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public enum RunState
{
running,
pause,
suppend
}
RunState state = RunState.suppend;
bool Restart = false;
RunProc(...)//执行的部分
{
while(state != RunState.suppend)
{
//....................//
//执行你的操作
Application.DoEvents();
if(state == RunState.suppend) break;//保证可以正常退出
while(state == RunState.pause)//保证可以暂停,不过这样效率不高:)但实现这个功能也只能如此了。
{
Application.DoEvents();
}
}
if(Restart)
{
Restart = False;
Button2.PerformClick();
}
}
Button2_Clicked(...)//开始
{
if(state != RunState.suppend)
{
state = RunState.suppend;
Restart = true;
return;//修改了这里,要退出栈
}
state = RunState.running;
RunProc();
}
Button3_Clicked(...)//暂停
{
state = RunState.pause;
}
Button4_Clicked(...)//停止
{
state = RunState.suppend;
}
public enum RunState
{
running,
pause,
suppend
}
RunState state = RunState.suppend;
bool Restart = false;
RunProc(...)//执行的部分
{
while(state != RunState.suppend)
{
//执行操作
Application.DoEvents();
if(state == RunState.suppend) break;//保证可以正常退出
while(state == RunState.pause)//保证可以暂停,不过这样效率不高:)但实现这个功能也只能如此了。
{
Application.DoEvents();
}
}
if(Restart)
{
Restart = False;
Button2.PerformClick();
}
}
Button2_Clicked(...)//开始
{
if(state != RunState.suppend)
{
state = RunState.suppend;
Restart = true;
}
state = RunState.running;
RunProc();
}
Button3_Clicked(...)//暂停
{
state = RunState.pause;
}
Button4_Clicked(...)//停止
{
state = RunState.suppend;
}