How to create a console Timer for quiz Application - c#

I want to create a timer of 30 seconds and after 30 seconds the timer should end and display some message.
In those 30 seconds I want user to enter an option if he fails to enter a option then I need to show some message like timed out.
public void AskEasyQues(EasyQuestion easyQuestion)
{
System.Console.WriteLine("Here is Your:"+sQcount+" Question:");
System.Console.WriteLine("***********************************");
System.Console.WriteLine("Question is of The Category:"+easyQuestion.MCat);
System.Console.WriteLine("***********************************");
System.Console.WriteLine(easyQuestion.MDescription);
System.Console.WriteLine("--------------------------------------");
System.Console.WriteLine("1:"+easyQuestion.MOption1+" "+"2:"+easyQuestion.MOption2);
System.Console.WriteLine();
System.Console.WriteLine("3:"+easyQuestion.MOption3+" "+"4:"+easyQuestion.MOption4);
System.Console.WriteLine();
System.Console.WriteLine("Enter your Choice:");
for (int a = 60; a >= 0; a--)
{
Console.Write("\rGenerating Preview in {0:00}", a);
System.Threading.Thread.Sleep(1000);
}
string ans = Console.ReadLine();
if(ans == easyQuestion.MAnswer)
{
mNoOfQuesAnswerd++;
System.Console.WriteLine();
System.Console.WriteLine("------Well Played Champion!!!!!!-----");
sPlayerScore=sPlayerScore+100;
}
else
{
System.Console.WriteLine();
System.Console.WriteLine("------Wrong Choice Lets Move On--------");
}
System.Console.WriteLine();
System.Console.WriteLine("Press any Key To Continue For Next Question");
Console.ReadLine();
System.Console.WriteLine();
System.Console.WriteLine("----------------------------");
sQcount = sQcount + 1;
Console.Clear();
}
This is my code and I have also tried simply a countdown timer using for loop like below:
for (int a = 60; a >= 0; a--)
{
Console.Write("\rGenerating Preview in {0:00}", a);
System.Threading.Thread.Sleep(1000);
}
but it is not i want to implement please share a minute to help me.

I think what you want to use is a Timer.
Firstly add the following namespace.
using System.Timers;
Next add a modular/global variable to do the timing.
static Timer questionTimer = new Timer(30000) //Time in milliseconds to fire event..
Next you need to wire up to the Elapsed event and enable the timer.
questionTimer.Elapsed += QuestionTimer_Elapsed;
questionTimer.Enabled = true;
and your method for time up might look something like this.
private static void QuestionTimer_Elapsed(object sender, ElapsedEventArgs e)
{
Console.WriteLine("Time up!");
questionTimer.Stop();
}
and finally you would start this timer every time you display a new question. (Don't forget to stop the timer if the question is answered correctly otherwise the event will still fire)
questionTimer.Start(); //Start question timer...
Console.Write("What is 5+5? "); //Ask the question...
string ans = Console.ReadLine(); //Get the user input...
if (ans == "10")
{
//If it's correct stop timing...
Console.WriteLine("Correct!");
questionTimer.Stop();
}
I hope this helps you and if you need any further explanation, leave a comment. :)

Okay I think I mis-understood your question in my previous answer.
What you want is a line that counts down the time remaining?
Similar process of wiring up a timer, but also create a int variable called secondCounter and we will set the interval for our Timer to 1000. (1 second).
Our timer elapsed method now looks something like this:
private static void QuestionTimer_Elapsed(object sender, ElapsedEventArgs e)
{
secondCounter = secondCounter + 1;
Console.SetCursorPosition(0, 2); //This is a row number...
Console.Write("\rSeconds Remaining: {0}: ", 30 - secondCounter);
if (secondCounter >= 30)
{
Console.WriteLine("Time's up!");
questionTimer.Stop();
}
}
Then you will handle your question logic outside of the timer.
questionTimer.Start();
Console.WriteLine("What is 5 + 5?");
var input = Console.ReadLine();
Console.WriteLine($"You anwsered {input}");
questionTimer.Stop();

