WinForms Thread-safe Controls - multithreading

I spend a lot of time working with Windows Forms controls but from a background worker thread - I suppose this is good practice really since you don't want your form to be locking up when people click buttons. To be honest, with just about everything GUI related action I normally do in a background worker thread, so the interface is nice an responsive to the user (Wish more people would do that!).
So my question is... every time I have to interact with controls I have to "Invoke" them, with something like:
if (control.InvokeRequired)
{
//
}
Standard practice right? However, this leads me to some terribly messy code, because just about every control type I have, I need a MethodInvoker delegate or something. It's adding thousands of lines of code to my protects, and its terribly time consuming.
I currently have hundreds of "property setting" methods like:
private void Safe_SetLableText(Label control, string text)
{
if (control.InvokeRequired)
{
control.Invoke((MethodInvoker)delegate
{
control.Text = text;
});
}
else
{
control.Text = text;
}
}
So, is there some other technique, or way to do this, or some way to being able to always alter a property of a control, no matter what the control is and no matter what thread im in?
something like: (pseudocode)
BackgroundWorker.RunWorkerAsync();
private void thing_to_do()
{
// We are in a background thread now
DoSomeDatabaseWorkThatTakesALongTime();
InvokeAnyControls();
// Do some stuff...
controlX.Text = "123"
controlY.Height = 300;
controlZ.text = ControlA.text;
RestoreAnyControls();
}

You could wrap your InvokeRequired code with a delegate, like so:
public static void Invoke2<TControl>(this TControl c, Action<TControl> code) where TControl : Control {
if( c.InvokeRequired ) c.Invoke( delegate() { code(c); } );
else code(c);
}
Then use it like so:
private void Safe_SetLableText(Label control, string text) {
control.Invoke2( c => c.Text = text );
}
Of course you might want better names than Invoke2, but I hope the idea sits will with you. Note that the lambda-expression syntax is a C# 3.0 feature, but the Action<T> delegate is part of .NET 2.0, so this will compile against the .NET Framework 2.0 so long as you're VS2008 or later.

I'm posting an answer to my own question because I think it will add value to the community.
1) I wanted to "simplify" my code, and one if the most important finds was that that the:
control.InvokeRequired
really isnt needed... its pretty much a given. Importantly, you CAN rely on the fact that the control will need to be invoked if you are in a background (or non-UI) thread.
2) The invocation travels "UP" the control tree, so if you have:
Form > Control > Control inside Control > etc > etc
You only need to invoke "Form" (top most), and then you can alter the properties of the child elements.
So here is my clean and simple solution to working with background workers (or non-UI threads). I have just tested this now and it works great.
public partial class Form1: Form
{
public Form1()
{
BackgroundWorker bgw = new BackgroundWorker();
bgw.DoWork += new DoWorkEventHandler(this.bgDoWork);
bgw.RunWorkerCompleted += new RunWorkerCompletedEventHandler(this.bgComplete);
bgw.RunWorkerAsync();
}
private void bgComplete(object sender, EventArgs e)
{
// You are not in the UI thread now, so you can Invoke without error
this.Invoke((MethodInvoker)delegate
{
// Now you can change any property an any control within this form.
// Remember "this" refers to Form1.
this.label1.Text = "test123";
this.label2.Text = "test456";
this.label3.Text = this.label4.Text;
// You can set progress bars too, not just label text
}
}
private void bgDoWork(object sender, DoWorkEventArgs e)
{
// Do something that takes a long time
}
}

As you are already using the Background worker why don't you 'misuse' OnProgressChanged?
private void thing_to_do()
{
// We are in a background thread now
DoSomeDatabaseWorkThatTakesALongTime();
BackgroundWorker.ReportProgress(1, "state");
DoSomeMoreDatabaseWorkThatTakesALongTime();
BackgroundWorker.ReportProgress(2, YourObjectHere);
}
void OnProgressChanged(ProgressChangedEventArgs progressArgs)
{
switch(progressArgs.ProgressPercentage)
{
case 1:
// Do some stuff...
controlX.Text = "123"
controlY.Height = 300;
controlZ.text = ControlA.text;
break;
case 2:
// other stuff
YourObject obj = (YourObject) progressArgs.UserState;
// wahtever...
break;
default:
break;
}
}

Related

Do I need to use thread and a task in JavaFX to run something in background when a thread will do the job?

