I'm pretty new to C# and wanted to add a countdown timer to the program I'm making. The timer doesn't update after the first change unless I add i--; but then it starts off taking away 2 seconds instead of 1 but it works after that. I'm not sure what's going on here.
public int i = 100;
private void Timer1_Tick(object sender, EventArgs e)
{
if (i < 1)
{
timer1.Stop();
StopWatch.Text = "00:00:00";
}
else
{
i--; //doesn't work without this line
TimeSpan time = TimeSpan.FromSeconds(i);
time = time.Subtract(TimeSpan.FromSeconds(1));
StopWatch.Text = time.ToString(#"hh\:mm\:ss");
}
}
private void Button1_Click(object sender, EventArgs e)
{
timer1.Interval = 1000;
timer1.Tick += new EventHandler(Timer1_Tick);
timer1.Start();
}
When Timer1_Tick first ticks i is 0 and therefore if (i < 1) statement is true
which leads to timer1.Stop();
Related
i'm trying to implement a simple countdown using Timer (using https://www.geoffstratton.com/cnet-countdown-timer code). it does work if i run the timer once but if i stop the timer or the timer goes to 00:00 the next time i'll start it, it will go 2x faster. if i stop it and start it again it will go 3x faster.
(my explaination may be not clear, i did a gif that demonstrate the problem)
https://media.giphy.com/media/fQr7sX6LNRECvQpCYP/giphy.gif
i'm very novice at c#, i usually figure things out but i cant get what's happening here.
I included the timer code. if somebody can help me with this it would be awesome!
Thanks !!!
private void btnStartTimer_Click(object sender, EventArgs e)
{
if (txtTimer.Text == "00:00")
{
MessageBox.Show("Please enter the time to start!", "Enter the Time", MessageBoxButtons.OK);
}
else
{
string[] totalSeconds = txtTimer.Text.Split(':');
int minutes = Convert.ToInt32(totalSeconds[0]);
int seconds = Convert.ToInt32(totalSeconds[1]);
timeLeft = (minutes * 60) + seconds;
btnStartTimer.Enabled = false;
btnCleartimer.Enabled = false;
txtTimer.ReadOnly = true;
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Start();
}
}
private void btnStopTimer_Click(object sender, EventArgs e)
{
timer1.Stop();
timeLeft = 0;
btnStartTimer.Enabled = true;
btnCleartimer.Enabled = true;
txtTimer.ReadOnly = false;
}
private void btnCleartimer_Click(object sender, EventArgs e)
{
txtTimer.Text = "00:00";
}
private void timer1_Tick(object sender, EventArgs e)
{
if (timeLeft > 0)
{
timeLeft = timeLeft - 1;
// Display time remaining as mm:ss
var timespan = TimeSpan.FromSeconds(timeLeft);
txtTimer.Text = timespan.ToString(#"mm\:ss");
// Alternate method
//int secondsLeft = timeLeft % 60;
//int minutesLeft = timeLeft / 60;
}
else
{
timer1.Stop();
SystemSounds.Exclamation.Play();
MessageBox.Show("Time's up!", "Time has elapsed", MessageBoxButtons.OK);
}
}
You need to unsubscribe from the event in your btnStopTimer_Click method:
timer1.Tick -= timer1_Tick;
You are adding the event to Count every time you start the timer. As a result, the first time you call it there is only one event, the second time two events and so on. As a result, you first go down one second, then two,....
I would recommend creating the timer separately and just call Start and Stop.
Alternativ, user Dmitry Korolev answered a good Approach if you don't want to create the timer somewhere else
timer1.Tick -= timer1_Tick;
So I just started learning C# and using forms. I have been able to create a digital clock and tinker with this and that, but now I'm trying to make a basic UI for a derpy game and my timer doesn't work.
First - what I'm trying to accomplish: A simple decrementing timer from 60 seconds (*clock style (mm:ss)).
Second, here's what I have:
public partial class Form1 : Form
{
private int counter = 60;
public Form1()
{
InitializeComponent();
label1.Text = TimeSpan.FromMinutes(1).ToString("m\\:ss");
}
private void pictureBox2_Click(object sender, EventArgs e)
{
}
private void timer1_Tick(object sender, EventArgs e)
{
counter--;
if (counter == 0)
{
timer1.Stop();
label1.Text = counter.ToString();
MessageBox.Show("Time's Up!!");
}
}
private void label1_Click(object sender, EventArgs e)
{
var startTime = DateTime.Now;
var counter = (TimeSpan.FromMinutes(1)).ToString("m\\:ss");
timer1 = new Timer();
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Interval = 1000;
timer1.Start();
label1.Text = counter.ToString();
}
}
Appreciate the feedback and knowledge!
