Is there a nice simple method of delaying a function call whilst letting the thread continue executing?
e.g.
public void foo()
{
// Do stuff!
Well, I'd have to agree with the "design" point... but you can probably use a Monitor to let one know when the other is past the critical section...
public void foo() {
// Do stuff!
object syncLock = new object();
lock (syncLock) {
// Delayed call to bar() after x number of ms
ThreadPool.QueueUserWorkItem(delegate {
lock(syncLock) {
bar();
}
});
// Do more Stuff
}
// lock now released, bar can begin
}
I've been looking for something like this myself - I came up with the following, although it does use a timer, it uses it only once for the initial delay, and doesn't require any Sleep
calls ...
public void foo()
{
System.Threading.Timer timer = null;
timer = new System.Threading.Timer((obj) =>
{
bar();
timer.Dispose();
},
null, 1000, System.Threading.Timeout.Infinite);
}
public void bar()
{
// do stuff
}
(thanks to Fred Deschenes for the idea of disposing the timer within the callback)
private static volatile List<System.Threading.Timer> _timers = new List<System.Threading.Timer>();
private static object lockobj = new object();
public static void SetTimeout(Action action, int delayInMilliseconds)
{
System.Threading.Timer timer = null;
var cb = new System.Threading.TimerCallback((state) =>
{
lock (lockobj)
_timers.Remove(timer);
timer.Dispose();
action()
});
lock (lockobj)
_timers.Add(timer = new System.Threading.Timer(cb, null, delayInMilliseconds, System.Threading.Timeout.Infinite));
}
I though the perfect solution would be to have a timer handle the delayed action. FxCop doesn't like when you have an interval less then one second. I need to delay my actions until AFTER my DataGrid has completed sorting by column. I figured a one-shot timer (AutoReset = false) would be the solution, and it works perfectly. AND, FxCop will not let me suppress the warning!
Aside from agreeing with the design observations of the previous commenters, none of the solutions were clean enough for me. .Net 4 provides Dispatcher and Task classes which make delaying execution on the current thread pretty simple:
static class AsyncUtils
{
static public void DelayCall(int msec, Action fn)
{
// Grab the dispatcher from the current executing thread
Dispatcher d = Dispatcher.CurrentDispatcher;
// Tasks execute in a thread pool thread
new Task (() => {
System.Threading.Thread.Sleep (msec); // delay
// use the dispatcher to asynchronously invoke the action
// back on the original thread
d.BeginInvoke (fn);
}).Start ();
}
}
For context, I'm using this to debounce an ICommand
tied to a left mouse button up on a UI element. Users are double clicking which was causing all kinds of havoc. (I know I could also use Click
/DoubleClick
handlers, but I wanted a solution that works with ICommand
s across the board).
public void Execute(object parameter)
{
if (!IsDebouncing) {
IsDebouncing = true;
AsyncUtils.DelayCall (DebouncePeriodMsec, () => {
IsDebouncing = false;
});
_execute ();
}
}
Building upon the answer from David O'Donoghue here is an optimized version of the Delayed Delegate:
using System.Windows.Forms;
using System.Collections.Generic;
using System;
namespace MyTool
{
public class DelayedDelegate
{
static private DelayedDelegate _instance = null;
private Timer _runDelegates = null;
private Dictionary<MethodInvoker, DateTime> _delayedDelegates = new Dictionary<MethodInvoker, DateTime>();
public DelayedDelegate()
{
}
static private DelayedDelegate Instance
{
get
{
if (_instance == null)
{
_instance = new DelayedDelegate();
}
return _instance;
}
}
public static void Add(MethodInvoker pMethod, int pDelay)
{
Instance.AddNewDelegate(pMethod, pDelay * 1000);
}
public static void AddMilliseconds(MethodInvoker pMethod, int pDelay)
{
Instance.AddNewDelegate(pMethod, pDelay);
}
private void AddNewDelegate(MethodInvoker pMethod, int pDelay)
{
if (_runDelegates == null)
{
_runDelegates = new Timer();
_runDelegates.Tick += RunDelegates;
}
else
{
_runDelegates.Stop();
}
_delayedDelegates.Add(pMethod, DateTime.Now + TimeSpan.FromMilliseconds(pDelay));
StartTimer();
}
private void StartTimer()
{
if (_delayedDelegates.Count > 0)
{
int delay = FindSoonestDelay();
if (delay == 0)
{
RunDelegates();
}
else
{
_runDelegates.Interval = delay;
_runDelegates.Start();
}
}
}
private int FindSoonestDelay()
{
int soonest = int.MaxValue;
TimeSpan remaining;
foreach (MethodInvoker invoker in _delayedDelegates.Keys)
{
remaining = _delayedDelegates[invoker] - DateTime.Now;
soonest = Math.Max(0, Math.Min(soonest, (int)remaining.TotalMilliseconds));
}
return soonest;
}
private void RunDelegates(object pSender = null, EventArgs pE = null)
{
try
{
_runDelegates.Stop();
List<MethodInvoker> removeDelegates = new List<MethodInvoker>();
foreach (MethodInvoker method in _delayedDelegates.Keys)
{
if (DateTime.Now >= _delayedDelegates[method])
{
method();
removeDelegates.Add(method);
}
}
foreach (MethodInvoker method in removeDelegates)
{
_delayedDelegates.Remove(method);
}
}
catch (Exception ex)
{
}
finally
{
StartTimer();
}
}
}
}
The class could be slightly more improved by using a unique key for the delegates. Because if you add the same delegate a second time before the first one fired, you might get a problem with the dictionary.