I'm using a thread to periodically run a three second background animation.
I adapted the code in question from a Thread Demo example written in Swing and used
it to replace a not quite working earlier version that used both a thread and a task.
My program stops/suspends the thread when either playing a video or running an animation
and starts a new thread when ending the video or animation. This seems to work without
any downside which is why I'm puzzled why my earlier JavaFX searches hadn't turned up
a similar solution to the one I'm using. It seems a rather direct approach for running
short, simple background animations.
Where am I going wrong with this? What am I missing? How would I rewrite this code
using both a Thread and a Task or do I need to?
I should add - the while and run statements are virtually unchanged from the original
and the only significant addition to the Swing code was to add thread.setDaemon( true )
to startThread().
A podcast listener.
// background thread
class BackGround extends Thread {
#Override
public void run() {
while ( suspend.getValue() == false ) {
try {
int r = shared.randInt( 5, 10 );
Thread.sleep( r * 1000 );
} catch ( InterruptedException e ) {
// do nothing
}
if ( suspend.getValue() == false ) {
Platform.runLater( () -> {
int g = shared.cssGradients.length - 1;
g = shared.randInt( 0, g );
gradientColor.set( shared.cssGradients[g] );
Boolean bif = shared.updatePanes( shared.cssGradients[g],
leftPane, rightPane );
});
}
}
}
} // class background
// start thread
public synchronized void startThread() {
thread = new BackGround(); // Thread thread ...defined elsewhere
thread.setDaemon( true );
thread.start();
}
// stop thread
public synchronized void stopThread() {
suspend.set( true );
}
The reason the Task class is useful for JavaFX is that it provides a number of callbacks like succeeded(), failed() or cancelled() and methods like updateProgress() and updateMessage() that will run in the JavaFX Application thread and therefore let you update the UI without Platform.runLater( () -> { ... }); This makes the Task class a perfect choice for doing background tasks like downloading data or long running computations.
However, since your thread simply runs continuously without ever really finishing its work, it doesn't seem that you would need any of the additional functionality a Task would provide you with over a simple Thread.
Still, if you really wanted to convert your code to use a Task, it would look just like this:
class BackGround extends Task<Void> {
#Override
protected Void call() throws Exception {
while (suspend.getValue() == false) {
try {
int r = shared.randInt(5, 10);
Thread.sleep(r * 1000);
} catch (InterruptedException e) {
// do nothing
}
if (suspend.getValue() == false) {
Platform.runLater(() -> {
int g = shared.cssGradients.length - 1;
g = shared.randInt(0, g);
gradientColor.set(shared.cssGradients[g]);
Boolean bif = shared.updatePanes(shared.cssGradients[g],
leftPane, rightPane);
});
}
}
return null;
}
}
// start thread
public synchronized void startThread() {
Task<Void> bg = new BackGround();
Thread taskThread = new Thread(bg);
taskThread.setDaemon(true);
taskThread.start();
}
// stop thread
public synchronized void stopThread() {
suspend.set( true );
}
As you see, it really doesn't make a difference for you, as you don't need anything that a Thread couldn't give you. If however you wanted to have closer communication with the UI thread, e.g. showing a progress bar or showing status updates, then a Task would give you the tools to do that.
I guess its also worth mentioning that the use of a Timeline would be quite elegant for triggering your animations. It would look somewhat like this:
Timeline timeline = new Timeline(new KeyFrame(Duration.seconds(1), new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent event) {
int g = shared.cssGradients.length - 1;
g = shared.randInt(0, g);
gradientColor.set(shared.cssGradients[g]);
Boolean bif = shared.updatePanes(shared.cssGradients[g], leftPane, rightPane);
}
}
));
timeline.setCycleCount(Animation.INDEFINITE);
timeline.play();
The code inside the handle() method is run every second in the JavaFX Application thread. Unfortunately this only lets you set a fixed time between executions, while you seem to want to wait a random amount of time each time.
TL;DR: Using a Thread is ok, because you don't need the additional functionalities of a Task in your use case.

