I've got an application with two UI threads and one background worker. Everything works fine except that handling ProgressChanged in the second simulation UI thread blocks the first one. Why it happens? How can I workaround this (I want the second one be blocked instead of the main UI thread)?
Part of MainWindow class:
private SimulationWindow simulationWindow;
public MainWindow()
{
InitializeComponent();
Thread thread = new Thread(() =>
{
simulationWindow = new SimulationWindow();
simulationWindow.Show();
simulationWindow.Closed += (sender2, e2) =>
simulationWindow.Dispatcher.InvokeShutdown();
Dispatcher.Run();
});
thread.SetApartmentState(ApartmentState.STA);
thread.Start();
}
private void start_Click(object sender, RoutedEventArgs e)
{
simulationWindow.Start();
}
Part of SimulationWindow class:
private BackgroundWorker bw;
public SimulationWindow()
{
InitializeComponent();
bw = new BackgroundWorker() { WorkerReportsProgress = true, WorkerSupportsCancellation = true };
bw.DoWork += new DoWorkEventHandler(bw_DoWork);
bw.ProgressChanged += new ProgressChangedEventHandler(bw_ProgressChanged);
bw.RunWorkerCompleted += new RunWorkerCompletedEventHandler(bw_RunWorkerCompleted);
}
void bw_DoWork(object sender, DoWorkEventArgs e)
{
//some complex computation will go here
//Thread.Sleep(10000); <- both windows responsive, OK
bw.ReportProgress(0);
}
void bw_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
//some complex rendering will go here
Thread.Sleep(10000); // this blocks main UI thread, why?
}
public void Start()
{
bw.RunWorkerAsync();
}
private void doSth_Click(object sender, RoutedEventArgs e)
{
Thread.Sleep(10000); // freezes simulationWindow, which was understandable
}
You call simulationWindow.Start() on the main UI thread. This means the BW is started on that thread, which means it captures the SynchronizationContext of the main UI thread and so also raises ProgressChanged on that thread.
You need to marshal the call to bw.RunWorkerAsync() on to your second thread. You can do this in SimulationWindow.Start() by calling this.Dispatcher.Invoke and passing bw.RunWorkerAsync() as the delegate. It should then run on your second window thread and the events will be raised on that thread.
Related
I need my WPF exe to start monitoring a queue as soon as it starts up, and then respond to messages as they come in.
The way I have it now is:
public partial class App
{
readonly BackgroundWorker _worker = new BackgroundWorker();
protected override void OnStartup(StartupEventArgs e)
{
_worker.DoWork += worker_DoWork;
_worker.RunWorkerCompleted += worker_RunWorkerCompleted;
_worker.RunWorkerAsync();
}
void worker_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
_worker.DoWork += worker_DoWork;
_worker.RunWorkerAsync();
}
static void worker_DoWork(object sender, DoWorkEventArgs e)
{
//do work
}
Obviously, this is pretty pathetic IMO.
Also, I don't like the approach of using while(true), inside the thread to keep it running indefinitely..
It's enough to read the messages from queue not permanently but periodically.
The common approach for this is using timer. For example, System.Threading.Timer.
public partial class App : Application
{
private System.Threading.Timer _msmqReadTimer;
public App()
{
_msmqReadTimer = new System.Threading.Timer(MsmqReadTimerTick);
_msmqReadTimer.Change(0, 1000); // call MsmqReadTimerTick immediatelly and each 1000 ms
}
private void MsmqReadTimerTick(object state)
{
// do work
// if you want to update some UI components after work, you should post this to UI thread dispatcher:
this.Dispatcher.Invoke(()=>
{
// logic for updating UI should be here
},
System.Windows.Threading.DispatcherPriority.Background);
}
}
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
Thread HeartRateThread = new Thread(startThread);
HeartRateThread.Name = "Class1";
HeartRateThread.Start();
}
private void startThread(object obj)
{
new Class1();
}
}
public class Class1
{
public Class1()
{
DispatcherTimer timer1 = new DispatcherTimer();
timer1.Interval = new TimeSpan(0,0,0,1);
timer1.Tick += timer1_tick;
timer1.Start();
}
private void timer1_tick(object sender, EventArgs e)
{
Debug.WriteLine("timer called");
}
}
I am trying to enable this timer_tick function fromanother thread as it is obvious in the code section of maInWindow. However, the Class1 constructor is called but timertick functin is not enabled. However if i do this on the main thread, everything works fine. Any reason for this.And how can I get it working?
DispatcherTimer can only work run on a UI thread. However, in your case you are creating a DispatcherTimer on a background thread. DispatcherTimer, internally tries to get Dispatcher.CurrentDispatcher, in your case it gets dispatcher for the background thread, not for the main UI thread.
Do you really need DispatcherTimer? If you are not going to manipulate any UI elements in the timer1_tick method, then you are better off to go with a different timer, like System.Timers.Timer.
