Putting a section of code on a different thread? - c#

I appreciate your help ahead of time. I'm fairly new to programming, so go easy on me. Right now I have a time-consuming loop which I really need to run outside of the UI thread, because Update() updates a progress bar, which isn't happening till this loop is done. I've looked at some short threading tutorials, and they the updates never render until the big loop is finished.
private void Button_Convert_Click(object sender, RoutedEventArgs e)
{
MachineAngleCalculations.Instance.Arm1Length_Arbitrary = 12;
MachineAngleCalculations.Instance.Arm2Length_Arbitrary = 11;
int resolution = 100000; //points per shape
double xstep, ystep, x, y;
int totalpoints = resolution * ShapeList.Count;
int calculatedpoints = 0;
ProgStat.Update(calculatedpoints, totalpoints, "Calculated", "individual instructions.");
InstructionList.Clear();
foreach (MachineLine item in ShapeList)
{
xstep = (item.End.X - item.Start.X) / (resolution - 1);
ystep = (item.End.Y - item.Start.Y) / (resolution - 1);
for (int i = 0; i < resolution; i++)
{
x = item.Start.X + xstep * i;
y = item.Start.Y + ystep * i;
InstructionList.Add(MachineAngleCalculations.Instance.XYtoMachineInstrution(x, y, 1));
calculatedpoints += 1;
ProgStat.Update(calculatedpoints, totalpoints, "Calculated", "individual instructions.");
}
}
}
So what is the simplest way to execute the foreach loop on a different thread?
Is there a way to do so without putting it in a different function?

You can try:
Aynchronous Programming
Asynchronous Method Invocation (Best tutorial ever!!)
Background Worker
BackgroundWorker Class Sample for Beginners

Simple solution will be using BackgroundWorker Class

Related

Progress Bar Do Work Backgroundworker C# WinForms

hope anybody can help me. My problem is the progress bar in C# WinForms. I have the following Code:
(There is a stupid calculate from an uint until a given number from a textbox and i want to show the progress while the calculate method is running)
// The stupid method which calculate
public void ueberlaufUint()
{
try
{
uint ueberlaufZahl = Convert.ToUInt32(textBox1.Text);
do
{
ueberlaufZahl++;
//Console.WriteLine(ueberlaufZahl);
} while (ueberlaufZahl <= 100);
label1.Text = "Endzahl: " + ueberlaufZahl;
}
catch (Exception)
{
MessageBox.Show("Only not negative natural numbers accepted");
}
}
// Buttonclickevent
private async void button1_Click(object sender, EventArgs e)
{
ueberlaufUint();
progressBar1.Maximum = 100;
progressBar1.Step = 1;
var progress = new Progress<int>(v =>
{
// This lambda is executed in context of UI thread,
// so it can safely update form controls
progressBar1.Value = v;
});
// Run operation in another thread
await Task.Run(() => DoWork(progress));
}
// DoWork
public void DoWork(IProgress<int> progress)
{
// This method is executed in the context of
// another thread (different than the main UI thread),
// so use only thread-safe code
for (int j = 0; j < 10000; j++)
{
ueberlaufUint();
// Use progress to notify UI thread that progress has
// changed
if (progress != null)
progress.Report((j + 1) * 100 / 100000);
}
}
The progressbar only counts few steps with no dependency (in my meaning) with the calculate method.
Very great thanks in forward, sorry for my bad english.
Just a typo. You have an extra 0 in the code:
progress.Report((j + 1) * 100 / 100000);
should be
progress.Report((j + 1) * 100 / 10000);

Windows Form App for loop not working

int i = 0;
private void button1_Click(object sender, EventArgs e)
{
for (int j = 10; j < 1000; j = j + 1)
{
string y = i.ToString();
webBrowser1.Document.GetElementById("lst-ib").SetAttribute("value", y);
i++;
}
}
This is the section of code I'm working with in a windows form application
I want it to input the value and show it going up however it just jumps to the end and puts the last output instead of counting up.
Some people said to use timers but I haven't been able to get them to work.
Any ideas?
You're locking up the UI thread with your loop, so that it doesn't update the control until it's done with its work. You end up only seeing the final value, when the loop is complete and the UI refreshes.
Take a look at using a Timer control instead. You can tell it to raise an event at regular intervals, and it'll allow your UI to be updated correctly.
Add a Timer to your Form and then insert the following code into your constructor to try it out. Currently, it updates your element every 1 ms (in reality, it won't be that fast).
int i = 0;
int j = 10;
timer1.Interval = 1;
timer1.Tick += (s, e) =>
{
string y = i.ToString();
webBrowser1.Document.GetElementById("lst-ib").SetAttribute("value", y);
i++;
j++;
if (j > 1000)
timer1.Stop();
};
timer1.Start();

