Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 357401
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 12, 20262026-05-12T12:12:07+00:00 2026-05-12T12:12:07+00:00

I’m working on a card game in C# for a project on my Intro

  • 0

I’m working on a card game in C# for a project on my Intro to OOP paper and have got the game working now but am adding “flair” to the GUI.

Currently cards are dealt and appear on the UI instantaneously. I want to have to program pause for a moment after dealing a card before it deals the next.

When a game is started the following code runs to populate the PictureBoxes that represent them (will be a loop eventually):

        cardImage1.Image = playDeck.deal().show();
        cardImage2.Image = playDeck.deal().show();
        cardImage3.Image = playDeck.deal().show();
        cardImage4.Image = playDeck.deal().show();
        cardImage5.Image = playDeck.deal().show();
        ...

I have tries using System.Threading.Thread.Sleep(100); between each deal().show() and also inside each of those methods but all it achieves is locking up my GUI until all of the sleeps have processed then display all of the cards at once.

I have also tried using a combination of a timer and while loop but it resulted in the same effect.

What would be the best way of achieving the desired result?

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-12T12:12:07+00:00Added an answer on May 12, 2026 at 12:12 pm

    The problem is that any code that you run on the UI will block the UI and freeze the program. When your code is running (even if it’s running Thread.Sleep), messages (such as Paint or Click) sent to the UI will not be processed (until control returns to the message loop when you exit your event handler), causing it to freeze.

    The best way to do this is to run on a background thread, and then Invoke to the UI thread between sleeps, like this:

    //From the UI thread,
    ThreadPool.QueueUserWorkItem(delegate {
        //This code runs on a backround thread.
        //It will not block the UI.
        //However, you can't manipulate the UI from here.
        //Instead, call Invoke.
        Invoke(new Action(delegate { cardImage1.Image = playDeck.deal().show(); }));
        Thread.Sleep(100);
    
        Invoke(new Action(delegate { cardImage2.Image = playDeck.deal().show(); }));
        Thread.Sleep(100);
    
        Invoke(new Action(delegate { cardImage3.Image = playDeck.deal().show(); }));
        Thread.Sleep(100);
    
        //etc...
    });
    //The UI thread will continue while the delegate runs in the background.
    

    Alternatively, you could make a timer and show each image in the next timer tick. If you use a timer, all you should do at the beginning is start the timer; don’t wait for it or you’ll introduce the same problem.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I have a jquery bug and I've been looking for hours now, I can't
I have a string like this: La Torre Eiffel paragonata all’Everest What PHP function
this is what i have right now Drawing an RSS feed into the php,
I have a French site that I want to parse, but am running into
I have a .ini file as follows: [playlist] numberofentries=2 File1=http://87.230.82.17:80 Title1=(#1 - 365/1400) Example
link Im having trouble converting the html entites into html characters, (&# 8217;) i
I have just tried to save a simple *.rtf file with some websites and
I want to count how many characters a certain string has in PHP, but
I've got a string that has curly quotes in it. I'd like to replace
I have this code to decode numeric html entities to the UTF8 equivalent character.

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.