I am baffled by this simple task i do over and over again.
I have an array of child forms. The array is initiated in another form's constructor:
frmChildren = new ChildGUI[20];
When the user requests to see a child form, i do this:
if (frmChildren[nb] == null)
{
frmChildren[nb] = new ChildGUI();
frmChildren[nb].MdiParent = this.MdiParent;
}
frmChildren[nb].Show();
So far this works. In the background i can download new content for these forms. When a download is finished i fire a ChildChange event. Here is where it stops working.
I simply want to close/hide any forms open then regenerate a new set of -frmChildren = new ChildGUI[20];- here is one of many trials:
for (int i = 0; i < frmChildren.Length;i++ )
{
if (frmChildren[i] != null)
{
//frmChildren[i].BeginInvoke(new EventHandler(delegate
//{
frmChildren[i].Close();
//}));
}
}
frmChildren= new ChildGUI[20];
I get a Cross Thread exception on the .Close(). Notice i've already tried doing an invoke, but doing so bypasses the !=null for some reason. I think it may have something to do with the garbage collector. Anybody have an input?
The problem is that your anonymous method is capturing i - so by the time it's actually invoked in the UI thread, you've got a different value of i, which may be null. Try this:
for (int i = 0; i < frmChildren.Length; i++)
{
ChildGUI control = frmChildren[i];
if (control != null)
{
control.BeginInvoke(new EventHandler(delegate
{
control.Close();
}));
}
}
frmChildren = new ChildGUI[20];
See Eric Lippert's blog post for why introducing a new variable within the loop fixes the problem.
EDIT: If you want to use a foreach loop, it would look like this:
foreach (ChildGUI control in frmChildren)
{
// Create a "new" variable to be captured
ChildGUI copy = control;
if (copy != null)
{
copy.BeginInvoke(new EventHandler(delegate
{
copy.Close();
}));
}
}
frmChildren = new ChildGUI[20];
Just as an aside, you can use the fact that you just want to call a void method to make the code slightly simpler. As this no longer uses an anonymous method, you can make do away with the "inner" variable:
foreach (ChildGUI control in frmChildren)
{
if (control != null)
{
control.BeginInvoke(new MethodInvoker(control.Close));
}
}
frmChildren = new ChildGUI[20];
Related
Before reading, I want everyone reading this to know that I have tried multiple delegate/Cross-Threading/Invoking Solutions from all over stack overflow.
With that said, this is what my program is supposed to do:
Worker Thread 1 is called to start Async Operation.
If it detects a line that has a typical PRIVMSG header along with the word subscribed!
Create a new MetroTaskWindow with a TaskWindowControl and Add it to the queue
Worker Thread 2 is called after worker thread 1
Worker Thread 2 checks every 5 seconds if queue contains something
If it does, show it and get rid of it
Here is the associated Code If you need more, let me know to the above requirements:
Worker Thread 1 Segment
string line = "";
while (!backgroundWorker1.CancellationPending)
{
try
{
line = reader.ReadLine();
}
catch { }
if (line != null && !line.Contains("JOIN"))
{
try
{
if (line.Contains("PING") && !line.Contains("PRIVMSG"))
{
writer.Write(line.Replace("PING", "PONG"));
Trace.WriteLine(line.Replace("PING", "PONG"));
}
else if (line.Split(new char[] { ' ' })[0].Equals(":twitchnotify!twitchnotify#twitchnotify.tmi.twitch.tv") ||
line.Split(new char[] { ' ' })[0].Equals(":stds_catchemall!stds_catchemall#stds_catchemall.tmi.twitch.tv") && line.Contains("subscribed!"))
{
total += 1;
checkNotifications();
}
}
catch
{
continue;
}
}
if (!String.IsNullOrEmpty(line))
Trace.WriteLine(line);
}
}
private void checkNotifications()
{
List<Achievement> tempQueue = new List<Achievement>();
foreach (Achievement a in achievements) {
//I know i could shorten this, but i need it left like this...
if (a.AfterSub)
tempQueue.Add(a);
if (total - a.Goal == start)
tempQueue.Add(a);
if (total == a.Goal)
tempQueue.Add(a);
}
foreach (Achievement a in Sort(tempQueue))
{
MetroTaskWindow m = new MetroTaskWindow(a, this, a.Type.ToString(), new TaskWindowControl(a.Name, a.Message, a), 4, r, ((ScreenRegion)r).getGS());
queue.Add(m);
}
}
Worker Thread 2
private void CheckAvailable_DoWork(object sender, DoWorkEventArgs e)
{
while (true)
{
Thread.Sleep(5250);
BeginInvoke((MethodInvoker)delegate
{
if (queue.Count > 0)
{
queue[0].Show(); // <---- Error Occurs Here
//Cross-thread operation not valid: Control 'TaskWindowControl' accessed from a thread other than the thread it was created on.