JavaFX: Autoscroll of TextArea with appendText but without Listeners

I've read the other articles on Stackoverflow on this topic. But none of them matches my problem exactly.
I want to log an algorithm in a TextArea. In each iteration of the algorithm the text in this TextArea should be expanded via appendText().
My first problem is: Where should I create the new Thread and how can the both threads communicate with each other (GUI and algorithm)?
In my actual design I have three important classes: The view, which holds the TextArea, the controller, which calls the algorithm and the algorithm, which takes a number of iterations and the TextArea (to call the appendText()-method on severage places in the code).
In this design the controller calls the algorithm, the algorithm iterates n times with a for-loop and after it terminates, the GUI shows the changes. But I want the GUI to show the changes simultaneously, when the algorithm calls the appendText()-method.
And my second problem is the autoscroll of the TextArea. After each appendText-call the TextArea should be scrolled completely down. But I think the solution of this problem is the same solution of my first problem.
I would be very grateful for some help.
It's pretty much impossible to answer your question completely without (a lot) more information, but the general approach I would use would be for the algorithm to have a callback to process a message, which could be invoked by each step of the algorithm. From the controller, pass an implementation of the callback which updates the text area with the message, on the FX Application Thread.
Something like:
public class Algorithm {
private Consumer<String> statusCallback ;
public Algorithm(Consumer<String> statusCallback) {
this.statusCallback = statusCallback ;
}
public Algorithm() {
// by default, callback does nothing:
this(s -> {});
}
public void performAlgorithm() {
while (! finished() ) {
doNextStep();
String statusMessage = getStatus();
statusCallback.accept(statusMessage);
}
}
}
and then
public class Controller {
private View view = ... ;
public void startAlgorithm() {
Algorithm algorithm = new Algorithm(s -> Platform.runLater(view.appendStatus(s)));
Thread t = new Thread(algorithm::performAlgorithm);
t.setDaemon(true);
t.start();
}
}
For the View you then do the following (note that you can scroll down with textArea.setScrollTop(Double.MAX_VALUE);):
public class View {
private TextArea textArea ;
public View() {
textArea = new TextArea();
// ...
}
public void appendStatus(String status) {
if (!textArea.getText().isEmpty()) {
textArea.appendText("\n");
}
textArea.appendText(status);
textArea.setScrollTop(Double.MAX_VALUE);
}
}
This should work as long as your algorithm doesn't create too many status updates too fast (so that they flood the FX Application Thread and prevent it doing its normal work).

Update UI using Parallel Task

I have method
public override void InitializeRow(object sender, InitializeRowEventArgs e)
{
if (!e.ReInitialize)
Task.Factory.StartNew(() =>
{
AfterInitializeRow(sender, e);
});
}
public override void AfterInitializeRow(object sender, InitializeRowEventArgs e)
{
foreach (UltraGridColumn ugc in e.Row.Band.Columns)
{
if (IsNumeric(ugc.Key))
{
e.Row.Cells[ugc].DroppedDown = true;
e.Row.Cells[ugc].ValueList = “Some value”;
e.Row.Cells[ugc].SetValue(e.Row.Cells[ugc.Key].Value, false);
e.Row.Cells[ugc].Style = Infragistics.Win.UltraWinGrid.ColumnStyle.DropDownList;
}
}
}
But its Giving error at e.Row.Cells[ugc].DroppedDown = true;
I learned that only Main thread can update the UI.
But is it possible that while updating the DroppedDown only it switch to main thread. Bcoz more than 1000’s rows are initialized in this way making the load of Grid very slow. So I want to do some kind of parallelism in this process.
In any function in your Form or UserControl, you can use the following type of code:
public void SetText(string text)
{
if (InvokeRequired)
{
BeginInvoke(new Action<string>(SetText), text);
}
else
{
label1.Text = text;
}
}
label1 would be the control to update in this case.
This will make sure that you invoke the function on the UI-thread.
You should still be careful with syncrhonization, though, but simply updating your UI from another thread can be easily done like that.
The answer to this question is that you shouldn't be using threading in the InitialzieRow event to set or even access properties on the grid or its related objects.
What you should do instead is look for ways to optimize what you are doing in this method first. For example why are you setting the value of a cell to the value it already has, this line of code should be able to be removed without impacting behavior.
Also all of the logic provided is only based on the column key so if the column has a consistent set of values, you could set the ValueList on the column in InitializeLayout instead of using InitializeRow.