Related

Latency issues with time between 2 events

I had a task to make reflex meter app, and I got and exe as an example. I made it work but I don't get the same results from example I was given and my app, it's like I have 60-70 ms lost somewhere. App is supposed to show a text at random time between 0.5 and 5 seconds and when text shows, the user is supposed to click a button that will stop the stopwatch class I was using here and write it into last and best times.
First I was saving TotalMilliseconds , seconds , milliseconds and minutes as double , and now as TimeSpan, I felt as when I saved it in TimeSpan it reduced time but not enough to be close as example app or even online reflex app. I was thinking about delay between events or even mouse click, but I don't think its supposed to be like 50 60 ms. And if that is the problem how to measure those.
These are start events
private void Start_B_Click(object sender, EventArgs e)
{
Random rnd = new Random();
RndTimer.Interval = rnd.Next(500, 5000);
RndTimer.Start();
}
Stopwatch s = new Stopwatch();
private void RndTimer_Tick(object sender, EventArgs e)
{
NOW_L.Visible = true;
s.Reset();
s.Start();
Random rnd = new Random();
RndTimer.Interval = rnd.Next(500, 5000);
}
and this is button click event
public double o;
private void Click_B_Click(object sender, EventArgs e)
{
if (NOW_L.Visible == true)
{
s.Stop();
TimeSpan ts = s.Elapsed;
NOW_L.Visible = false;
if (LtimeRez_LB.Text == "00:00:00" || ts.TotalMilliseconds < class1.m)
{
LtimeRez_LB.Text = ts.Minutes.ToString() + ":" + ts.Seconds.ToString + ":" +
ts.Milliseconds.ToString();
BesttimeRez_LB.Text = ts.Minutes.ToString() + ":" + ts.Seconds.ToString + ":" +
ts.Milliseconds.ToString();
class1.m = ts.TotalMilliseconds;
o = class1.m;
}
else if (ts.TotalMilliseconds > o || ts.TotalMilliseconds == o)
{
LtimeRez_LB.Text = ts.Minutes.ToString() + ":" + ts.Seconds.ToString + ":" +
ts.Milliseconds.ToString();
}
NOW_L.Visible = false;
}
}
LtimeRez variable is label that is displaying last result and BestTimeRez is best time result, also I used public static double variable called m
Use the MouseDown event of the Button instead of the Click event. The Click event will only be triggered some time later than when the user pressed the mouse button on the control because it first waits for the user to also release the mouse button and because it also has to perform some internal tasks first (redrawing the button, validation checks).
Additional notes on the code:
Don't create a new instance of the Random class each time. Create one instance once and reuse it all the time. See How do I generate a random int number in C#?
In the Timer Tick function, only start the Stopwatch after setting the timer interval. The button will actually only become visible when the code leaves that function and has a chance again to process Windows messages.
Please give o and m some meaningful names. You don't need both variables. They always have the same value. You only need one of them.
In CLick_B_Click, you don't need the if in the else part.
In the current version of the code, when the user does not click immediately, the timer click event can happen multiple times before the user clicks the button, resetting the stopwatch too early...
One problem I am seeing here is string concatenation in you code. In C# world, while concatenating you should use String.Format() method. Using plus operator to join the string will add delay. So use below line to form string -
LtimeRez_LB.Text = String.Format("{0}:{1}:{2}", ts.Minutes, ts.Seconds, ts.Milliseconds);
~Nilesh

C# clickclickclick console game - correct button reading

I'm trying to create a simple clickclickclick game for the console in c# with Visual Studio. The only thing that is not working yet, is how the console can count presses of any button on the keyboard. The problem with the existing code is that the statement stays true even after releasing the button.
using System;
using System.Diagnostics;
public class clickclickclickgame
{
public static void Main()
{
Stopwatch timer = new Stopwatch();
int amountofpresses = 0;
timer.Start();
while (timer.ElapsedMilliseconds < 2000)
{
if (Console.KeyAvailable == true) // this is where my question is about.
{
timer.Restart();
amountofpresses++;
}
timer.Stop();
Console.WriteLine(amountofpresses);
}
}
Replace it by:
int i = 0;
Stopwatch sw = new Stopwatch();
sw.Start();
while(true)
{
Console.ReadKey(true);//True makes it so you don't see the key in Console
if(sw.ElapsedMilliseconds < 2000)
{
i++;
sw.Restart();
}
else
{
sw.Stop();
break;
}
}
Console.WriteLine("Pressed amount: " + i);
Console.ReadKey();
This works like you wan't the only problem is it checks the state after ReadKey witch means if I'm game over I have to press once more for my highscore. btw 2000 ms is 2 seconds, quite high for this game :)
To help you on your way to increasing difficulty id say make 2000 a variable and subtract score * 2 (just an example) every key press. That way it gets harder and harder.

