C# 10000';s+;UI元素,绑定还是绘制?

C# 10000';s+;UI元素,绑定还是绘制?,c#,wpf,data-binding,C#,Wpf,Data Binding,我正在为时间轴控件绘制标题。 看起来是这样的: 每行0.01毫秒,因此在10分钟的时间线内,我将绘制60000行+6000个标签。 这需要一段时间,大约10秒。 我想从UI线程中卸载这个。 我的代码当前为: private void drawHeader() { Header.Children.Clear(); switch (viewLevel) { case ViewLevel.MilliSeconds100: double hWidth = Heade

我正在为时间轴控件绘制标题。 看起来是这样的:

每行0.01毫秒,因此在10分钟的时间线内,我将绘制60000行+6000个标签。 这需要一段时间,大约10秒。 我想从UI线程中卸载这个。 我的代码当前为:

private void drawHeader()
{
  Header.Children.Clear();
  switch (viewLevel)
  {
    case ViewLevel.MilliSeconds100:
        double hWidth = Header.Width;
        this.drawHeaderLines(new TimeSpan(0, 0, 0, 0, 10), 100, 5, hWidth);

        //Was looking into background worker to off load UI

        //backgroundWorker = new BackgroundWorker();

        //backgroundWorker.DoWork += delegate(object sender, DoWorkEventArgs args)
        //                               {
        //                                   this.drawHeaderLines(new TimeSpan(0, 0, 0, 0, 10), 100, 5, hWidth);
        //                               };
        //backgroundWorker.RunWorkerAsync();
        break;
    }
}

private void drawHeaderLines(TimeSpan timeStep, int majorEveryXLine, int distanceBetweenLines, double headerWidth)
{
var currentTime = new TimeSpan(0, 0, 0, 0, 0);
const int everyXLine100 = 10;
double currentX = 0;
var currentLine = 0;
while (currentX < headerWidth)
{
    var l = new Line
                {
                    ToolTip = currentTime.ToString(@"hh\:mm\:ss\.fff"),
                    StrokeThickness = 1,
                    X1 = 0,
                    X2 = 0,
                    Y1 = 30,
                    Y2 = 25
                };
    if (((currentLine % majorEveryXLine) == 0) && currentLine != 0)
    {
        l.StrokeThickness = 2;
        l.Y2 = 15;
        var textBlock = new TextBlock
                            {
                                Text = l.ToolTip.ToString(),
                                FontSize = 8,
                                FontFamily = new FontFamily("Tahoma"),
                                Foreground = new SolidColorBrush(Color.FromRgb(255, 255, 255))
                            };

        Canvas.SetLeft(textBlock, (currentX - 22));
        Canvas.SetTop(textBlock, 0);
        Header.Children.Add(textBlock);
    }

    if ((((currentLine % everyXLine100) == 0) && currentLine != 0)
        && (currentLine % majorEveryXLine) != 0)
    {
        l.Y2 = 20;
        var textBlock = new TextBlock
                            {
                                Text = string.Format(".{0}", TimeSpan.Parse(l.ToolTip.ToString()).Milliseconds),
                                                            FontSize = 8,
                                                            FontFamily = new FontFamily("Tahoma"),
                                                            Foreground = new SolidColorBrush(Color.FromRgb(192, 192, 192))
                            };

        Canvas.SetLeft(textBlock, (currentX - 8));
        Canvas.SetTop(textBlock, 8);
        Header.Children.Add(textBlock);
    }
    l.Stroke = new SolidColorBrush(Color.FromRgb(255, 255, 255));
    Header.Children.Add(l);
    Canvas.SetLeft(l, currentX);

