I have a GUI application within which i'm spawning a console application using Process class.
Process p1 = new Process();
p1.StartInfo.WindowStyle = ProcessWindowStyle.Hidden;
p1.StartInfo.CreateNoWindow = true;
p1.StartInfo.UseShellExecute = false;
p1.StartInfo.FileName = Path.Combine(basepath, "abc.exe");
p1.StartInfo.Arguments = "/pn abc.exe /f \"temp1.txt\"";
p1.StartInfo.RedirectStandardError = true;
p1.StartInfo.RedirectStandardInput = true;
p1.StartInfo.RedirectStandardOutput = true;
p1.OutputDataReceived += new DataReceivedEventHandler(outputreceived);
p1.ErrorDataReceived += new DataReceivedEventHandler(errorreceived);
p1.Start();
tocmd = p1.StandardInput;
p1.BeginOutputReadLine();
p1.BeginErrorReadLine();
Now i have a problem that, though it reads the console output asynchronously but it seems to fire the event only when the internal buffer is filled with some amount. I want it to display data as it comes. If there's 10 bytes in buffer, let it display the 10 bytes. My program implements sleep() call internally, so i need to print the data till it goes to sleep.
How can i do it?
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As it was mentioned the output is line buffered, i tried the following change in the code
p1.StartInfo.WindowStyle = ProcessWindowStyle.Hidden;
p1.StartInfo.CreateNoWindow = true;
p1.StartInfo.UseShellExecute = false;
p1.StartInfo.FileName = Path.Combine(basepath, "abc.exe");
p1.StartInfo.Arguments = pnswitch + " /f \"temp1.txt\"";
p1.StartInfo.RedirectStandardError = false;
p1.StartInfo.RedirectStandardInput = true;
p1.StartInfo.RedirectStandardOutput = true;
p1.Start();
tocmd = p1.StandardInput;
MethodInvoker mi = new MethodInvoker(readout);
mi.BeginInvoke(null, p1);
and inside readout i wrote
void readout()
{
string str;
while ((str = p1.StandardOutput.ReadLine()) != null)
{
richTextBox1.Invoke(new UpdateOutputCallback(this.updateoutput), new object[] { str });
p1.StandardOutput.BaseStream.Flush();
}
}
So i think it now monitors when each line is written and it prints it right? this too didn't work. Any thing wrong there?