Make Picturebox Bounds "collision" add to score Label

Trying to make a simple C# program where a ship goes through several "checkpoints" and when it's bounds interesect, it adds to the players score, then game ends when you reach the final checkpoint. Can't figure out how to make the score go up and print to the label each time. Thanks!
UPDATE: I can get my boxes to increase the score once, but not on all the other pictureboxes. Also, when I hit the final "spaceport" picturebox I get stuck in a messagebox redirect loop. How do I solve these 2 things? Tutors at school are no help.
public partial class consoleForm : Form
{
public consoleForm()
{
InitializeComponent();
}
private void consoleForm_Load(object sender, EventArgs e)
{
}
private void outputBox_TextChanged(object sender, EventArgs e)
{
}
private void timer1_Tick(object sender, EventArgs e)
{
int score = (0);
if (ship.Bounds.IntersectsWith(wormhole1.Bounds))
{
score += (1);
userScore.Text = score.ToString();
this.Refresh();
}
else if (ship.Bounds.IntersectsWith(wormhole2.Bounds))
{
score += (1);
userScore.Text = score.ToString();
this.Refresh();
}
else if (ship.Bounds.IntersectsWith(wormhole3.Bounds))
{
score += (1);
userScore.Text = score.ToString();
this.Refresh();
}
else if (ship.Bounds.IntersectsWith(wormhole4.Bounds))
{
score += (1);
userScore.Text = score.ToString();
this.Refresh();
}
if (ship.Bounds.IntersectsWith(spaceport.Bounds))
{
MessageBox.Show("you win");
this.Refresh();
}
}
The problem you've got is, that you're only doing this check once when the form loads, and never again.
Remove the logic from the consoleForm_Load event, and put it in your own method, called CheckScore(), or something else meaningful.
What would be good is to use a timer to check for the intersection every, let's say 100ms (0.1 seconds).
Create a timer:
In your constructor for the consoleForm, create a timer and a handler for it, then Start it. *You could even put it in your already-existing consoleForm_Load event - your choice :)
Like so:
public consoleForm()
{
var timer = new System.Timers.Timer(100); // Create a timer that fires every 100ms (0.1s)
timer.Tick += OnTimer_Tick;
timer.Start();
}
Add an event for the Tick event of the timer:
The OnTimer_Tick you can either "auto create" from VS, or add yourself:
private void OnTimer_Tick(object sender, ElapsedEventArgs e)
{
CheckScore(); // Call your logic method to check the score
}
Do the logic:
If you haven't already, make sure you've created the CheckScore() method using your original logic (that used to be in the consoleForm_Load event).
Final note:
I would seriously consider tidying up your CheckScore() (or whatever you like to call it) method, but that's just me :)
Further final note: there are loads of other ways of creating timers; I'm just being nice and using the most basic use of a Timer in WinForms :)
Hope this helps!
MORE!!!
At the moment, you're creating a new "score" every time you call the CheckScore() method.
In order to store your score, create a private field called _score or similar:
private int _score = 0;
Then, whenever you're adding to the user's score, reference the _score field, and use that to calculate and display:
_score++;
// or your own logic
_score += 20; // etc. etc.
// At the bottom of your logic,
// when you're ready to display the score:
userScore.Text = "Your score: " + _score;
Then, you can reference the _score wherever else you need it in your form.
Such as re-setting it:
private void ResetScore()
{
_score = 0;
}
or checking if the score has reached a certain value:
public void CheckScore()
{
...
// Your other logic to increment the score.
...
if (_score >= 10) // Check if the score has reached a certain value.
{
MessageBox.Show("You reached 10 points! YOU WIN!");
}
}
Bingo! ;)
Ok so your issue is that your only calling your code once - when the form is loaded. You need an update event set up and called regularly with the above code to make it work. Otherwise your code looks quite sound. Look into c# timers to get your update method called.

How to check if an incident happened during a time frame in C#?

I am developing software that adds if a button is clicked 5 times, a variable is incremented by '1'
IF A then B++
everything is good, but now I want the system to reset its counter if that 5 times did not happen within 10 seconds. I.e the speed of clicking matters.
If I click too slow, the increment should not happen even though I clicked 5 times as it exceeds that 10 secs period.
Any suggestion?
This could be done much nicer but it should work:
DateTime time = new DateTime();//time of first click
int counter = 0;
void button_click(object sender, EventArgs e)
{
if(counter == 0)
{time = DateTime.Now}
else if(counter == 5)
{
if( DateTime.Now.Subtract(time).Duration().Seconds <= 10)
{/*Do some cool stuff*/}
else
{counter = -1;}
}
counter++;
}
I'd do something like this:
const int ClicksRequired = 5;
readonly TimeSpan ClickTimeSpan = new TimeSpan(0, 0, 10);
Queue<DateTime> _clicks = new Queue<DateTime>();
private void clickTarget_MouseUp(object sender, MouseEventArgs e)
{
var currentTime = DateTime.Now;
_clicks.Enqueue(currentTime);
if (_clicks.Count == ClicksRequired)
{
var firstTime = _clicks.Dequeue();
if (currentTime - firstTime <= ClickTimeSpan)
{
MessageBox.Show("Hello World!");
_clicks.Clear();
}
}
}
I use Queue to keep track of clicks because you don't know which mouse click will actually be the first click until you have five clicks in the time window. You need to know the time of the fifth click back in time and that click changes with each subsequent click.
I use MouseUp instead of Click because Click might not fire the correct number of times if clicks occur within the system double-click interval (because those get routed to DoubleClick).