    currentX += distanceBetweenLines;
    currentLine++;
    currentTime += timeStep;
}
}
private void drawHeader()
{
Header.Children.Clear();
开关(视图级别)
{
案例ViewLevel.毫秒100:
双宽度=页眉宽度;
这是一条绘制头线(新的时间跨度(0,0,0,0,10),100,5,hWidth);
//正在查看后台工作人员以卸载UI
//backgroundWorker=新的backgroundWorker();
//backgroundWorker.DoWork+=委托(对象发送方,DoWorkEventArgs参数)
//                               {
//这是一条绘制头线(新的时间跨度(0,0,0,0,10),100,5,hWidth);
//                               };
//backgroundWorker.RunWorkerAsync();
打破
}
}
专用空心绘制头线(TimeSpan timeStep、int Majore Veryxline、int Distance Between Lines、double headerWidth)
{
var currentTime=新的时间跨度(0,0,0,0,0);
const int everyXLine100=10;
双电流x=0;
var-currentLine=0;
while(当前x
我已经研究了BackgroundWorker,除了不能在非UI线程上创建UI元素

是否可以在非UI线程中执行drawHeaderLines

我可以用数据绑定来画线吗? 这会有助于用户界面响应吗

我可以想象我可以使用数据绑定,但是样式可能超出了我当前的WPF能力(来自winforms并试图了解所有这些样式对象是什么并绑定它们)


有没有人能提供一个起点来吸引这一切?或者谷歌一个可以让我开始学习的教程?

所以,正如你所说,所有这些工作都需要在UI线程中完成;你不能只在后台线程中完成

然而,运行一个很长的循环,在UI线程中进行大量的UI修改,会阻塞UI线程,因此显然我们不能这样做

这里的关键是你需要将你正在做的事情分解成许多更小的工作单元,然后在UI线程中完成所有这些小的工作单元。UI线程所做的工作与以前一样多(由于管理所有这些任务的开销,可能还要多一点),但它允许在这些任务之间发生其他事情(例如鼠标移动/单击事件、按键等)

下面是一个简单的例子:

private void button1_Click(object sender, EventArgs e)
{
    TaskScheduler uiContext = TaskScheduler.FromCurrentSynchronizationContext();
    Task.Run(async () =>
    {
        for (int i = 0; i < 1000; i++)
        {
            await Task.Factory.StartNew(() =>
            {
                Controls.Add(new Label() { Text = i.ToString() });
            }, CancellationToken.None, TaskCreationOptions.None, uiContext);
        }
    });
}
private void按钮1\u单击(对象发送者,事件参数e)
{
TaskScheduler uiContext=TaskScheduler.FromCurrentSynchronizationContext();
Task.Run(异步()=>
{
对于(int i=0;i<1000;i++)
{
等待任务。工厂。开始新建(()=>
{
Add(新标签(){Text=i.ToString()});
},CancellationToken.None,TaskCreationOptions.None,uiContext);
}
});
}
首先,我们在UI线程中获取UI上下文,然后在后台启动一个新线程,负责启动所有小任务。这里是循环的开始。(您可能希望将其提取到另一个方法中,因为您的方法并不那么简单。)然后,立即在循环内部启动一个新任务,并在UI上下文中启动该任务。在该任务中,您可以将整个循环中的内容放在其中。通过
等待
完成该任务,您可以确保每个任务都是上一个任务的延续,因此它们都按顺序运行。如果订单不重要(这不太可能,但可能),那么您根本不需要等待


如果你需要一个C#4.0版本,你可以让一个
任务
退出循环,在每次迭代中连接一个新任务作为前一个任务的延续,然后将“自身”设置为该任务。不过会更混乱。

这只是一个概念证明,但我认为你可以
<Grid>
    <Grid.ColumnDefinitions>
        <ColumnDefinition Width="*"/>
    </Grid.ColumnDefinitions>
    <Grid.RowDefinitions>
        <RowDefinition Height="*"/>
    </Grid.RowDefinitions>
    <ListView Grid.Row="0" Grid.Column="0" ItemsSource="{Binding Path=Numbers}" Width="100" Height="500">
        <ListView.RenderTransform>
            <RotateTransform Angle="90" CenterX="150" CenterY="150"/>
        </ListView.RenderTransform> 
    </ListView>
</Grid>




