How to correctly override System.Timers.Timer Elapsed Event - c#

I want to override the default Elapsed event for the System.Timers.Timer class to easily be able to remove all event listeners when desired. Using Jorge's answer from this question, I came up with the following
class CustomTimer : System.Timers.Timer {
List<ElapsedEventHandler> delegates = new List<ElapsedEventHandler>();
private new event ElapsedEventHandler _elapsed;
public new event ElapsedEventHandler Elapsed {
add {
_elapsed += value;
delegates.Add(value);
}
remove {
_elapsed -= value;
delegates.Remove(value);
}
}
public void RemoveAllEvents() {
foreach (ElapsedEventHandler e in delegates) {
_elapsed -= e;
}
delegates.Clear();
}
}
When I run the service that this is executing in, I can trace through to see that the private Elapsed member is being assigned. However I'm not able to see the event handler actually execute. Did I set this up correctly?

This is how i did it :
public void AddElapsed(ElapsedEventHandler newHandler)
{
base.Elapsed += newHandler;
delegates.Add(newHandler);
}
Then only use AddElapsed() instead of Elapsed +=
Maybe add the following as well:
[Obsolete]
public new event ElapsedEventHandler Elapsed;

Related

Reset Observable timer if an operation called

I am newbie with Reactive Extensions but What is the best way to implement below scenario using Reactive Extensions:
1- Subscribe an event for every minute in constructor
2- if an operation get called then that subscriber get reset
3- if nothing happened or that operation won't be called for a minute the event in step 1 get fired
Something like this:
public class ImportClient : Carrier<IImportService>, IImportService
{
IObservable<long> proxyCleaner;
void DisposeProxy(long interval)
{
this.Close();
//Dispos proxy
}
public void RunDisposeTimer()
{
proxyCleaner = Observable.Interval(TimeSpan.FromMinutes(1));
proxyCleaner.Subscribe(DisposeProxy);
}
public ImportClient(String endpointConfigurationName) : base(endpointConfigurationName)
{
RunDisposeTimer();
}
public Attach_DTO_OUT AttachImage(AttachImage_DTO_IN source_C)
{
//Reset timer here
//Reset proxyCleaner
using (OperationContextScope scope = new OperationContextScope(this.InnerChannel))
{
AddMessageHeader<Token>(Token);
return base.Channel.AttachImage(source_C);
}
}
}
because my WCF service is Session Full I need to dispose it manually after specific time.
UPDATE:
I think it is possible to do with ObservableCollection but how:
private ObservableCollection<string> collection;
public void RunDisposeTimer()
{
collection = new ObservableCollection<string>();
collection.CollectionChanged += Collection_CollectionChanged;
}
private void Collection_CollectionChanged(object sender, System.Collections.Specialized.NotifyCollectionChangedEventArgs e)
{
//Here reset timer
throw new NotImplementedException();
}

Timer Class In Console Application C#

public class PacketPoller
{
private Timer m_timer;
public void Start()
{
m_timer = new Timer(OnTick(null), null, 0, 1);
m_timer.InitializeLifetimeService();
}
public Action<Object> OnTick() { }
}
This is my code, however, the timer seems to require a staticmethod, rather than an object-oriented method. What can I do about it? I want to user to be able to create a new Timer and then change it's OnTick to set the method to call. How can I do that?
This is what I've successfully used recently.
DispatcherTimer timer1stDoze = new System.Windows.Threading.DispatcherTimer();
timer1stDoze.Tick += new EventHandler(timer1stDoze_Tick);
timer1stDoze.Interval = new TimeSpan(0, 5, 0);
timer1stDoze.Start();
If you're going to stick with the System.Threading.Timer, have it as you have, but have your PacketPoller have its own event that you'll fire in conjunction:
public class PacketPoller
{
public event EventHandler Tick;
private Timer m_timer;
public void Start()
{
m_timer = new Timer(OnTick, null, 0, 1);
m_timer.InitializeLifetimeService();
}
public void OnTick(object state)
{
var tick = this.Tick;
if (tick != null)
tick();
}
}
Listeners will be wired to your PacketPoller.Tick event rather than the m_timer directly. I'm assuming you don't have a state to bubble through, but if you need to you can pass it through. (notice I modified the method signature of OnTick and your constructor call as well)
I'm guessing that you are using the System.Timers.Timer class.
I would recommend trying with the System.Windows.Forms.Timer class instead. It do not require a static callback function and is a bit easier to work with (easier to debug due to it not being threaded).
This will require a reference to the System.Windows.Forms assembly tho.
timer.Tick += new EventHandler(CallbackFunction);

