我有一个
TextBox
用一个
TextChanged
我看到的基本上有2个“选项”/场景。
-
在自定义事件中,在继续事件之前,以某种方式等待dll调用完成,同时保持UI空闲。这似乎是我未经训练的多线程自我提出的最简单的想法,但从概念上讲,它也给我带来了危险:考虑到自定义事件本身(从
事件
)在UI线程上?
-
使用将整个自定义事件抛出到自己的线程中
Task.Run()
InvokeRequired
,但如果有更正确的方法,我宁愿采用这种方法。
我用上面的选项2制作了一个更短(尽管是人为的)的示例项目,它基本上显示了我想要的东西:
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
comboBox1.Items.Add("Select One...");
comboBox1.Items.Add("Item 1");
comboBox1.Items.Add("Item 2");
Value = 0;
}
public string SetMessage
{
set
{
if (lblInfo.InvokeRequired)
lblInfo.BeginInvoke((MethodInvoker)delegate () { lblInfo.Text = Important ? value + "!" : value; });
else
lblInfo.Text = Important ? value + "!" : value;
}
}
public bool Important
{
get
{
return chkImportant.Checked;
}
set
{
if (chkImportant.InvokeRequired)
chkImportant.BeginInvoke((MethodInvoker) delegate() { chkImportant.Checked = value; });
else
chkImportant.Checked = value;
}
}
public SomeValue Value
{
get
{
if (comboBox1.InvokeRequired)
{
SomeValue v = (SomeValue)comboBox1.Invoke(new Func<SomeValue>(() => SomeValue.Bar));
return v;
}
else
{
switch (comboBox1.SelectedIndex)
{
case 1:
return SomeValue.Foo;
case 2:
return SomeValue.Bar;
default:
return SomeValue.Nothing;
}
}
}
set
{
if (comboBox1.InvokeRequired)
{
comboBox1.BeginInvoke((MethodInvoker)delegate ()
{
switch (value)
{
case SomeValue.Nothing:
comboBox1.SelectedIndex = 0;
break;
case SomeValue.Foo:
comboBox1.SelectedIndex = 1;
break;
case SomeValue.Bar:
comboBox1.SelectedIndex = 2;
break;
}
});
}
else
{
switch (value)
{
case SomeValue.Nothing:
comboBox1.SelectedIndex = 0;
break;
case SomeValue.Foo:
comboBox1.SelectedIndex = 1;
break;
case SomeValue.Bar:
comboBox1.SelectedIndex = 2;
break;
}
}
}
}
private void CustomEvent(object sender, EventArgs e)
{
if (!Important)
Important = true;
SetMessage = "Doing some stuff";
if (Value == SomeValue.Foo)
Debug.WriteLine("Foo selected");
//I don't want to continue until a result is returned,
//but I don't want to block UI either.
if (ReturnsTrueEventually())
{
Debug.WriteLine("True!");
}
Important = false;
SetMessage = "Finished.";
}
public bool ReturnsTrueEventually()
{
//Simulates some long running method call in a dll.
//In reality, I would interpret an integer and return
//an appropriate T/F value based on it.
Thread.Sleep(5000);
return true;
}
private void textBox1_TextChanged(object sender, EventArgs e)
{
//Do I *need* to multithread the whole thing?
Task.Run(() => CustomEvent(this, new EventArgs()));
}
}
public enum SomeValue
{
Nothing = 0,
Foo = 100,
Bar = 200
}
笔记
:我没有要求对我的选项2代码进行代码审查。相反,我要问的是,选项2是否有必要完成,因为该选项会导致我更改相当大的代码部分,因为其中只有一个方法可以支撑整个过程。
我还意识到我可以简化这些属性中的一些代码,以防止复制。为了给自己演示和调试,我现在暂缓。
下面是我与选项1相关的内容(省略了重复代码和没有调用的getter/setter):
private async void CustomEvent(object sender, EventArgs e)
{
if (!Important)
Important = true;
SetMessage = "Doing some stuff";
if (Value == SomeValue.Foo)
Debug.WriteLine("Foo selected");
//I don't want to continue until a result is returned,
//but I don't want to block UI either.
if (await ReturnsTrueEventually())
{
Debug.WriteLine("True!");
}
Important = false;
SetMessage = "Finished.";
}
public async Task<bool> ReturnsTrueEventually()
{
//Simulates some long running method call in a dll.
//In reality, I would interpret an integer and
//return an appropriate T/F value based on it.
Thread.Sleep(5000);
return true;
}