Use 2 condition at the same time in flow chart - arduino-esp8266

I have 2 functions in my code. BLYNK_WRITE(V1) checks if there is the signal from Blynk server. loop() check if there is the signal from RFID. Both will lead to the same resault.
Can I set 2 conditions at the same time in flow chat as the below photo? Or I must set 2 conditions in order of first to last?
BLYNK_WRITE(V1)
{
if (param.asInt() == 1)
Unlock();
}
void loop()
{
...
}

Related

How to sleep/wait within an app without making the UI unresponsive

I'm developing an app for Windows in Visual C++ which would get inputs from a web API. Some of the API calls require me to request response in some specified time delay and during this time I would like to display a spinner.
I'm all good with the displaying spinner, disabling the buttons etc for the time I need to wait before proceeding to the request, but don't know how to pause the process within the app. Obviously, if I use the _sleep function, the app becomes unresposive.
Here's more or less what I need to achieve (pseudo-code)
void doSomething()
{
ui->button1->setEnable(false);
SendAPIReuqest1();
while (APIRequest1_success)
{
requestAPIRequest1_response();
//wait 10s if false and retry, this can take up to 5mins
}
SendAPIRequest2();
//wait 30s - here I know I can start the job on my end exactly after 30s
doSometing2();
ui->button1->setEnable(true);
}
What would be the correct approach to achieve what I need?
You'll most likely just want to poll for a response from the web API, alternatively you can start a secondary thread to check for a response from the web API;
After seeing some minimal code, something similar to this may work.
//takes an initial start time, calculates elapsed time, compares elapsed time to count
bool ready(std::chrono::time_point<std::chrono::system_clock>&start, const double& count) {
auto end = std::chrono::system_clock::now();
std::chrono::duration<double> diff = end-start;
if (diff.count() >= count) {
start = end;
return true;
}
return false;
}
void doSomething()
{
static std::chrono::time_point<std::chrono::system_clock> start;
static int state = 0;
switch(state) {
case (0):
ui->button1->setEnable(false);
SendAPIRequest1();
if (APIRequest1_success) {
start = std::chrono::system_clock::now();
++state;
}
break;
case (1):
if (ready(start, 10.0) && requestAPIRequest1_response()) ++state;
break;
case(2):
SendAPIRequest2();
start = std::chrono::system_clock::now();
++state;
break;
case(3):
if (ready(start, 30.0)) {
doSomething2();
ui->button1->setEnable(true);
state = 0;
}
break;
}
}
This way you can call the function and it will either attempt one of the requests or return to do other tasks.
or with threads it could be as simple as
void worker_func(std::promise<bool>&& result) {
using namespace std::chrono_literals;
SendAPIRequest1();
while (!requestAPIRequest1_response()) {
std::this_thread::sleep_for(10s);
}
SendAPIRequest2();
std::this_thread::sleep_for(30s);
doSomething2();
result.set_value(true);
}
void doSomething() {
static std::future<bool> finished;
static bool flag = true;
if (flag) {
std::promise<bool> _finished;
finished = _finished.get_future();
ui.button1.setEnable(false);
std::thread worker(worker_func, std::move(_finished));
flag = false;
} else if (finished.wait_for(std::chrono::seconds(0)) == std::future_status::ready) {
//finished.get();
worker.join();
ui.button1.setEnable(true);
flag = true;
}
}
This way your main thread can keep running the ui, while the worker thread waits for the web API response, as long as your requests aren't handling any QT ui components I believe this should work.
Edit:
Since I have never used QT and it was never mentioned originally that QT was being used the above answers may or may not be usefull, however it looks like QT has some functions to handle things like this. maybe you can just start and stop a Qtimer
QTimer *timer = new QTimer(this);
connect(timer, &QTimer::timeout, this, &foo::update);
timer->start(1000);
would run the function foo::update() every second, the time interval can be changed accordingly. Here is a reference to QTimer and a reference to another class which may be of interest QTimerEvent not to mention, QT has an entire event handling system The Event System