queue.RemoveAt(0);
}
});
}
}
Metro Task Window
public MetroTaskWindow(Achievement a, IWin32Window parent, string title, Control userControl, int secToClose, MetroForm r, Form gs)
{
controlContainer = new MetroPanel();
Controls.Add(controlContainer);
controlContainer.Controls.Add(userControl);
userControl.Dock = DockStyle.Fill;
closeTime = secToClose * 500;
this.a = a;
form = r;
chroma = gs;
p = (Form1)parent;
this.Text = title;
this.Resizable = false;
this.Movable = true;
this.StartPosition = FormStartPosition.Manual;
if (parent != null && parent is IMetroForm)
{
this.Theme = ((IMetroForm)parent).Theme;
this.Style = ((IMetroForm)parent).Style;
this.StyleManager = ((IMetroForm)parent).StyleManager.Clone(this) as MetroStyleManager;
this.ShadowType = MetroFormShadowType.None;
}
switch (a.Type)
{
case PopupType.Achievement:
Text = "Achievement!";
break;
case PopupType.Milestone:
Text = "Milestone!";
break;
case PopupType.Notification:
Text = "Notification";
break;
}
}
TaskWindowControl
public partial class TaskWindowControl : UserControl
{
public TaskWindowControl(string name, string info, Achievement a)
{
InitializeComponent();
metroLabel1.Text = name;
metroTextBox1.Text = info;
metroTextBox1.Select(0, 0);
try
{
Trace.WriteLine(Directory.GetCurrentDirectory() + "\\" + a.Picture);
pictureBox1.Image = Image.FromFile(Directory.GetCurrentDirectory() + "\\" + a.Picture);
}
catch
{
MessageBox.Show("There was an error loading the image for this achievement.");
}
}
}
And as I stated above, there are a LOT of duplicates, none of which have helped my answer. I also don't know much about the Delegate/Invoking process which is why I need some extra help.
Update #1
Anywhere I had queue.Add(m); is now replaced with queue.Enqueue(a);
And my update method (Without timer so far) is just:
public void DisplayDialog()
{
Achievement a = null;
queue.TryDequeue(out a);
MetroTaskWindow m = new MetroTaskWindow(a, this, a.Type.ToString(), new TaskWindowControl(a.Name, a.Message, a), 4, r, ((ScreenRegion)r).getGS());
m.Show();
}
Something that I found is that when I changed the code to this, the Thread that does the animations and things on my MetroTaskWindow doesn't get activated. The Windows Stays in with a windows loading circle and it never goes away. Any ideas? I'm using the OnActivated event, so it SHOULD fire when i .Show();
Edit #2
What I ended up doing to get my above error to work, was to switch all of my code to a new Windows Form Timer. This polls every 5 seconds, and keeps the MetroTaskWindow from hanging due to the while loop.
Form1.Designer.cs
private System.Windows.Forms.Timer timer2;
timer2 = new System.Windows.Forms.Timer(this.components);
timer2.Interval = 5250;
timer2.Tick += new System.EventHandler(this.timer2_Tick);
Form1.cs
private void timer2_Tick(object sender, EventArgs e)
{
if (queue.Count > 0)
{
DisplayDialog();
}
}
The error makes sense. The queue contains MetroTaskWindow instances created on a worker thread, not on the UI thread. You call checkNotifications in the background worker's entry point method, which runs on a separate thread.
What I recommend you do is:
Store in the queue only metadata about the windows. Create a new class with name, message and anything MetroTaskWindow needs to be created. Add instances of this class to the queue in checkNotifications. By the looks of it you might be able to use the Achievement class directly and push that to the queue.
Create the windows and show them in CheckAvailable_DoWork, where you now call queue[0].Show();.
After you solve this you should post a new question about how to refactor your code into async/await and get rid of that ugly background worker.
A quick refactoring idea
I would remove the second background worker altogether and use a timer instead that polls the queue every X seconds (or 5250ms, if you prefer).
To make this work you need to change the queue's type which is now actually a List<T> to a ConcurrentQueue<T>. This will allow you to push stuff from the worker, and pop from the UI thread (in the timer callback).
This way you can remove the second background worker and that while(true).
My problem is a synchronization problem with a thread and the user simultaneously accessing and modifying a LinkedList.