Add event handler from ClassA to an event called in ClassB

I am really stuck with how to use events in my app. I have two files:
RTimer.cs
SettingsForm.cs
I have a timer set up in RTimer.cs that initializes the timer and sets the interval and such.
I have a method in SettingsForm.cs that needs to do something every time the timer ticks. This file also has a method that sets the timers interval via a SetTimer() method in the RTimer.cs
I cant for the life of me figure out how to get the Tick event to call the method from the other class, or get the method in the other class to subscribe to the Tick event.
You can implement this way :
class SettingsForm
{
public void OnTimerEvent(object sender, EventArgs e)
{
throw new NotImplementedException();
}
}
class RTimer
{
Timer timer = new Timer();
public void StartTimer(SettingsForm settingForm)
{
timer.Tick += settingForm.OnTimerEvent;
timer.Interval = 5000;
timer.Enabled = true;
}
}

raising events in C# and outputting?

ive been working on a program. i has 3 classes. 2 of the classes have timers that repeat at different intervals and once one "cycle" of the timer is done it raises an event with a string as return. the 3rd class subscribes to the events from the other two timer classes and prints them to screen. it works great!
but my issue is that it prints them separately. say currently the first timer class runs and then raises "hello" every 2 minutes and the other class "dog" every second. then every time an event is raised it prints the raised event to console. i would want it to instead print "hellodog" every second.
i was thinking: so each time a timer fires it will raise an event and update a string in the "output" class with the current value, then make another timer that goes off every second, this timer will read both the updated strings together as one output like "hellodog". is this possible if it is this is the easiest way i think. how would i achieve this idea?
if it is confusing i will clarify.
namespace Final
{
public class Output
{
public static void Main()
{
var timer1 = new FormWithTimer();
var timer2 = new FormWithTimer2();
timer1.NewStringAvailable += new EventHandler<BaseClassThatCanRaiseEvent.StringEventArgs>(timer1_NewStringAvailable);
timer2.NewStringAvailable += new EventHandler<BaseClassThatCanRaiseEvent.StringEventArgs>(timer2_NewStringAvailable);
Console.ReadLine();
}
static void timer1_NewStringAvailable(object sender, BaseClassThatCanRaiseEvent.StringEventArgs e)
{
var theString = e.Value;
//To something with 'theString' that came from timer 1
Console.WriteLine(theString);
}
static void timer2_NewStringAvailable(object sender, BaseClassThatCanRaiseEvent.StringEventArgs e)
{
var theString2 = e.Value;
//To something with 'theString2' that came from timer 2
Console.WriteLine(theString2);
}
}
public abstract class BaseClassThatCanRaiseEvent
{
public class StringEventArgs : EventArgs
{
public StringEventArgs(string value)
{
Value = value;
}
public string Value { get; private set; }
}
//The event itself that people can subscribe to
public event EventHandler<StringEventArgs> NewStringAvailable;
protected void RaiseEvent(string value)
{
var e = NewStringAvailable;
if (e != null)
e(this, new StringEventArgs(value));
}
}
public partial class FormWithTimer : BaseClassThatCanRaiseEvent
{
Timer timer = new Timer();
public FormWithTimer()
{
timer = new System.Timers.Timer(200000);
timer.Elapsed += new ElapsedEventHandler(timer_Tick); // Everytime timer ticks, timer_Tick will be called
timer.Interval = (200000); // Timer will tick evert 10 seconds
timer.Enabled = true; // Enable the timer
timer.Start(); // Start the timer
}
void timer_Tick(object sender, EventArgs e)
{
...
RaiseEvent(gml.ToString());
}
}
public partial class FormWithTimer2 : BaseClassThatCanRaiseEvent
{
Timer timer = new Timer();
public FormWithTimer2()
{
timer = new System.Timers.Timer(1000);
timer.Elapsed += new ElapsedEventHandler(timer_Tick2); // Everytime timer ticks, timer_Tick will be called
timer.Interval = (1000); // Timer will tick evert 10 seconds
timer.Enabled = true; // Enable the timer
timer.Start(); // Start the timer
}
void timer_Tick2(object sender, EventArgs e)
{
...
RaiseEvent(aida.ToString());
}
}
}
You can use the same event handler for both timers. And construct the output by identifying the senders. (Didn't test the code for syntax errors.)
private static string timer1Value = string.Empty;
private static string timer2Value = string.Empty;
private static FormWithTimer timer1;
private static FormWithTimer2 timer2;
public static void Main()
{
timer1 = new FormWithTimer();
timer2 = new FormWithTimer2();
timer1.NewStringAvailable += new EventHandler<BaseClassThatCanRaiseEvent.StringEventArgs>(timer1_NewStringAvailable);
timer2.NewStringAvailable += new EventHandler<BaseClassThatCanRaiseEvent.StringEventArgs>(timer1_NewStringAvailable);
Console.ReadLine();
}
static void timer1_NewStringAvailable(object sender, BaseClassThatCanRaiseEvent.StringEventArgs e)
{
if (sender == timer1)
{
timer1Value = e.Value.ToString();
}
else if (sender == timer2)
{
timer2Value = e.Value.ToString();
}
if (timer1Value != String.Empty && timer2Value != String.Empty)
{
Console.WriteLine(timer1Value + timer2Value);
// Do the string concatenation as you want.
}
When the events are handled in your example they have no access to information about the other events. If you want to have 2 events that update strings, but you want the handler to print data from both updated strings, you need the event handlers to have access to both of those strings. You can either store them in variables on the event handling class, or make them public properties of the classes that are raising the events. That way in either event handler you have access to the updated strings from other events.

