So, first off, application.DoEvents should be avoided unless you really know what you're doing and are sure that this is both an appropriate use of it, and that you are using it correctly. I'm fairly certain that neither is the case here.
Next, how are you controlling the speed of the fading? You're basically just letting the computer fade as quickly as it can and relying on the the inherent overhead of the operations (and background processes) to make it take longer. That's really not very good design. You're better off specifying how long the fade should take from the start so that it will be consistent between machines. You can use a Timer
to execute code at the appropriate set intervals and ensure that the UI thread is not blocked for the duration of the fade (without using DoEvents
).
Just modify the duration
below to change how long the fade takes, and modify the steps
to determine how "choppy" it is. I have it set to 100 because that's effectively what your code was doing before. In reality, you probably don't need that many and you can just lower to just before it starts getting choppy. (The lower the steps the better it will perform.)
Additionally, you shouldn't be so worried about performance for something like this. The fade is something that is going to need to be measured on the scale of about a second or not much less (for a human to be able to perceive it) and for any computer these days it can do so, so much more than this in a second it's not even funny. This will consume virtually no CPU in terms of computation over the course of a second, so trying to optimize it is most certainly micro-optimizing.
private void button1_Click(object sender, EventArgs e)
{
int duration = 1000;//in milliseconds
int steps = 100;
Timer timer = new Timer();
timer.Interval = duration / steps;
int currentStep = 0;
timer.Tick += (arg1, arg2) =>
{
Opacity = ((double)currentStep) / steps;
currentStep++;
if (currentStep >= steps)
{
timer.Stop();
timer.Dispose();
}
};
timer.Start();
}
Sleep(0)
was to return the thread's remaining time to the scheduler to give other thread a chance to run. Maybe on .NET this is the same. MSDN states: "If you specify 0 milliseconds, the thread will relinquish the remainder of its time slice but remain ready." – Benzolint
todouble
? – Benzol