public List<string> Numbers
{
    get
    {
        List<string> numbers = new List<string>();
        for (UInt16 i=1; i < 60000; i++)
        {
            numbers.Add(i.ToString());
        }
        return numbers;
    }
}
public class MyVisualHost : FrameworkElement
{
private readonly VisualCollection children;

public MyVisualHost(int width)
{
    children = new VisualCollection(this);

    var visual = new DrawingVisual();
    children.Add(visual);

    var currentTime = new TimeSpan(0, 0, 0, 0, 0);
    const int everyXLine100 = 10;
    double currentX = 0;
    var currentLine = 0;
    double distanceBetweenLines = 5;
    TimeSpan timeStep = new TimeSpan(0, 0, 0, 0, 10);
    int majorEveryXLine = 100;

    var grayBrush = new SolidColorBrush(Color.FromRgb(192, 192, 192));
    grayBrush.Freeze();
    var grayPen = new Pen(grayBrush, 2);
    var whitePen = new Pen(Brushes.White, 2);
    grayPen.Freeze();
    whitePen.Freeze();

    using (var dc = visual.RenderOpen())
    {
        while (currentX < width)
        {
            if (((currentLine % majorEveryXLine) == 0) && currentLine != 0)
            {
                dc.DrawLine(whitePen, new Point(currentX, 30), new Point(currentX, 15));

                var text = new FormattedText(
                    currentTime.ToString(@"hh\:mm\:ss\.fff"),
                    CultureInfo.CurrentCulture,
                    FlowDirection.LeftToRight,
                    new Typeface("Tahoma"),
                    8,
                    grayBrush);

                dc.DrawText(text, new Point((currentX - 22), 0));
            }
            else if ((((currentLine % everyXLine100) == 0) && currentLine != 0)
                        && (currentLine % majorEveryXLine) != 0)
            {
                dc.DrawLine(grayPen, new Point(currentX, 30), new Point(currentX, 20));

                var text = new FormattedText(
                    string.Format(".{0}", currentTime.Milliseconds),
                    CultureInfo.CurrentCulture,
                    FlowDirection.LeftToRight,
                    new Typeface("Tahoma"),
                    8,
                    grayBrush);
                dc.DrawText(text, new Point((currentX - 8), 8));
            }
            else
            {
                dc.DrawLine(grayPen, new Point(currentX, 30), new Point(currentX, 25));
            }

            currentX += distanceBetweenLines;
            currentLine++;
            currentTime += timeStep;
        }
    }
}

// Provide a required override for the VisualChildrenCount property.
protected override int VisualChildrenCount { get { return children.Count; } }

// Provide a required override for the GetVisualChild method.
protected override Visual GetVisualChild(int index)
{
    if (index < 0 || index >= children.Count)
    {
        throw new ArgumentOutOfRangeException();
    }

    return children[index];
}
}
public static readonly DependencyProperty HeaderDrawingVisualProperty = DependencyProperty.Register("HeaderDrawingVisual", typeof(MyVisualHost), typeof(MainWindow));

public MyVisualHost VisualHost
{
    get { return (MyVisualHost)GetValue(HeaderDrawingVisualProperty); }
    set { SetValue(HeaderDrawingVisualProperty, value); }
}
<Canvas x:Name="Header" Background="#FF2D2D30" Grid.Row="0">
    <ContentPresenter Content="{Binding HeaderDrawingVisual}" />
</Canvas>
Header.Width = 50000;
VisualHost = new MyVisualHost(50000);
Old way Total Milliseconds: 277.061
New way Total Milliseconds: 13.9982
Old way Total Milliseconds: 518.4632
New way Total Milliseconds: 12.9423
Old way Total Milliseconds: 479.1846
New way Total Milliseconds: 23.4987
Old way Total Milliseconds: 477.1366
New way Total Milliseconds: 12.6469
Old way Total Milliseconds: 481.3118
New way Total Milliseconds: 12.9678