C# event handling (compared to Java)

I am currently having a hardtime understanding and implementing events in C# using delagates. I am used to the Java way of doing things:
Define an interface for a listener type which would contain a number of method definitions
Define adapter class for that interface to make things easier if I'm not interested in all the events defined in a listener
Define Add, Remove and Get[] methods in the class which raises the events
Define protected fire methods to do the dirty work of looping through the list of added listeners and calling the correct method
This I understand (and like!) - I know I could do this exactly the same in c#, but it seems that a new (better?) system is in place for c#. After reading countless tutorials explaining the use of delegates and events in c# I still am no closer to really understanding what is going on :S
In short, for the following methods how would I implement the event system in c#:
void computerStarted(Computer computer);
void computerStopped(Computer computer);
void computerReset(Computer computer);
void computerError(Computer computer, Exception error);
^ The above methods are taken from a Java application I once made which I'm trying to port over to c#.
Many many thanks!
You'd create four events, and methods to raise them, along with a new EventArgs-based class to indicate the error:
public class ExceptionEventArgs : EventArgs
{
private readonly Exception error;
public ExceptionEventArgs(Exception error)
{
this.error = error;
}
public Error
{
get { return error; }
}
}
public class Computer
{
public event EventHandler Started = delegate{};
public event EventHandler Stopped = delegate{};
public event EventHandler Reset = delegate{};
public event EventHandler<ExceptionEventArgs> Error = delegate{};
protected void OnStarted()
{
Started(this, EventArgs.Empty);
}
protected void OnStopped()
{
Stopped(this, EventArgs.Empty);
}
protected void OnReset()
{
Reset(this, EventArgs.Empty);
}
protected void OnError(Exception e)
{
Error(this, new ExceptionEventArgs(e));
}
}
Classes would then subscribe to the event using either a method or a an anonymous function:
someComputer.Started += StartEventHandler; // A method
someComputer.Stopped += delegate(object o, EventArgs e)
{
Console.WriteLine("{0} has started", o);
};
someComputer.Reset += (o, e) => Console.WriteLine("{0} has been reset");
A few things to note about the above:
The OnXXX methods are protected so that derived classes can raise the events. This isn't always necessary - do it as you see fit.
The delegate{} piece on each event declaration is just a trick to avoid having to do a null check. It's subscribing a no-op event handler to each event
The event declarations are field-like events. What's actually being created is both a variable and an event. Inside the class you see the variable; outside the class you see the event.
See my events/delegates article for much more detail on events.
You'll have to define a single delegate for that
public delegate void ComputerEvent(object sender, ComputerEventArgs e);
ComputerEventArgs would be defined like this:
public class ComputerEventArgs : EventArgs
{
// TODO wrap in properties
public Computer computer;
public Exception error;
public ComputerEventArgs(Computer aComputer, Exception anError)
{
computer = aComputer;
error = anError;
}
public ComputerEventArgs(Computer aComputer) : this(aComputer, null)
{
}
}
The class that fires the events would have these:
public YourClass
{
...
public event ComputerEvent ComputerStarted;
public event ComputerEvent ComputerStopped;
public event ComputerEvent ComputerReset;
public event ComputerEvent ComputerError;
...
}
This is how you assign handlers to the events:
YourClass obj = new YourClass();
obj.ComputerStarted += new ComputerEvent(your_computer_started_handler);
Your handler is:
private void ComputerStartedEventHandler(object sender, ComputerEventArgs e)
{
// do your thing.
}
The main difference is that in C# the events are not interface-based. Instead, the event publisher declares the delegate which you can think of as a function pointer (although not exactly the same :-)). The subscriber then implements the event prototype as a regular method and adds a new instance of the delegate to the event handler chain of the publisher. Read more about delegates and events.