Adding percentage text to progressbar C#

I have a method that shows when a process bar is in execution and when is successfully completed.
I worked fine, but I would like to add a percentage showing a 100% if is complete and less if it got stuck some where.
I have made several research online but I could not adapt anything to the solution that I am looking for.
This is my code:
private void progressBar()
{
int i;
progressBar1.Minimum = 0;
progressBar1.Maximum = 100;
for (i = 0; i <= 100; i++)
{
progressBar1.Value = i;
}
}
I use the method call on my execution button by calling it with the follow:
progressBar();
Thanks
I have adjust the prograssBar method with the following lines.
The solution works.
Thanks
int percent = (int)(((double)progressBar1.Value / (double)progressBar1.Maximum) * 100);
progressBar1.Refresh();
progressBar1.CreateGraphics().DrawString(percent.ToString() + "%",
new Font("Arial", (float)8.25, FontStyle.Regular),
Brushes.Black,
new PointF(progressBar1.Width / 2 - 10, progressBar1.Height / 2 - 7));
In order to implement the progress in your operation, the operation's length must be calculated first. if it's not possible, you can't show a progress bar for that operation. (maybe only a loading gif)
but if so, There is an interface (IProgress) which can help you implement the progress reports.
First thing you should know, You must do the main task on another thread, and report the progress to the UI Thread. a simple example of this work would be something like this.
Progress.cs
public class Progress<T> : IProgress<T>
{
private readonly Action<T> _progressAction;
public Progress(Action<T> action)
{
_progressAction = action;
}
public void Report(T value)
{
_progressAction?.Invoke(value);
}
}
Your code would be like this, in which the task starts after you click a button named ButtonBase
Progress<int> MyProgressObject { get; set; }
private void ButtonBase_OnClick(object sender, RoutedEventArgs e)
{
MyProgressObject = new Progress<int>(ProgressAction);
ThreadPool.QueueUserWorkItem(TimeConsumingTask);
}
public void TimeConsumingTask(object state)
{
for (int i = 0; i < 100; i++)
{
Thread.Sleep(100);
MyProgressBar.Dispatcher.Invoke(() => ProgressAction(i));
}
}
public void ProgressAction(int progress)
{
MyProgressBar.Value = progress;
}
I know It might look difficult but this is the proper way of doing time consuming tasks and prevent UI block
If you use it as a part of backgroundworker it works perfectly
I added a Label in the middle of the progressbar
And i added last row in my bgw_ProgressChanged method
private void bgw_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
p_bar.Value = e.ProgressPercentage;
fnameLbl.Text = e.UserState.ToString();
percentLbl.Text = "%" + (e.ProgressPercentage).ToString();
}
ProgressPercentagevalue comes from the method below
foreach (var item in filebox1)
{
System.IO.File.Move(item, Path.Combine(destdir, Path.GetFileName(item)));
++counter;
int tmp = (int)((counter* 100) / totfiles);
bgw.ReportProgress(tmp, "File transfered : " + Path.GetFileName(item));
Thread.Sleep(100);
}
Totfiles is the number of files that I get from server.
Thread.Sleep(100) let's you see for a short time what is displayed with fnameLbl.Text
int total = ;
int val = ;
double createDivider = total / 100;
int percent = val / createDivider;
this value (percent) is the right percent '%' of total

Updating WPF GUI Every 2 Seconds (C#)