Blackberry Thread Image from JSON

I am looking for a way to display images on my ListField from a background thread. First in my drawListRow i try this
path = (String) imagePaths.elementAt(index);
bit = connectServerForImage(path);
g.drawBitmap(xText, y + yText, 80, 200, bit, 0, 0);
but can't scroll smoothly throughout the list, and they say do not do networking or other blocking operations on the UI. But i also try this
private class imgConnection extends Thread
{
public imgConnection() {
super();
}
public void run() {
try {
for (int i = 0; i < imagePaths.size(); i++)
{
final int index = i;
String path = imagePaths.elementAt(index).toString();
bit = connectServerForImage(path);
image.addElement(bit);
}
}
catch (Exception e)
{
System.out.println(e.toString());
}
UiApplication.getUiApplication().invokeLater(new Runnable() {
public void run() {
_list.setSize(image.size());
subManager.add(_list);
screen.invalidate();
}
});
}
}
public void drawListRow(ListField list, Graphics g, int index, int y, int w) {
bit = (Bitmap) image.elementAt(index);
g.drawBitmap(xText, y + yText, 80, 200, bit, 0, 0);
}
but nothing happens. Any idea, comments.
You are right, i just started java development 2 weeks ago particularly BB development and i try this link. I want to add a background thread to download image after i got the path url from json return.
first thread:
_connectionthread = new Connection();
_connectionthread.start();
private class Connection extends Thread
{
public Connection()
{
super();
}
public void run() {
try {}
catch (Exception e) {}
}
}
second thread:
_imgConnectionThread = new ImgConnection();
_imgConnectionThread.start();
private class ImgConnection extends Thread
{
public ImgConnection() {
super();
}
public void run() {
try {
}
catch (Exception e)
{
}
}
}
how to update images on ListField?
Answer is based on code from - pastebin.com/90UKTHzP
Terrible code! It's really hard to read and undersand! It looks like you copy pasted several examples from different locations. Also you overriding default behavior with same behavior. Also MainScreen already has VerticalManagerField. Also you're adding list every iteration to manager which will cause IAE. And main one thread is depended on result of second one. They start at the same time, but getting json from server and it's processing could take longer time, so image thread most probably will finish his run without any result.
So main recommendation to fix it - read clean code book! Read more about java development - conventions, multithreading. Read about BB development - UI api, networking.
And finally - start only one thread to get and parse json. After you get it finished - start another thread to get images.
There some minor things that could save you more battery and processor time also - start loading images on demand - when it painted or going to be painted (user scrolls list).
By convention, Java class names start with a capital letter, so imgConnection should really be ImgConnection.
In your sample code, I don't see imgConnection being instantiated anywhere, and I don't see any call to Thread.start(), which is the way a thread i started. Without Thread.start() it is not surprising nothing is happening - the thread is never starting.

Update a textblock on windows phone during a tap

I'm developing a database application for Windows Phone 7.5 (mango). I trying (during tapping on a button) to update a textblock with the text "Searching..." This button performs a rather lengthy search in a big table and thus I want to inform the user. However everything I trying is failed! Here is one of the code snippets that I used. Is there any way to achieve this? Any help helping me understand what's wrong would be appreciated.
private void btnSearch_Tap(object sender, GestureEventArgs e)
{
workerThread = new Thread(new ThreadStart(turnVisibilityOn));
workerThread.Start();
while (!workerThread.IsAlive) ;
Thread.Sleep(500);
//Search database takes about 15 sec on windows phone device!
Procedures[] results = CSDatabase.RunQuery<Procedures>(#"select Code, Description from tblLibraries where Description like '%" +
textBox1.Text + "%' or Code like '%" + textBox1.Text + "%'");
this.MyListBox.ItemsSource = results;
// Of course this not work
Search1.Text = ""
}
private void turnVisibilityOn()
{
// Inform the user updating the Search1 textblock
// UIThread is a static class -Dispatcher.BeginInvoke(action)-
UIThread.Invoke(() => Search1.Text = "Searching...");
}
public static class UIThread
{
private static readonly Dispatcher Dispatcher;
static UIThread()
{
// Store a reference to the current Dispatcher once per application
Dispatcher = Deployment.Current.Dispatcher;
}
/// <summary>
/// Invokes the given action on the UI thread - if the current thread is the UI thread this will just invoke the action directly on
/// the current thread so it can be safely called without the calling method being aware of which thread it is on.
/// </summary>
public static void Invoke(Action action)
{
if (Dispatcher.CheckAccess())
action.Invoke();
else
Dispatcher.BeginInvoke(action);
}
}
I am not sure I understand the problem correctly.
The "Searching..." text does not show up? The
// Of course this not work
Search1.Text = ""
line doesn't work? (Why do you write "Of course this not work"? Why wouldn't it work?)
I don't understand why you change the text to "Searching..." in a background thread. You could do it in the UI thread, and make the time-consuming work in the background thread, something like this (I switched to using a ThreadPool):
private void btnSearch_Tap( object sender, GestureEventArgs e )
{
Search1.Text = "Searching..."
ThreadPool.QueueUserWorkItem(p =>
{
Procedures[] results = CSDatabase.RunQuery<Procedures>( #"select Code, Description from tblLibraries where Description like '%" +
textBox1.Text + "%' or Code like '%" + textBox1.Text + "%'" );
// Dispatch manipulation of UI elements:
Dispatcher.BeginInvoke( () =>
{
this.MyListBox.ItemsSource = results;
Search1.Text = "";
} );
} ) ;
}
You always have to manipulate the UI elements from the UI thread (on which the event handler runs) and you have to do the time-consuming work in a background thread.

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