Refer to this to read more about available Timers in .net.
Maybe you can try something like this:
private void timer1_tick(object sender, EventArgs e)
{
Application.Current.Dispatcher.BeginInvoke(new Action(() => Debug.WriteLine("timer called")));
}
Without having tested it, I guess you have to pass the MainWindow's Dispatcher to the DispatcherTimer on construction. Otherwise it will create its own:
private void startThread(object obj)
{
new Class1(Dispatcher);
}
...
public Class1(Dispatcher dispatcher)
{
DispatcherTimer timer1 =
new DispatcherTimer(DispatcherPriority.Background, dispatcher);
timer1.Interval = new TimeSpan(0,0,0,1);
timer1.Tick += timer1_tick;
timer1.Start();
}
you can use Dispatcher for call startThread method.
object objParameter = "parametervalue";
Application.Current.Dispatcher.BeginInvoke(DispatcherPriority.Background, new Action(
() => startThread(objParameter)));
In my desktop application i want to open view in BackgroundWorker to show reminder.
but when i try to open view it gives me the following error.
"The calling thread must be STA, because many UI components require this."
and stackTrace is
at System.Windows.Input.InputManager..ctor()
at System.Windows.Input.InputManager.GetCurrentInputManagerImpl()
at System.Windows.Input.KeyboardNavigation..ctor()
at System.Windows.FrameworkElement.FrameworkServices..ctor()
at System.Windows.FrameworkElement.EnsureFrameworkServices()
at System.Windows.FrameworkElement..ctor()
at System.Windows.Controls.Control..ctor()
at System.Windows.Window..ctor()
at MahApps.Metro.Controls.MetroWindow..ctor()
can anyone have solution?
you can do this in this manner:
private BackgroundWorker _BgWorker;
public Window1()
{
InitializeComponent();
_BgWorker = new BackgroundWorker();
_BgWorker.DoWork += new DoWorkEventHandler(bgw_DoWork);
_BgWorker.RunWorkerCompleted += new RunWorkerCompletedEventHandler(bgw_RunWorkerCompleted);
}
void bgw_DoWork(object sender, DoWorkEventArgs e)
{
///your code to get the data from database...
}
void bgw_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
//you code to open a view
}
Use this in the Runworker completed
Thread Messagethread = new Thread(
new ThreadStart(delegate()
{
DispatcherOperation DispacherOP = frmMassenger.Dispatcher
.BeginInvoke(DispatcherPriority.Normal, new Action(
delegate()
{
frmMassenger.Show();
}
));
} ));
Messagethread.Start();
later you join the Thread with main thread using:
Thread.join(userthread);
Hope This will help you.
I'm working on building a multi-threaded UI. I would like long processes to be handled by the BackgroundWorker class, and have a small timer on the UI to keep track of how long the process is taking. It's my first time building such a UI, so I'm reading up on related resources on the web. My test code is thus:
private BackgroundWorker worker;
private Stopwatch swatch = new Stopwatch();
private delegate void simpleDelegate();
System.Timers.Timer timer = new System.Timers.Timer(1000);
string lblHelpPrevText = "";
private void btnStart_Click(object sender, RoutedEventArgs e)
{
try
{
worker = new BackgroundWorker(); //Create new background worker thread
worker.DoWork += new DoWorkEventHandler(BG_test1);
worker.RunWorkerCompleted += new RunWorkerCompletedEventHandler(BG_test1end);
worker.RunWorkerAsync();
simpleDelegate del = new simpleDelegate(clockTicker);
AsyncCallback callBack = new AsyncCallback(clockEnd);
IAsyncResult ar = del.BeginInvoke(callBack, null);
lblHelpText.Text = "Processing...";
}
finally
{
worker.Dispose(); //clear resources
}
}
private void clockTicker()
{
//Grab Text
simpleDelegate delLblHelpText = delegate()
{ lblHelpPrevText = this.lblHelpText.Text; };
this.Dispatcher.BeginInvoke(DispatcherPriority.Send, delLblHelpText);
//Start clock
timer.Elapsed += new ElapsedEventHandler(clockTick);
timer.Enabled = true;
swatch.Start();
}
private void clockTick(object sender, ElapsedEventArgs e)
{
simpleDelegate delUpdateHelpTxt = delegate()
{ this.lblHelpText.Text = String.Format("({0:00}:{1:00}) {2}", swatch.Elapsed.Minutes, swatch.Elapsed.Seconds, lblHelpPrevText); };
this.Dispatcher.BeginInvoke(DispatcherPriority.Send, delUpdateHelpTxt);
}
private void BG_test1(object sender, DoWorkEventArgs e)
{
//this.lblHelpText.Text = "Processing for 10 seconds...";
Thread.Sleep(15000);
}
private void BG_test1end(object sender, RunWorkerCompletedEventArgs e)
{
this.lblHelpText.Text = "Process done.";
this.timer.Enabled = false;
this.swatch.Stop();
this.swatch.Reset();
}
static void clockEnd(IAsyncResult ar)
{
simpleDelegate X = (simpleDelegate)((AsyncResult)ar).AsyncDelegate;
X.EndInvoke(ar);
}
The idea is when the button is clicked, we take the status text from a Label (e.g. "Processing...") then append the time onto it every second. I could not access the UI elements from the Timer class as it's on a different thread, so I had to use delegates to get and set the text.