Multithreaded program hangs on control method call

I've got a UI with 2 buttons and a textbox.
When the user presses the "Receive" button, a thread is started for an infinite work loop (receiving and printing messages from multicast). When the user presses the "Stop" button, the thread is given it's "kill flag" and then the program waits for the Join() to finish.
That infinite work loop calls back to the UI textbox with a SetTextBoxText(System::String) method. This is causing a race condition. Sometimes, the thread finishes the Join() just fine. Others, the program hangs forever on the Join().
I believe this is because when the UI thread calls Join() on its work thread, the work thread may be in the middle of its loop and is trying to invoke a locked thread. The UI thread is waiting for the Join() and is unable to do anything (like SetTextBoxText).
So, race-condition or deadlock, I need a way to check if the control is usable. If it is, then call the method to print like normal. If it is not usable, then don't try to call the SetTextBoxText method and continue like normal.
Code time, I'm actually using a UserControl, not a separate textbox, button1, and button2. I call the UserControl "MyUserControl". It contains the following code:
System::Void MyUserControl::buttonReceive_Click(System::Object^ sender, System::EventArgs^ e)
{
//each MyUserControl has their own myThread
this->myThread = gcnew System::Threading::Thread(gcnew System::Threading::ThreadStart(this, &MyUserControl::WorkLoop));
this->workLoopFlag = true;
this->myThread->Start();
}
void MyUserControl::WorkLoop()
{
while (this->workLoopFlag == true)
{
System::Threading::Thread::BeginCriticalRegion();
//this->myThread->BeginCriticalRegion();
Process();
//this->myThread->EndCriticalRegion();
System::Threading::Thread::EndCriticalRegion();
}
}
void EntityStatePduProcessor::Process()
{
//These 2 lines are for getting the correct MyUserControl to edit. Stored in GlobalVars::myList
ThreadPredicate^ threadPred = gcnew ThreadPredicate(System::Threading::Thread::CurrentThread->ManagedThreadId);
UserControlDataCollection^ userControlDataColl = GlobalVars::myList->Find(gcnew System::Predicate<UserControlDataCollection^>(threadPred, &ThreadPredicate::IsMatch));
System::Threading::Thread::BeginCriticalRegion();
if (userControlDataColl != nullptr) //should only happen after killing a thread
{
MyUserControl^ controlToEdit = (MyUserControl^)System::Windows::Forms::Control::FromHandle(userControlDataColl->control);
if (controlToEdit != nullptr)
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
controlToEdit->SetTextBoxConsoleText("a system::string to place into the textbox");
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
}
else
{
System::Windows::Forms::MessageBox::Show("controlToEdit == nullptr");
}
}
System::Threading::Thread::EndCriticalRegion();
}
delegate void MyStringDelegate(System::String ^ text);
void MyUserControl::SetTextBoxConsoleText(System::String^ input)
{
if (this->InvokeRequired) // (this->consoleTextBox->InvokeRequired)
{
MyStringDelegate^ myStrDel = gcnew MyStringDelegate(this, &MyUserControl::SetTextBoxConsoleText);
this->Invoke(myStrDel, gcnew array<Object^> { input });
}
else
{
this->textBoxConsole->Text = input;
this->textBoxConsole->Refresh();
}
}
System::Void MyUserControl::buttonStop_Click(System::Object^ sender, System::EventArgs^ e)
{
this->workLoopFlag = false; // kill the endless while loop
this->myThread->Join();
}
I tried to post the code in chronological order and only include the essentials while explaining the gaps in //comments.
The code that causes the hang is in the 3rd method shown Process() outlined with //~~~.
How do I correctly ensure that the controlToEdit is still able to access and not just waiting on a Join()?