You can also read short comparison of C# vs. Java events here.
First of all, there is a standard method signature in .Net that is typically used for events. The languages allow any sort of method signature at all to be used for events, and there are some experts who believe the convention is flawed (I mostly agree), but it is what it is and I will follow it for this example.
Create a class that will contain the event’s parameters (derived from EventArgs).
public class ComputerEventArgs : EventArgs
{
Computer computer;
// constructor, properties, etc.
}
Create a public event on the class that is to fire the event.
class ComputerEventGenerator // I picked a terrible name BTW.
{
public event EventHandler<ComputerEventArgs> ComputerStarted;
public event EventHandler<ComputerEventArgs> ComputerStopped;
public event EventHandler<ComputerEventArgs> ComputerReset;
...
}
Call the events.
class ComputerEventGenerator
{
...
private void OnComputerStarted(Computer computer)
{
EventHandler<ComputerEventArgs> temp = ComputerStarted;
if (temp != null) temp(this, new ComputerEventArgs(computer)); // replace "this" with null if the event is static
}
}
Attach a handler for the event.
void OnLoad()
{
ComputerEventGenerator computerEventGenerator = new ComputerEventGenerator();
computerEventGenerator.ComputerStarted += new EventHandler<ComputerEventArgs>(ComputerEventGenerator_ComputerStarted);
}
Create the handler you just attached (mostly by pressing the Tab key in VS).
private void ComputerEventGenerator_ComputerStarted(object sender, ComputerEventArgs args)
{
if (args.Computer.Name == "HAL9000")
ShutItDownNow(args.Computer);
}
Don't forget to detach the handler when you're done. (Forgetting to do this is the biggest source of memory leaks in C#!)
void OnClose()
{
ComputerEventGenerator.ComputerStarted -= ComputerEventGenerator_ComputerStarted;
}
And that's it!
EDIT: I honestly can't figure out why my numbered points all appear as "1." I hate computers.
there are several ways to do what you want. The most direct way would be to define delegates for each event in the hosting class, e.g.
public delegate void ComputerStartedDelegate(Computer computer);
protected event ComputerStartedDelegate ComputerStarted;
public void OnComputerStarted(Computer computer)
{
if (ComputerStarted != null)
{
ComputerStarted.Invoke(computer);
}
}
protected void someMethod()
{
//...
computer.Started = true; //or whatever
OnComputerStarted(computer);
//...
}
any object may 'listen' for this event simply by:
Computer comp = new Computer();
comp.ComputerStarted += new ComputerStartedDelegate(
this.ComputerStartedHandler);
protected void ComputerStartedHandler(Computer computer)
{
//do something
}
The 'recommended standard way' of doing this would be to define a subclass of EventArgs to hold the Computer (and old/new state and exception) value(s), reducing 4 delegates to one. In this case that would be a cleaner solution, esp. with an Enum for the computer states in case of later expansion. But the basic technique remains the same:
the delegate defines the signature/interface for the event handler/listener
the event data member is a list of 'listeners'
listeners are removed using the -= syntax instead of +=
In c# events are delegates. They behave in a similar way to a function pointer in C/C++ but are actual classes derived from System.Delegate.
In this case, create a custom EventArgs class to pass the Computer object.
public class ComputerEventArgs : EventArgs
{
private Computer _computer;
public ComputerEventArgs(Computer computer) {
_computer = computer;
}
public Computer Computer { get { return _computer; } }
}
Then expose the events from the producer:
public class ComputerEventProducer
{
public event EventHandler<ComputerEventArgs> Started;
public event EventHandler<ComputerEventArgs> Stopped;
public event EventHandler<ComputerEventArgs> Reset;
public event EventHandler<ComputerEventArgs> Error;
/*
// Invokes the Started event */
private void OnStarted(Computer computer) {
if( Started != null ) {
Started(this, new ComputerEventArgs(computer));
}
}
// Add OnStopped, OnReset and OnError
}
The consumer of the events then binds a handler function to each event on the consumer.
public class ComputerEventConsumer
{
public void ComputerEventConsumer(ComputerEventProducer producer) {