I’m making a program in C# that will display some messages in a panel. I’m getting an error called “The collection was modified after the enumerator was instantiated.”, that is because I’m adding or removing messages while a thread is accessing the LinkedList.
I have read some solutions but I am still unable to make them work. I’m using an Enumerator for the thread work in my LinkedList. I tried to make some locks in my code so the thread would not iterate the list while I remove or add an element. I also tried to lock the thread for the operations on my list. But all my attempts failed.
Here is some code of my project. This one is for adding a message:
public void addMsg(MsgForDisplay msg) {
Label lbl = new Label();
lbl.Text = (msg.getMsgText() + " -");
lbl.ForeColor = color;
lbl.Font = textFont;
lbl.BackColor = backg;
lbl.Visible = true;
lbl.AutoSize = true;
lbl.Location = new Point(width(), 0);
//lock(labels) { tried to lock here but failed
labels.AddLast(lbl);
lastLb = lbl;
this.Controls.Add(lbl);
this.Refresh();
//}
}
Removing a message:
public void removeMsg(string msg) {
string remove = msg + " -";
Label lbRemove = null;
//lock(labels) { also tried to lock here
var it = labels.GetEnumerator();
while(it.MoveNext()) {
Label label = it.Current;
if (label.Text.Equals(remove)) {
lbRemove = label;
}
}
labels.Remove(lbRemove);
this.Controls.Remove(lbRemove);
this.Refresh();
//}
}
And there is the problem, in my thread:
public void run() {
while (true) {
// lock (labels) { also tried to lock here
var it = labels.GetEnumerator();
while (it.MoveNext()) { // the crash occurs here
Label lb = it.Current;
if (lb.Location.X + lb.Width < 0) {
this.Invoke(new MethodInvoker(() => { this.Controls.Remove(lb); }));
if (labels.Count > 1)
this.Invoke(new MethodInvoker(() => { lb.Location = new Point(lastLb.Right, 0); }));
else
this.Invoke(new MethodInvoker(() => { lb.Location = new Point(2000, 0); }));
lastLb = lb;
this.Invoke(new MethodInvoker(() => { this.Controls.Add(lb); }));
this.Invoke(new MethodInvoker(() => { this.Refresh(); }));
}
if (leftLb != null)
if (leftLb.Location.X + leftLb.Width - lb.Location.X < -20)
this.Invoke(new MethodInvoker(() => { lb.Location = new Point(leftLb.Right, 0); }));
else
this.Invoke(new MethodInvoker(() => { lb.Location = new Point(lb.Location.X - 3, lb.Location.Y); }));
leftLb = lb;
}
System.Threading.Thread.Sleep(30);
// }
}
}
As you can see I’m using an GetEnumerator of my labels, what in Java should be the Iterator. With this I shouldn’t be able to iterate the list without problem when the user add or remove messages?
Is there a way to synchronize the accesses to the list?
EDIT: I have tried the ConcurrentBag and ConcurrentDictionary but without any improvement to the project as you can see in the comments…
Please before you post an answer read the comments bellow to make sure that you know what is going on.
EDIT: Tried to add a mutex to my code for addMsg and removeMsg but still crashing. If I use the mutex in the thread it will be slowed down.
I created a Timer in step of the thread and that solved the crashing problem. Here is the code if you want to see it.
private System.Windows.Forms.Timer myTimer = new System.Windows.Forms.Timer();
private void startThread() {
myTimer.Tick += new EventHandler(timerEvent);
myTimer.Interval = 30;
myTimer.Start();
}
private void timerEvent(object sender, EventArgs e) {
var it = labels.GetEnumerator();
while (it.MoveNext()) {
Label lb = it.Current;
// Label lb = labels.ElementAt(b);
if (lb.Location.X + lb.Width < 0) {
this.Controls.Remove(lb);
if (labels.Count > 1)
lb.Location = new Point(lastLb.Right, 0);
else
lb.Location = new Point(2000, 0);
lastLb = lb;
this.Controls.Add(lb);
this.Refresh();
}
if (leftLb != null)
if (leftLb.Location.X + leftLb.Width - lb.Location.X < -20)
lb.Location = new Point(leftLb.Right, 0);
else
lb.Location = new Point(lb.Location.X - 3, lb.Location.Y);
leftLb = lb;
}
}
The source of your problem is that while you are iterating over the list of labels You call either Remove or Add functions which modifies this list whis is not allowed while iterating over it. Instead of this
var it = labels.GetEnumerator();
while (it.MoveNext()) // the crash occurs here
I suggest something like that:
for(int i = 0; i < labels.Count; i++)
{
labels.remove(labels[i]); //this is valid of course the count of the list will change
//Here you can add or remove elements from the labels
}
Or you can try first to collect the removable items into a temporal list and later remove it from the original.