Winforms updates with high performance

Let me setup this question with some background information, we have a long running process which will be generating data in a Windows Form. So, obviously some form of multi-threading is going to be needed to keep the form responsive. But, we also have the requirement that the form updates as many times per second while still remaining responsive.
Here is a simple test example using background worker thread:
void bw_ProgressChanged(object sender, ProgressChangedEventArgs e)
{
int reportValue = (int)e.UserState;
label1.Text = reportValue;
//We can put this.Refresh() here to force repaint which gives us high repaints but we lose
//all other responsiveness with the control
}
void bw_DoWork(object sender, DoWorkEventArgs e)
{
for (int x = 0; x < 100000; x++)
{
//We could put Thread.Sleep here but we won't get highest performance updates
bw.ReportProgress(0, x);
}
}
Please see the comments in the code. Also, please don't question why I want this. The question is simple, how do we achieve the highest fidelity (most repaints) in updating the form while maintaining responsiveness? Forcing the repaint does give us updates but we don't process windows messages.
I have also try placing DoEvents but that produces stack overflow. What I need is some way to say, "process any windows messages if you haven't lately". I can see also that maybe a slightly different pattern is needed to achieve this.
It seems we need to handle a few issues:
Updating the Form through the non UI thread. There are quite a few solution to this problem such as invoke, synchronization context, background worker pattern.
The second problem is flooding the Form with too many updates which blocks the message processing and this is the issue around which my question really concerns. In most examples, this is handles trivially by slowing down the requests with an arbitrary wait or only updating every X%. Neither of these solutions are approriate for real-world applications nor do they meet the maximum update while responsive criteria.
Some of my initial ideas on how to handle this:
Queue the items in the background worker and then dispatch them in a UI thread. This will ensure every item is painted but will result in lag which we don't want.
Perhaps use TPL
Perhaps use a timer in the UI thread to specify a refresh value. In this way, we can grab the data at the fastest rate that we can process. It will require accessing/sharing data across threads.
Update, I've updated to use a Timer to read a shared variable with the Background worker thread updates. Now for some reason, this method produces a good form response and also allows the background worker to update about 1,000x as fast. But, interestingly it only 1 millisecond accurate.
So we should be able to change the pattern to read the current time and call the updates from the bw thread without the need for the timer.
Here is the new pattern:
//Timer setup
{
RefreshTimer.SynchronizingObject = this;
RefreshTimer.Elapsed += RefreshTimer_Elapsed;
RefreshTimer.AutoReset = true;
RefreshTimer.Start();
}
void bw_DoWork(object sender, DoWorkEventArgs e)
{
for (int x = 0; x < 1000000000; x++)
{
//bw.ReportProgress(0, x);
//mUiContext.Post(UpdateLabel, x);
SharedX = x;
}
}
void RefreshTimer_Elapsed(object sender, System.Timers.ElapsedEventArgs e)
{
label1.Text = SharedX.ToString();
}
Update And here we have the new solution that doesn't require the timer and doesn't block the thread! We achieve a high performance in calculations and fidelity on the updates with this pattern. Unfortunately, ticks TickCount is only 1 MS accurate, however we can run a batch of X updates per MS to get faster then 1 MS timing.
void bw_DoWork(object sender, DoWorkEventArgs e)
{
long lastTickCount = Environment.TickCount;
for (int x = 0; x < 1000000000; x++)
{
if (Environment.TickCount - lastTickCount > 1)
{
bw.ReportProgress(0, x);
lastTickCount = Environment.TickCount;
}
}
}
There is little point in trying to report progress any faster than the user can keep track of it.