I'm doing an 8 Puzzle solver that ultimately stores each node (int[] of elements 0-8) in the path to put the blocks in order in a stack. I have a WPF GUI that displays an int[,]
foreach (var node in stack)
{
int[,] unstrung = node.unstringNode(node); // turns node of int[] into board of int[,]
blocks.setBoard(unstrung); // sets the board to pass in to the GUI
DrawBoard(); // Takes the board (int[,]) and sets the squares on the GUI to match it.
Thread.Sleep(500);
}
The GUI displays the initial board, and then after I click solve, the final (in order) board is displayed correctly. What I want to do is display each node on the board for some amount of time, ultimately arriving at the in-order board. With Thread.Sleep, the GUI will simply pause for the set amount of time before displaying the final node. Any ideas as to why it this code wouldn't display the board at each node every 500ms?
For reference, here's an example output from Console.Write for the nodes:
4,2,3,6,1,0,7,5,8
4,2,0,6,1,3,7,5,8
4,0,2,6,1,3,7,5,8
4,1,2,6,0,3,7,5,8
4,1,2,0,6,3,7,5,8
0,1,2,4,6,3,7,5,8
1,0,2,4,6,3,7,5,8
1,2,0,4,6,3,7,5,8
1,2,3,4,6,0,7,5,8
1,2,3,4,0,6,7,5,8
1,2,3,4,5,6,7,0,8
1,2,3,4,5,6,7,8,0
Edit:
Since my original answer was downvoted for using a Thread instead of a Timer, here is an example using a timer.
The code for using a Thread was just shorter and I wanted to give him a solution quickly.
Also, using a Thread instead of a timer meant he didn't need to pass parameters differently or restructure his loop.
This is why it is a good idea to discuss pros/cons of alternate solutions instead of simply insisting that there is only one right way.
Use the timer_Tick function to update the position.
You might notice that this complicates the original code since you will have to pass parameters differently and restructure your loop.
public partial class Form1 : Form
{
private Point pos = new Point(1,1);
private float[] vel = new float[2];
private Size bounds = new Size(20,20);
private Timer ticky = new Timer(); //System.Windows.Forms.Timer
public Form1()
{
InitializeComponent();
}
private void Form1_Load(object sender, EventArgs e)
{
ticky.Interval = 20;
ticky.Tick += ticky_Tick;
vel[0] = 4; vel[1] = 0;
ticky.Start();
}
void ticky_Tick(object sender, EventArgs e)
{
updatePosition();
//This tells our form to repaint itself (and call the OnPaint method)
this.Invalidate();
}
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
e.Graphics.FillEllipse(new SolidBrush(Color.LightBlue), new Rectangle(pos, bounds));
}
private void updatePosition()
{
pos = new Point(pos.X + (int)vel[0], pos.Y + (int)vel[1]);
vel[1] += .5f; //Apply some gravity
if (pos.X + bounds.Width > this.ClientSize.Width)
{
vel[0] *= -1;
pos.X = this.ClientSize.Width - bounds.Width;
}
else if (pos.X < 0)
{
vel[0] *= -1;
pos.X = 0;
}
if (pos.Y + bounds.Height > this.ClientSize.Height)
{
vel[1] *= -.90f; //Lose some velocity when bouncing off the ground
pos.Y = this.ClientSize.Height - bounds.Height;
}
else if (pos.Y < 0)
{
vel[1] *= -1;
pos.Y = 0;
}
}
}
Results:
You can use timers to do all sorts of delayed form drawing:
Original Solution:
//Create a separate thread so that the GUI thread doesn't sleep through updates:
using System.Threading;
new Thread(() => {
foreach (var node in stack)
{
//The invoke only needs to be used when updating GUI Elements
this.Invoke((MethodInvoker)delegate() {
//Everything inside of this Invoke runs on the GUI Thread
int[,] unstrung = node.unstringNode(node); // turns node of int[] into board of int[,]
blocks.setBoard(unstrung); // sets the board to pass in to the GUI
DrawBoard(); // Takes the board (int[,]) and sets the squares on the GUI to match it.
});
Thread.Sleep(500);
}
}).Start();
Solution in 2022:
await Task.Delay(500);
Things really are better these days.

How to set value of progress bar

I have written a user control using C# Winforms. In the user control, I have three textboxes:
txtStartNumber - input is of type: int.
txtEndNumber - input is of type: int.
txtQuantity - iput is of type: int. (value = txtEndNumber - txtStartNumber)
The progress bar denotes the no. of records added to the database and its total range is set to be equal to txtQuantity.
When one or more records are duplicate, the progress bar is stopped.
My questions are:
How to set the initial value of the progress bar?
How to manage the progress shown by progress bar?
How I save it to the database:
for (long i = from; i < to; i++)
{
for (int j = 0; j < (to - from); j++)
{
arrCardNum[j] = from + j;
string r = arrCardNum[j].ToString();
try
{
sp.SaveCards(r, 2, card_Type_ID, SaveDate, 2);
progressBar1.Value = j;
}
}
}
Try this:
private void StartBackgroundWork() {
if (Application.RenderWithVisualStyles)
progressBar.Style = ProgressBarStyle.Marquee;
else {
progressBar.Style = ProgressBarStyle.Continuous;
progressBar.Maximum = 100;
progressBar.Value = 0;
timer.Enabled = true;
}
backgroundWorker.RunWorkerAsync();
}
private void timer_Tick(object sender, EventArgs e) {
progressBar.Value += 5;
if (progressBar.Value > 120)
progressBar.Value = 0;
}
The Marquee style requires VisualStyles to be enabled, but it continuously scrolls on its own without needing to be updated. I use that for database operations that don't report their progress.
Here is another Progress Bar Tutorial
You can't use loop to do this with progressbar. There is a difference between running code in for, while, do...while loops or in timers. In loops code is immediately done and you can't see this, in timers you can. Even if you try to put in loops if counters, it will not works:
for(int i=a;i<b;++i)
{
if (cnt < 1000000)
{
IncrProgressBar();
cnt++;
}
else
{
cnt = 0;
}
}
If you want to use progressbar to do this then you must put in timer OnTick event code that adds data to database, and in this event increment progressbar value. It's similarly with changing form component's other properties (Text, Size, ...). If you want to see change on component you must use timers.
To change the value use:
private void timer1_Tick(object sender, EventArgs e)
{
progressBar2.Value = progressBar2.Value - 15;
}
In C#

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