As others have already stated, the problem is you are modifying the collection while enumerating over it.
Now, the easiest workaround is obviously not to enumerate over the same collection that is being modified. And how do you do that? Simple, you just clone the collection, and iterate over it:
lock (labels)
{
var clone = new LinkedList<Label>(labels);
it = labels.GetEnumerator();
}
Now you can enumerate over it safely, without worrying about inconsistencies.
A few notes:
I am using a lock, because the cloning also must enumerate over your collection, and while it does it in a very short time, it is still required for synchronization. Off course, you need to uncomment the locks you've already added to addMsg and removeMsg.
The reason that locking your whole loop didn't work, is that when you call Invoke, you are essentially returning control to the thread that owns the object (the main GUI thread in this case). The problem is, that this thread is already stuck on handling whatever event caused addMsg or removeMsg to be called, leading to a deadlock.
You should also note that cloning a collection every 30 ms, isn't exactly efficient, and shouldn't be used in a production code, but given that this probably just an exercise, it should suffice. In real life, you should probably use a separate collection for the changes you are about to do (adding or removing labels), change this collection in addMsg and removeMsg, and then merge the changes to labels inside your thread, but outside of the iteration over the labels.
Not directly related to your question, but still: you should use a foreach loop instead of directly creating an enumerator object in C#.
As stated before, changing any collection while enumerating it, results in an exception in .Net. You can avoid this by using for or while loops.
However I don't see the point in using a Linked List in this scenario. It should be way simpler and more performant to use a ConcurrentDictionary and just add or remove the requested item. There is also a ObservableConcurrentDictionary available, although not part of the Framework. It is very stable, in my experience.
http://www.codeproject.com/Articles/208361/Concurrent-Observable-Collection-Dictionary-and-So
This is my coding
Thread groupid = new Thread(() =>
{
while(true)
{
GroupIds.ForEach(delegate(String name)
{
if (tabControl1.TabPages.ContainsKey(name))
{
}
else
tabControl1.TabPages.Add(name);
});
}
});
For some reason, if I start the thread (which this loop checks if a new value in the list appears, then creating a new page. This code works to the point, it will show a new tab created with the value, then after about 1 second it says "Project is unresponsive" a.k.a it crashed. So I don't know how to fix it, I've tried !tabControl1.TabPages.Contains(name), and a different looping style. Even without the thread, it makes the new page then crashes immediately.
Accessing the tabControl blocks the ProgramThread. So you're actually blocking that thread non-stop. Especially in such a tight loop, it will look like the application is unresponsive.
if (!tabControl1.TabPages.Contains(tabPage2))
{
tabControl1.TabPages.Insert(1, tabPage2);
}
this will check whether table page already exist, if not this will allow you to create one
.
You can try something like this:
for (int i = 0; i < TabControl.TabPages.Count; i++)
{
if (TabControl.TabPages[i].Name == MyName)
{
TabControl.TabPages.Remove(RdpTabControl.TabPages[i]);
}
}
SharpDX has a RenderLoop that runs a given delegate in the render loop:
RenderLoop.Run(m_RenderForm, () =>
{
// Do stuff here to render things...
}
What I need to do is exit the render loop somehow.
RenderLoop.Run(m_RenderForm, () =>
{
if (DoINeedToQuit() == true)
{
// What do I put here?
}
}
I can't just return, because that only ends the current loop iteration.
Since I faced this problem as well, I've taken a look at the source code of SharpDX and have found a solution.
Below is the source code of the Run method:
public static void Run(Control form, RenderCallback renderCallback, bool useApplicationDoEvents = false)
{
if (form == null)
throw new ArgumentNullException("form");
if (renderCallback == null)
throw new ArgumentNullException("renderCallback");
form.Show();
using (var renderLoop = new RenderLoop(form) { UseApplicationDoEvents = useApplicationDoEvents })
while (renderLoop.NextFrame())
renderCallback();
}
In the while there's a condition to continue; it'd be enough to modify that condition. You may want to create a static class with the following code:
private static bool mExitLoop = false;
public static void Run(Control form, RenderCallback renderCallback, bool useApplicationDoEvents = false)
{
if (form is null)
throw new ArgumentNullException(nameof(form));
if (renderCallback is null)
throw new ArgumentNullException(nameof(renderCallback));
Contract.EndContractBlock();
form.Show();
using (var renderLoop = new RenderLoop(form) { UseApplicationDoEvents = useApplicationDoEvents })
{
while (renderLoop.NextFrame() && !mExitLoop)
renderCallback();
}
mExitLoop = false;
}
public static void ExitLoop()
{
mExitLoop = true;
}
You can dispose it:
myDXControl.Dispose();
Disposing the control causes the render loop to stop. In order to restart the loop, make sure it is disposed myDXControl.IsDisposed, then reinitialize the control and start the loop over again.