If your background thread is posting messages faster than the GUI can process them, (and you have all the symtoms of this - poor GUI resonse to user input, DoEvents runaway recursion), you have to throttle the progress updates somehow.
A common approach is to update the GUI using a main-thread form timer at a rate sufficiently small that the user sees an acceptable progress readout. You may need a mutex or critical section to protect shared data, though that amy not be necessary if the progress value to be monitored is an int/uint.
An alternative is to strangle the thread by forcing it to block on an event or semaphore until the GUI is idle.
The UI thread should not be held for more than 50ms by a CPU-bound operation taking place on it ("The 50ms Rule"). Usually, the UI work items are executed upon events, triggered by user input, completion of an IO-bound operation or a CPU-bound operation offloaded to a background thread.
However, there are some rare cases when the work needs to be done on the UI thread. For example, you may need to poll a UI control for changes, because the control doesn't expose proper onchange-style event. Particularly, this applies to WebBrowser control (DOM Mutation Observers are only being introduced, and IHTMLChangeSink doesn't always work reliably, in my experience).
Here is how it can be done efficiently, without blocking the UI thread message queue. A few key things was used here to make this happen:
The UI work tasks yields (via Application.Idle) to process any pending messages
GetQueueStatus is used to decide on whether to yield or not
Task.Delay is used to throttle the loop, similar to a timer event. This step is optional, if the polling needs to be as precise as possible.
async/await provide pseudo-synchronous linear code flow.
using System;
using System.Threading;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace WinForms_21643584
{
public partial class MainForm : Form
{
EventHandler ContentChanged = delegate { };
public MainForm()
{
InitializeComponent();
this.Load += MainForm_Load;
}
// Update UI Task
async Task DoUiWorkAsync(CancellationToken token)
{
try
{
var startTick = Environment.TickCount;
var editorText = this.webBrowser.Document.Body.InnerText;
while (true)
{
// observe cancellation
token.ThrowIfCancellationRequested();
// throttle (optional)
await Task.Delay(50);
// yield to keep the UI responsive
await ApplicationExt.IdleYield();
// poll the content for changes
var newEditorText = this.webBrowser.Document.Body.InnerText;
if (newEditorText != editorText)
{
editorText = newEditorText;
this.status.Text = "Changed on " + (Environment.TickCount - startTick) + "ms";
this.ContentChanged(this, EventArgs.Empty);
}
}
}
catch (Exception ex)
{
MessageBox.Show(ex.Message);
}
}
async void MainForm_Load(object sender, EventArgs e)
{
// navigate the WebBrowser
var documentTcs = new TaskCompletionSource<bool>();
this.webBrowser.DocumentCompleted += (sIgnore, eIgnore) => documentTcs.TrySetResult(true);
this.webBrowser.DocumentText = "<div style='width: 100%; height: 100%' contentEditable='true'></div>";
await documentTcs.Task;
// cancel updates in 10 s
var cts = new CancellationTokenSource(20000);
// start the UI update
var task = DoUiWorkAsync(cts.Token);
}
}
// Yield via Application.Idle
public static class ApplicationExt
{
public static Task<bool> IdleYield()
{
var idleTcs = new TaskCompletionSource<bool>();
if (IsMessagePending())
{
// register for Application.Idle
EventHandler handler = null;
handler = (s, e) =>
{
Application.Idle -= handler;
idleTcs.SetResult(true);
};
Application.Idle += handler;
}
else
idleTcs.SetResult(false);
return idleTcs.Task;
}
public static bool IsMessagePending()
{
// The high-order word of the return value indicates the types of messages currently in the queue.
return 0 != (GetQueueStatus(QS_MASK) >> 16 & QS_MASK);
}
const uint QS_MASK = 0x1FF;
[System.Runtime.InteropServices.DllImport("user32.dll")]
static extern uint GetQueueStatus(uint flags);
}
}
This code is specific to WinForms. Here is a similar approach for WPF.