C# 10 second timer on combox selected Index

After being out of scripting for ages I have decided to learn a programming language and I have gone for C#. I'm getting along pretty well but now for the first time I seem to have been faced with a problem that I have not been able to solve with google.
I am making a simulated aircraft system as a learning exercise and I want to invoke a loop when an option is selected from a drop down combobox.
I have a combobox/list with three options which simulates the starter switch, the values are (0)Off, (1)On, (2)Ignition Only . In the real aeroplane, when 'On' is selected the switch locks in place for 10 seconds and then releases. So what I am trying to achieve is :
private void comboBox2_SelectedIndexChanged(object sender, EventArgs e)
{
if (starterRight.SelectedIndex == 0)
{
//Starter is off
eng2Start.Value = 0;
}
if (starterRight.SelectedIndex == 1)
{
//starter is on
//Start Timer
eng2Start.Value = 1;
if (eng2Tourqe >= 6000)
{
//open fuel valve
// set Hot Start counter to 0
}
else
{
//ensure fuel valve stays closed
// set Hot Start counter to x+1
}
// End of Timer
// set selected index back to 0
(starterRight.SelectedIndex == 0)
}
}
I have googled and googled and the more I read the more I am getting lost in this. I have found answers containing a mass of code which I am not able to fully decipher just yet.
Is it possible to do what I want to do?
Thanks in advance for your time.
You can Add Timer to your Form and Set the Interval property to 10000(10 seconds).
from code:
if (starterRight.SelectedIndex == 1)
{
//starter is on
//Start Timer
timer1.Enabled=true;
}
//in timer tick Event write the following:
private void timer1_Tick(object sender, EventArgs e)
{
timer1.Enabled=false;
//Statements to start aircraft
}
You could achieve this by setting it to true (or selected, or whatever you want) sleeping for 10 seconds, like this:
Thread.Sleep(10000) ;
and then set it back to false (or unselect, or whatever you want)
Another way to go would be to start a background thread that will sleep for ten seconds, and then call a method that will "unset" the button, this way, not blocking the GUI ...
Or depending on what you're using, I could probably come up with other options, but i'll take it you're trying to learn the basics atm ... :)
See this one msdn timer
And you can use Threed.Sleep(10000);
I think this should works. I didn't compile it, but with this you lock the swtich, do your stuff checking a timer that when arrives to 10 sec, re-enable your switch.
private void comboBox2_SelectedIndexChanged(object sender, EventArgs e)
{
if (starterRight.SelectedIndex == 0)
{
//Starter is off
eng2Start.Value = 0;
}
if (starterRight.SelectedIndex == 1)
{
//starter is on
starterRight.enable = false;
StopWatch sw = new StopWatch();
sw.Start();
eng2Start.Value = 1;
if (eng2Tourqe >= 6000)
{
//open fuel valve
// set Hot Start counter to 0
}
else
{
//ensure fuel valve stays closed
// set Hot Start counter to x+1
}
if (sw.ElapsedMilliseconds <= 10000)
{
do
{
//Dummy Loop
}
while (sw.ElapsedMilliseconds > 10000)
sw.Stop();
}
else
{
// set selected index back to 0
sw.Stop();
starterRight.Enabled = true;
(starterRight.SelectedIndex == 0)
}
}
}
You can use a Timer and the Tick event. Disable your switch, and when the Timer tick, Enabled it.
Timer timerSwitchOn;
public SomeConstructor()
{
timerSwitchOn = new Timer(){Interval = 10*1000}; // 10 seconds
timerSwitchOn.Tick += new EventHandler(timerSwitchOn_Tick);
}
private void comboBox2_SelectedIndexChanged(object sender, EventArgs e)
{
if (starterRight.SelectedIndex == 1)
{
//starter is on
starterRight.Enabled = false;
timerSwitchOn.Start();
}
}
void timerSwitchOn_Tick(object sender, EventArgs e)
{
timerSwitchOn.Stop();
starterRight.Enabled = true;
// set selected index back to 0
starterRight.SelectedIndex = 0;
}
In my initial question I said I had wanted to invoke a loop, I meant a timer but it seems that you all figured that out.
Thank you for the rapid answers, I am going to get stuck into them this weekend and see if I can solve my problem.

Categories

Resources