You'd have to exit the application (Application.Exit).
Alternatively, you can do the job you want to do outside of the loop, inside the loop.
A possible solution is to destroy the control the RenderLoop is rendering onto.
For example,
RenderForm.Close();
As one of the initial posters has shown, the code is fairly simple within the loop. The function you have called is for convenience, you could actually just role your own in the form. Don't need to recompile libraries, just add a function to your form if application.exit is not the only exit trigger you want.
I have the following code for population a ListView from a background thread (DoWork calls the PopulateThread method):
delegate void PopulateThreadCallBack(DoWorkEventArgs e);
private void PopulateThread(DoWorkEventArgs e)
{
if (this.InvokeRequired)
{
PopulateThreadCallBack d = new PopulateThreadCallBack(this.PopulateThread);
this.Invoke(d, new object[] { e });
}
else
{
// Ensure there is some data
if (this.DataCollection == null)
{
return;
}
this.Hide();
// Filter the collection based on the filters
List<ServiceCallEntity> resultCollection = this.ApplyFilter();
// Get the current Ids
List<Guid> previousIdList = this.GetUniqueIdList(listView);
List<Guid> usedIdList = new List<Guid>();
foreach (ServiceCallEntity record in resultCollection)
{
if (e.Cancel)
{
this.Show();
return;
}
else
{
// Get the top level entities
UserEntity userEntity = IvdSession.Instance.Collection.GetEngineerEntity(record.UserId);
AssetEntity assetEntity = IvdSession.Instance.Collection.GetAssetEntity(record.AssetId);
SiteEntity siteEntity = IvdSession.Instance.Collection.GetSiteEntity(record.SiteId);
FaultEntity faultEntity = IvdSession.Instance.Collection.GetFaultEntity(record.FaultId);
if (siteEntity == null || userEntity == null || faultEntity == null)
{
continue;
}
else
{
// Get the linked entities
RegionEntity regionEntity = IvdSession.Instance.Collection.GetRegionEntity(siteEntity.RegionId);
StatusEntity statusEntity = IvdSession.Instance.Collection.GetStatusEntity(record.ServiceCallStatus.StatusId);
ListViewItem item = new ListViewItem(siteEntity.SiteName);
item.SubItems.Add(siteEntity.Address);
item.Tag = record;
item.SubItems.Add(regionEntity.Description);
// Handle if an Asset is involved
if (record.AssetId > 0)
item.SubItems.Add(assetEntity.AssetDisplay);
else
item.SubItems.Add("N/A");
item.SubItems.Add(faultEntity.Description);
item.SubItems.Add(userEntity.UserDisplay);
item.SubItems.Add("TODO: Claimed By");
item.SubItems.Add(record.DateTimeStamp.ToString());
IvdColourHelper.SetListViewItemColour(item, false);
this.PopulateItem(item, ref usedIdList);
}
}
}
// Clean up the grid
this.CleanListView(previousIdList, usedIdList);
// Only autosize when allowed and when there are some items in the ListView
if (this.AllowAutoSize && listView.Items.Count > 0)
{
rsListView.AutoSizeColumns(listView);
this.AllowAutoSize = false;
}
this.Show();
}
}
Unfortunately, this causes the UI to freeze whilst in the foreach... is there any way to update/populate the ListView without it freezing the main UI?
A) You probably don't need to use this.Invoke and instead use this.BeginInvoke. Invoke blocks the current thread.
B) You don't need to define your own delegates you can use MethodInvoker
if(this.InvokeRequired) {
this.BeginInvoke(new MethodInvoker(() => PopulateThread(e)));
return;
}
It's much cleaner :)
You are using Control.Invoke to execute just about everything, meaning this code isn't multithreaded at all.
The proper way (involving a Backgroundworker) would be to use the UpdateProgress event to add elements. It is already synchronized.
But since you're hiding the control (or is it the Form ?) during this process you might as well build a List and on completion add it to the Listview. That piece of code shouldn't take long.
Or some sort of combination, adding small lists in an update event. And I wonder about the wisdom of Hide/Show, I expect this to just make the UI flicker. Leave them out or replace with SuspendLayout/Resumelayout.
Pump the events manually with
Application.DoEvents();