producer.Started += new EventHandler<ComputerEventArgs>(ComputerStarted);
// Add other event handlers
}
private void ComputerStarted(object sender, ComputerEventArgs e) {
}
}
When the ComputerEventProducer calls OnStarted the Started event is invoked which in turn will call the ComputerEventConsumer.ComputerStarted method.
The delegate declares a function signature, and when it's used as an event on a class it also acts as a collection of enlisted call targets. The += and -= syntax on an event is used to adding a target to the list.
Given the following delegates used as events:
// arguments for events
public class ComputerEventArgs : EventArgs
{
public Computer Computer { get; set; }
}
public class ComputerErrorEventArgs : ComputerEventArgs
{
public Exception Error { get; set; }
}
// delegates for events
public delegate void ComputerEventHandler(object sender, ComputerEventArgs e);
public delegate void ComputerErrorEventHandler(object sender, ComputerErrorEventArgs e);
// component that raises events
public class Thing
{
public event ComputerEventHandler Started;
public event ComputerEventHandler Stopped;
public event ComputerEventHandler Reset;
public event ComputerErrorEventHandler Error;
}
You would subscribe to those events with the following:
class Program
{
static void Main(string[] args)
{
var thing = new Thing();
thing.Started += thing_Started;
}
static void thing_Started(object sender, ComputerEventArgs e)
{
throw new NotImplementedException();
}
}
Although the arguments could be anything, the object sender and EventArgs e is a convention that's used very consistently. The += thing_started will first create an instance of the delegate pointing to target method, then add it to the event.
On the component itself you would typically add methods to fire the events:
public class Thing
{
public event ComputerEventHandler Started;
public void OnStarted(Computer computer)
{
if (Started != null)
Started(this, new ComputerEventArgs {Computer = computer});
}
}
You must test for null in case no delegates have been added to the event. When you make the method call however all delegates which have been added will be called. This is why for events the return type is void - there is no single return value - so to feed back information you would have properties on the EventArgs which the event handlers would alter.
Another refinement would be to use the generic EventHandler delegate rather than declaring a concrete delegate for each type of args.
public class Thing
{
public event EventHandler<ComputerEventArgs> Started;
public event EventHandler<ComputerEventArgs> Stopped;
public event EventHandler<ComputerEventArgs> Reset;
public event EventHandler<ComputerErrorEventArgs> Error;
}
Thank you all so much for your answers! Finally I'm starting to understand what is going on. Just one thing; It seems that if each event had a different number/type of arguments I'd need to create a different :: EventArgs class to deal with it:
public void computerStarted(Computer computer);
public void computerStopped(Computer computer);
public void computerReset(Computer computer);
public void breakPointHit(Computer computer, int breakpoint);
public void computerError(Computer computer, Exception exception);
This would require three classses to deal with the events!? (Well two custom, and one using the default EventArgs.Empty class)
Cheers!
Ok, FINAL clarification!: So this is pretty much the best I can do code-wise to implement those events?
public class Computer {
public event EventHandler Started;
public event EventHandler Stopped;
public event EventHandler Reset;
public event EventHandler<BreakPointEvent> BreakPointHit;
public event EventHandler<ExceptionEvent> Error;
public Computer() {
Started = delegate { };
Stopped = delegate { };
Reset = delegate { };
BreakPointHit = delegate { };
Error = delegate { };
}
protected void OnStarted() {
Started(this, EventArgs.Empty);
}
protected void OnStopped() {
Stopped(this, EventArgs.Empty);
}
protected void OnReset() {
Reset(this, EventArgs.Empty);
}
protected void OnBreakPointHit(int breakPoint) {
BreakPointHit(this, new BreakPointEvent(breakPoint));
}
protected void OnError(System.Exception exception) {
Error(this, new ExceptionEvent(exception));
}
}
}

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