It works, but is there a better way to handle this? The code seems much for such a basic operation. I'm also not fully understanding the EndInvoke bit at the bottom. I obtained the snippet of code from this thread Should One Always Call EndInvoke a Delegate inside AsyncCallback?
I understand the idea of EndInvoke is to receive the result of BeginInvoke. But is this the correct way to use it in this situation? I'm simply worried about any resource leaks but when debugging the callback appears to execute before my timer starts working.
Don't use a separate timer to read the progress of your BackgroundWorker and update the UI. Instead, make the BackgroundWorker itself "publish" its progress to the UI directly or indirectly.
This can be done pretty much anyway you want to, but there's a built-in provision exactly for this case: the BackgroundWorker.ProgressChanged event.
private void BG_test1(object sender, DoWorkEventArgs e)
{
for(var i = 0; i < 15; ++i) {
Thread.Sleep(1000);
// you will need to get a ref to `worker`
// simplest would be to make it a field in your class
worker.ReportProgress(100 / 15 * (i + 1));
}
}
This way you can simply attach your own handler to ProgressChanged and update the UI using BeginInvoke from there. The timer and everything related to it can (and should) go.
You can use timer to update UI. It is normal practice. Just instead of System.Timer.Timer I suggest use System.Windows.Threading.DispatcherTimer. The DispatcherTimer runs on the same thread as the Dispatcher. Also, instead of BackgroundWorker you can use ThreadPool.
Here is my sample:
object syncObj = new object();
Stopwatch swatch = new Stopwatch();
DispatcherTimer updateTimer; // Assume timer was initialized in constructor.
void btnStart_Click(object sender, RoutedEventArgs e) {
lock (syncObj) {
ThreadPool.QueueUserWorkItem(MyAsyncRoutine);
swatch.Start();
updateTimer.Start();
}
}
void updateTimer_Tick(object sender, EventArgs e) {
// We can access UI elements from this place.
lblHelpText.Text = String.Format("({0:00}:{1:00}) Processing...", swatch.Elapsed.Minutes, swatch.Elapsed.Seconds);
}
void MyAsyncRoutine(object state) {
Thread.Sleep(5000);
lock (syncObj)
Dispatcher.Invoke(new Action(() => {
swatch.Stop();
updateTimer.Stop();
lblHelpText.Text = "Process done.";
}), null);
}
private void button1_Click(object sender, EventArgs e)
{
string strFullFilePath = #"D:\Print.pdf";
ProcessStartInfo ps = new ProcessStartInfo();
ps.UseShellExecute = true;
ps.Verb = "print";
ps.CreateNoWindow = true;
ps.WindowStyle = ProcessWindowStyle.Hidden;
ps.FileName = strFullFilePath;
Process.Start(ps);
Process proc = Process.Start(ps);
KillthisProcess("AcroRd32");
}
public void KillthisProcess(string name)
{
foreach (Process prntProcess in Process.GetProcesses())
{
if (prntProcess.ProcessName.StartsWith(name))
{
prntProcess.WaitForExit(10000);
prntProcess.Kill();
}
}
}
I'm getting this Exception
System.InvalidOperationException was
unhandled by user code Message="The
calling thread cannot access this
object because a different thread owns
it."
whenever I run the following code
public partial class MainScreen : Window
{
Timer trm;
public MainScreen()
{
InitializeComponent();
trm = new Timer(1000);
trm.AutoReset = true;
trm.Start();
trm.Elapsed += new ElapsedEventHandler(trm_Elapsed);
}
void trm_Elapsed(object sender, ElapsedEventArgs e)
{
lblTime.Content = System.DateTime.Now;
}
}
guys any solution... I badly wann come out of it :(
Use DispatcherTimer instead:
public partial class MainScreen : Window{
DispatcherTimer tmr;
public MainScreen() {
InitializeComponent();
tmr = new DispatcherTimer();
tmr.Tick += new EventHandler(tmr_Tick);
tmr.Start();
}
void tmr_Tick(object sender, EventArgs e) {
lblTime.Content = System.DateTime.Now;
}
}
Any time you modify Windows controls you must do so on the UI thread (the one that created the controls).
See this question for lots of details.
To be short, you should use Dispatcher.Invoke method to update UI elements.