
// ... do UI updates for B
}
finally
{
isUpdating = false;
}
}
}
By the way, I didn't use lock above to synchronise access to flag isUpdating, on the assumption that both UpdateA and UpdateB execute on the UI thread. They are invoked asynchronously by the worker threads via BeginInvoke.
I have custom browser class which is capable of firing a lot of events depending on browsed page state. Now I need to perform some operations on this web page using my browser, but they have to run sequentialy, each operation needs data from the previous one.
The cleanest way to achieve this is to make a synchronous methods waiting for browser to do its job. I made it like this:
public incomplete class MyClass {
// (...) lots of stuff comes here, it's a web browser :)
public bool MySyncMethod(object data) {
bool success = false;
bool wait = true;
MyEventHandler = new EventHandler((o, e) => {
data = MyEventProvidedData; // belive me, it's threre when it fired
success = true; // let's assume it always succeed
wait = false; // now we can move on to the rest of our long chain
});
// (...) here I have some more event handlers which can end my method...
MyAsyncMethod(data); // so it started and will fire MyEventHandler soon
while (wait) System.Threading.Thread.Sleep(100);
return success;
}
}
But something seems wrong here. If I used threads, I'd just place myThread.Join() instead of my while loop and it would wait for my thread to complete. Is it something similar to Thread.Join() which can be used with events fired by controls? Is there something to use instead of while loop? Is it a cleaner way to achieve my goal? The code above works in the real app, but I think it's not optimal.
And there is a good reason I don't use threads here - all communication between threads and ActiveX control must be thread-safe, and this is not trivial to achieve. Yes, I tried :) This code was a hell to debug, so I decided to rewrite it.
Try use ManualResetEvent:
var wait = new ManualResetEvent(false);
var handler = new EventHandler((o, e) => wait.Set());
MyAsyncMethod(data, handler); // so it started and will fire handler soon
wait.WaitOne();
If it's possible to use tasks, you could use the WaitAll Method
But you say you can't use threads. Still the asyncmethod must start some kind of threading so there must be some threading involved?
If the problem is that the asyncmethod must post back to the original thread for the active x control to work, you can use the ASyncOperationManager ( shameless own blog post link: http://blog.subrosoftware.nl/?p=42 ), or the MSDN link Could that perhaps solve the thread callback issue?
I have an application that start System.Threading.Timer, then this timer every 5 seconds read some information from a linked database and update GUI on main form of application;
Since the System.Threading.Timer create another thread for the Tick event, i need to use Object.Invoke for updating User Interface on the main Form of application with code like this :
this.Invoke((MethodInvoker)delegate()
{
label1.Text = "Example";
});
The app work very well, but sometimes when the user close the main form and then close the application, if the second thread on timer_tick event is updating the user interface on main thread the user get an ObjectDisposedException.
How can i do for stop and close the threading timer before closing the main form and avoiding then Object disposed exception ?
This is a bit of a tricky proposition as you must ensure the following on a given Close event
The timer is stopped. This is fairly straight forward
The control being updated isn't disposed when the delegate is run. Again straight forward.
The code currently running off of a timer tick has completed. This is harder but doable
There are no pending Invoke methods. This is quite a bit harder to accomplish
I've run into this problem before and I've found that preventing this problem is very problematic and involves a lot of messy, hard to maintain code. It's much easier to instead catch the exceptions that can arise from this situation. Typically I do so by wrapping the Invoke method as follows
static void Invoke(ISynchronizedInvoke invoke, MethodInvoker del) {
try {
invoke.Invoke(del,null);
} catch ( ObjectDisposedException ) {
// Ignore. Control is disposed cannot update the UI.
}
}
There is nothing inherently wrong with ignoring this exception if you're comfortable with the consequences. That is if your comfortable with the UI not updating after it's already been disposed. I certainly am :)
The above doesn't take care of issue #2 though and it still needs to be done manually in your delegate. When working with WinForms I often use the following overload to remove that manual check as well.
static void InvokeControlUpdate(Control control, MethodInvoker del) {
MethodInvoker wrapper = () => {
if ( !control.IsDisposed ) {
del();
}
};
try {
control.Invoke(wrapper,null);
} catch ( ObjectDisposedException ) {
// Ignore. Control is disposed cannot update the UI.
