* Remove continous press code from Application * WIP prototype code to handle continuous press as subcomponent of View * Prototype with Button * Implement CWP * Move to seperate classes and prevent double entry to Start * Fix repeat clicking when moving mouse by removing phantom click code (old implementation of WantContinuousButtonPressed) * Remove initial tick because it results in double activation e.g. button firing twice immediately as mouse is pressed down. * Refactor DatePicker lamdas * WIP investigate subcomponents instead of statics * Add IMouseGrabHandler to IApplication * Make mouse grabbing non static activity * Make MouseHeldDown suppress when null fields e.g. app not initialized in tests * Update test and remove dependency on Application * Fix other mouse click and hold tests * Code cleanup * Update class diagram * Fix bad xml doc references * Fix timed events not getting passed through in v2 applications * Make timed events nullable for tests that dont create an Application * Remove strange blocking test * WIP remove all idles and replace with zero timeouts * Fix build of tests * Fix unit tests * Add wakeup call back in * Comment out incredibly complicated test and fix others * Fix test * test fix * Make Post execute immediately if already on UI thread * Re enable test and simplify Invoke to just execute if in UI thread (up front) * Remove xml doc references to idles * Remove more references to idles * Make Screen initialization threadsafe * Add more exciting timeouts * WIP add tests * fix log * fix test * make continuous key press use smoth acceleration * Rename _lock to _lockScreen * Remove section on idles, they are not a thing anymore - and they kinda never were. * Add nullable enable * Add xml comment * Fix namings and cleanup code * xmldoc fix * Rename LockAndRunTimers to just RunTimers * Rename AddTimeout and RemoveTimeout (and event) to just Add/Remove * Update description of MainLoop * Commented out Run_T_Call_Init_ForceDriver_Should_Pick_Correct_Driver * Again? Commented out Run_T_Call_Init_ForceDriver_Should_Pick_Correct_Driver * Revert Commented out Run_T_Call_Init_ForceDriver_Should_Pick_Correct_Driver * When mouse is released from MouseHeldDown reset host MouseState * Fix namespaces in class diagram * Apply @BDisp suggested fix * Fix class diagrams * Add lock * Make TimeSpan.Zero definetly run * Fix duplicate entry in package props --------- Co-authored-by: Tig <tig@users.noreply.github.com>
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Multitasking and Background Operations
See also Cross-platform Driver Model
Terminal.Gui applications run on a single main thread with an event loop that processes keyboard, mouse, and system events. This document explains how to properly handle background work, timers, and asynchronous operations while keeping your UI responsive.
Threading Model
Terminal.Gui follows the standard UI toolkit pattern where all UI operations must happen on the main thread. Attempting to modify views or their properties from background threads will result in undefined behavior and potential crashes.
The Golden Rule
Always use
Application.Invoke()to update the UI from background threads.
Background Operations
Using async/await (Recommended)
The preferred way to handle background work is using C#'s async/await pattern:
private async void LoadDataButton_Clicked()
{
loadButton.Enabled = false;
statusLabel.Text = "Loading...";
try
{
// This runs on a background thread
var data = await FetchDataFromApiAsync();
// This automatically returns to the main thread
dataView.LoadData(data);
statusLabel.Text = $"Loaded {data.Count} items";
}
catch (Exception ex)
{
statusLabel.Text = $"Error: {ex.Message}";
}
finally
{
loadButton.Enabled = true;
}
}
Using Application.Invoke()
When working with traditional threading APIs or when async/await isn't suitable:
private void StartBackgroundWork()
{
Task.Run(() =>
{
// This code runs on a background thread
for (int i = 0; i <= 100; i++)
{
Thread.Sleep(50); // Simulate work
// Marshal back to main thread for UI updates
Application.Invoke(() =>
{
progressBar.Fraction = i / 100f;
statusLabel.Text = $"Progress: {i}%";
});
}
Application.Invoke(() =>
{
statusLabel.Text = "Complete!";
});
});
}
Timers
Use timers for periodic updates like clocks, status refreshes, or animations:
public class ClockView : View
{
private Label timeLabel;
private object timerToken;
public ClockView()
{
timeLabel = new Label { Text = DateTime.Now.ToString("HH:mm:ss") };
Add(timeLabel);
// Update every second
timerToken = Application.MainLoop.AddTimeout(
TimeSpan.FromSeconds(1),
UpdateTime
);
}
private bool UpdateTime()
{
timeLabel.Text = DateTime.Now.ToString("HH:mm:ss");
return true; // Continue timer
}
protected override void Dispose(bool disposing)
{
if (disposing && timerToken != null)
{
Application.MainLoop.RemoveTimeout(timerToken);
}
base.Dispose(disposing);
}
}
Timer Best Practices
- Always remove timers when disposing views to prevent memory leaks
- Return
truefrom timer callbacks to continue,falseto stop - Keep timer callbacks fast - they run on the main thread
- Use appropriate intervals - too frequent updates can impact performance
Common Patterns
Progress Reporting
private async void ProcessFiles()
{
var files = Directory.GetFiles(folderPath);
progressBar.Fraction = 0;
for (int i = 0; i < files.Length; i++)
{
await ProcessFileAsync(files[i]);
// Update progress on main thread
progressBar.Fraction = (float)(i + 1) / files.Length;
statusLabel.Text = $"Processed {i + 1} of {files.Length} files";
// Allow UI to update
await Task.Yield();
}
}
Cancellation Support
private CancellationTokenSource cancellationSource;
private async void StartLongOperation()
{
cancellationSource = new CancellationTokenSource();
cancelButton.Enabled = true;
try
{
await LongRunningOperationAsync(cancellationSource.Token);
statusLabel.Text = "Operation completed";
}
catch (OperationCanceledException)
{
statusLabel.Text = "Operation cancelled";
}
finally
{
cancelButton.Enabled = false;
}
}
private void CancelButton_Clicked()
{
cancellationSource?.Cancel();
}
Responsive UI During Blocking Operations
private async void ProcessLargeDataset()
{
var data = GetLargeDataset();
var batchSize = 100;
for (int i = 0; i < data.Count; i += batchSize)
{
// Process a batch
var batch = data.Skip(i).Take(batchSize);
ProcessBatch(batch);
// Update UI and yield control
progressBar.Fraction = (float)i / data.Count;
await Task.Yield(); // Allows UI events to process
}
}
Common Mistakes to Avoid
❌ Don't: Update UI from background threads
Task.Run(() =>
{
label.Text = "This will crash!"; // Wrong!
});
✅ Do: Use Application.Invoke()
Task.Run(() =>
{
Application.Invoke(() =>
{
label.Text = "This is safe!"; // Correct!
});
});
❌ Don't: Forget to clean up timers
// Memory leak - timer keeps running after view is disposed
Application.MainLoop.AddTimeout(TimeSpan.FromSeconds(1), UpdateStatus);
✅ Do: Remove timers in Dispose
protected override void Dispose(bool disposing)
{
if (disposing && timerToken != null)
{
Application.MainLoop.RemoveTimeout(timerToken);
}
base.Dispose(disposing);
}
Performance Considerations
- Batch UI updates when possible instead of updating individual elements
- Use appropriate timer intervals - 100ms is usually the maximum useful rate
- Yield control in long-running operations with
await Task.Yield() - Consider using
ConfigureAwait(false)for non-UI async operations - Profile your application to identify performance bottlenecks
See Also
- Events - Event handling patterns
- Keyboard Input - Keyboard event processing
- Mouse Input - Mouse event handling
- Configuration Management - Application settings and state