How to chain tasks within each thread

I have a requirement for copying several hundred tables using bulkcopy.
So far I got the following code.
// from UI main thread
private void test1()
{
LimitedTaskScheduler scheduler = new LimitedTaskScheduler(4);
TaskFactory factory = new TaskFactory(scheduler);
foreach (DataRow row in tabList.Rows) // Loop over the rows.
{
string tabName = row[tabList.Columns["TableName"]].ToString();
factory.StartNew<string>( () =>
{
Console.WriteLine("{0} on thread {1}", tabName, Thread.CurrentThread.ManagedThreadId);
TableCopyer tc1 = new TableCopyer();
// pass progressbar and label into tc1 instance to update the progressbar and label
tc1.Bar1 = bar1;
tc1.L1 = l1;
tc1.EntityCopy(AppInfo.SrcDBMSPath, AppInfo.DestDBMSPath, tabName, "");
return tabName;
});
}
}
// inside TableCopier class
private void OnSqlRowsCopied(object sender, SqlRowsCopiedEventArgs e)
{
try
{
int rowCopied = int.Parse(e.RowsCopied.ToString());
double result = (double.Parse(rowCopied.ToString()) / double.Parse(TotalRows.ToString()));
int prsent = int.Parse(Math.Round((result * 100), 0).ToString());
SetProgressbar(prsent);
}
catch { throw; }
}
LimitedTaskScheduler is coming from
http://msdn.microsoft.com/en-us/library/ee789351.aspx
My questions are
How do I chain the tasks so that each will start only upon the finish of the prior task within each thread? I limited the max parallel thread to 4. I want to chain the tasks within the threads because the tasks being performed within a thread will reuse the same progressbar in a way one finishes and another starts.
I have 4 progress bar painted on UI, bar1, bar2, bar3, bar4. How do I associate each progressbar with a particular thread so that the user can see 4 running progress at the same time?
I think it doesn't make much sense to tie yourself into thinking about specific threads. Instead, what you want is that your tasks run concurrently at most 4 at a time and you want to use your 4 progress bars from those tasks.
What you could do is to put those progress bars into a collection, and then take a progress bar from there at the start of each task and return it back there at the end of the task.
You have to be careful about thread-safety here, so you should either use locks when working with the collection of progress bars, or use a thread-safe collection like ConcurrentQueue. Also, updating the progress bar usually has to be done from the UI thread, so you will have to take care of that too.
How do I chain the tasks so that each will start only upon the finish
of the prior task within each thread? I limited the max parallel
thread to 4. I want to chain the tasks within the threads because the
tasks being performed within a thread will reuse the same progressbar
in a way one finishes and another starts.
You want to chain your tasks together. So essentially there is no parallel processing occurring, except that you wish to process this on a thread separate to the UI. So, why then do you want to spawn a new task for each iteration of your loop if you wan't your loop processing to run sequentially? You could just wrap a normal for loop in a task:
private void test1()
{
Task.Factory.StartNew(() =>
{
foreach (DataRow row in tabList.Rows) // Loop over the rows.
{
string tabName = row[tabList.Columns["TableName"]].ToString();
Console.WriteLine("{0} on thread {1}", tabName, Thread.CurrentThread.ManagedThreadId);
TableCopyer tc1 = new TableCopyer();
// pass progressbar and label into tc1 instance to update the progressbar and label
tc1.Bar1 = bar1;
tc1.L1 = l1;
tc1.EntityCopy(AppInfo.SrcDBMSPath, AppInfo.DestDBMSPath, tabName, "");
}
});
}
I have 4 progress bar painted on UI, bar1, bar2, bar3, bar4. How do I
associate each progressbar with a particular thread so that the user
can see 4 running progress at the same time?
There are many ways to do this and it really depends on your requirements as to which is the best. You could reference the progress bars in a Queue<T>, but only if you are convinced that you will have as many progress bars as you have table rows.
private void test1()
{
Task.Factory.StartNew(() =>
{
var progressBars = new Queue<ProgressBar>(new List<ProgressBar> { bar1, bar2, bar3, bar4 });
foreach (DataRow row in tabList.Rows) // Loop over the rows.
{
// ...
if(progressBars.Count() == 0}
throw new Exception("Not enough progress bars setup!");
tc1.Bar1 = progressBars.Dequeue();
// ...
}
});
}
If tabList.Rows is an IEnumerable, then you can ensure that the queue won't break by using Take():
foreach (DataRow row in tabList.Rows.Take(progressBars.Count()))
{ ... }

ProgressBar Word Counter problem

Below is the code I am using to display a gauge progressbar from 0 - 100 whilst counting the number of words from a website. When it has finished counting the number of words i.e. when it has reached 100 I want it to display some text. However using the code below all I get is the else statement printed because it is still counting while the gauge check method is called. How do I get around this?
public void SetGauge(int value) {
this.gg_Progress.setValue(value);
}
public void GaugeCheck () {
if (this.gg_Progress.getValue() == 100) {
progress_Result.setText("The number of words from this website have been successfully counted");
}
else {
progress_Result.setText("The number of words has not been successfully counted");
}
}
if (command == Continue2) {
// write pre-action user code here
switchDisplayable(null, getReading());
// write post-action user code here
DelimiterCheck(tfd_Delimiter.getString());
this.Count();
this.GaugeCheck();
}
I suggest that you call progress_Result.setText("The number of words has not been successfully counted"); only once when you first initialize your gauge. Then remove the else clause from GaugeCheck.

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