}
}
Note
As Hans noted ObjectDisposedException is not the only exception that can be raised from the Invoke method. There are several others, including at least InvalidOperationException that you need to consider handling.
System.Timers.Timer is a horrible class. There is no good way to stop it reliably, there is always a race and you can't avoid it. The problem is that its Elapsed event gets raised from a threadpool thread. You cannot predict when that thread actually starts running. When you call the Stop() method, that thread may well have already been added to the thread pool but didn't get around to running yet. It is subject to both the Windows thread scheduler and the threadpool scheduler.
You can't even reliably solve it by arbitrarily delaying the closing of the window. The threadpool scheduler can delay the running of a thread by up to 125 seconds in the most extreme cases. You'll reduce the likelihood of an exception by delaying the close by a couple of seconds, it won't be zero. Delaying the close for 2 minutes isn't realistic.
Just don't use it. Either use System.Threading.Timer and make it a one-shot timer that you restart in the event handler. Or use a System.Windows.Forms.Timer, it is synchronous.
A WF Timer should be your choice here because you use Control.Invoke(). The delegate target won't start running until your UI thread goes idle. The exact same behavior you'll get from a WF timer.
Create two booleans called 'StopTimer' and 'TimerStopped'. Set the timer's AutoReset property to false. Then format the Elapsed method to the following:
TimerStopped = false;
Invoke((MethodInvoker)delegate {
// Work to do here.
});
if (!StopTimer)
timer.Start();
else
TimerStopped = true;
This way you are preventing a race condition, checking if the timer should continue and reporting when the method has reached its end.
Now format your FormClosing event as follows:
if (!TimerStopped)
{
StopTimer = true;
Thread waiter = new Thread(new ThreadStart(delegate {
while (!TimerStopped) { }
Invoke((MethodInvoker)delegate { Close(); });
}));
waiter.Start();
e.Cancel = true;
}
else
timer.Dispose();
If the timer hasn't stopped yet, a thread is launched to wait until it has done so and then try to close the form again.
I am using API that originally was written with native code and wrapped with .net interops. The API is work asynchronic way when each operation raises event when it finished.
All my logic is synchronic so I want to synchronizing the operations. I doing it with EventWaitHandle. here the code
Stock stock;
private System.Threading.EventWaitHandle _signal = null;
public void Sync()
{
_signal = new System.Threading.EventWaitHandle(false,
System.Threading.EventResetMode.AutoReset);
MBTradingProvider.Instance.FinnishGetStoch += new
EventHandler(Instance_FinnishGetStoch);
MBTradingProvider.Instance.GetStockAsync("IBM");
_signal.WaitOne();
}
void Instance_FinnishGetStoch(object sender, EventArgs e)
{
stock = MBTradingProvider.Instance.CurrentWorkongStock;
if (_signal != null)
_signal.Set();
}
This code stuck in the _signal.WaitOne() line, the current thread is freezes and nothing to be happened.
I worked the same pattern on some other async operation and I work fine. The only difference that I can think about is that under the hood works com objects, as I said the effect that I get is that the code not responding after the WaitOne line
Anyone have an idea what can be wrong?
One issue with this code is the assignment of the _signal variable. This variable is atomically set but it is not necessarily visible between all threads involved. You need to use a method like Interlocked.Exchange to ensure the set is visible at the same time in all threads.
System.Threading.EventWaitHandle temp = new System.Threading.EventWaitHandle(false,
System.Threading.EventResetMode.AutoReset);
Interolocked.Exchange(ref _signal, temp);
Also, why are you not using an AutoReset event directly?
Your code seems to be fine to me.
I am assuming the following:
Sync() is executed in ThreadA
Calling GetStockAsync() will create ThreadB, which will perform some task to get stock info
Upon completing to get the stock info, ThreadB, not ThreadA, will execute the event handler, Instance_FinnishGetStoch(),
My rough guess is that the assumption#3 may not be true for your async framework.
You may want to try your code asynchronously and check which thread executes GetStockAsyc() and which thread executes Instance_FinishGetStock() event handler.
If only one thread does both GetStockAsync() and Instance_FinishGetStock(), your code above will be stuck on _signal.WaitOne().
For example, in a winform, if Form.BeginInoke(MyDelegate) is called in the UI thread, MyDelegate will be executed in the same UI thread, yet still asynchronously.