From the codes that I see, your timer is working but you are not updating it in each count, you are updating when the timer finishes -
private void timer1_Tick(object sender, EventArgs e)
{
counter--;
if (counter == 0)
{
timer1.Stop();
label1.Text = counter.ToString(); // *** Look here
MessageBox.Show("Time's Up!!");
}
}
You should update the timer in each tick, so take the update label code out of the if block -
private void timer1_Tick(object sender, EventArgs e)
{
counter--;
label1.Text = counter.ToString(); // should work
if (counter == 0)
{
timer1.Stop();
MessageBox.Show("Time's Up!!");
}
}
and also reset the counter in each cycle -
private void label1_Click(object sender, EventArgs e)
{
var startTime = DateTime.Now;
var counter = (TimeSpan.FromMinutes(1)).ToString("m\\:ss");
timer1 = new Timer();
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Interval = 1000;
timer1.Start();
label1.Text = counter.ToString();
this.counter = 60
}
NOTE: I am really not sure if this code will throw any access
violation error, due to updating the UI in a different thread or not.
If so, then you have to use async/await or events/delegates to
update UI.
Let me know, if this throws error, then I will give you the async/await version.
This works fine for me. I would give progress updates as the time is countdown to show that it is working. For example, if you did this in label, you could do something like the following:
private void timer1_Tick(object sender, EventArgs e)
{
counter--;
label1.Text = counter.ToString();
if (counter == 0)
{
timer1.Stop();
MessageBox.Show("Time's Up!!");
}
}
Notice that the label1.Text = counter.ToString(); line has been moved before the counter == 0 check, so that it is able to provide feedback for all counter values.
As well, you may accidentally launch several timer1 instances if you do not keep track of how many you spawn using new Timer(). There are various ways to do this, but you could simply check whether timer1 already exists and counter == 0 before creating a new instance. You could perform this check as a guard clause (ie. return if either of those conditions are matched).
private void label1_Click(object sender, EventArgs e)
{
var startTime = DateTime.Now;
if (timer1 == null || (timer1 != null && counter == 0)) return;
counter = (TimeSpan.FromMinutes(1)).ToString("m\\:ss");
timer1 = new Timer();
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Interval = 1000;
timer1.Start();
label1.Text = counter.ToString();
}
If you want this countdown to start automatically, you can put this directly into the constructor, or put it into another method and call it from the constructor like so:
public Form1()
{
InitializeComponent();
StartCountdown();
}
private void StartCountdown()
{
var startTime = DateTime.Now;
/* the rest of your original label1_Click code goes here ... */
}
So, this seems to be a common question but I can't seem to figure out a way to do this. I have a C# Form application that goes out to an imap client and processes the emails. I want to have a timer formatted like "08:45" (for 8 minutes and 45 seconds) displayed on the form to let the user know how long it has been since they clicked the button to start the process.
I want the timer to stop once my process ends obviously.
private void btn_ImportEmail_Click(object sender, EventArgs e)
{
this.timer = new System.Timers.Timer();
this.lblTimer = new System.Windows.Forms.Label();
((System.ComponentModel.ISupportInitialize) (this.timer)).BeginInit();
this.timer.Elapsed += new System.Timers.ElapsedEventHandler(this.OnTimerElapsed);
//connect to email and download messages...
this.timer.Enabled = true;
this.timer.SynchronizingObject = this;
timer.Interval = 1000;
timer.Start();
for (int I = 0 ; I <= messages.count() - 1; I++)
{
//process emails
}
timer.EndInit();
}
private void timer1_Tick(object sender, EventArgs e)
{
lblTimer.Text = DateTime.Now.ToString("mm:ss");
}
private void OnTimerElapsed(object sender, System.Timers.ElapsedEventArgs e)
{
lblTimer.Text = DateTime.Now.ToString("mm:ss");
// lblTimer.Text = string.Format("{0:mm:ss}", DateTime.Now);
}
The following SO Q/A might answer your question...
Display the running time of part of a program in a label
I would recommend changing the format to your needs.
The first thing that I see is that you are using DateTime.Now which will give you the current minutes and seconds, not elapsed minutes and seconds. The second thing and the main thing is that since you are processing your emails in your main UI's thread you are preventing your label from being updated, you would be better off looking at using a background worker instead.
Edit based on Idle_Mind's comment added DateTime Object instead of counter.
public partial class Form1 : Form
{
BackgroundWorker bgw = new BackgroundWorker();
Timer timer = new Timer();
DateTime startTime;
public Form1()
{
InitializeComponent();
timer.Interval = 1000;
timer.Tick += timer_Tick;
bgw.DoWork += bgw_DoWork;
bgw.RunWorkerCompleted+=bgw_RunWorkerCompleted;
}
void timer_Tick(object sender, EventArgs e)
{
label1.Text =((TimeSpan)DateTime.Now.Subtract(startTime)).ToString("mm\\:ss");
}
void bgw_RunWorkerCompleted(object sender, RunWorkerCompletedEventArgs e)
{
timer.Stop();
}
void bgw_DoWork(object sender, DoWorkEventArgs e)
{
for (int I = 0 ; I <= messages.count() - 1; I++)
{
//process emails
}
}
private void button1_Click(object sender, EventArgs e)
{
bgw.RunWorkerAsync();
startTime = DateTime.Now;
timer.Start();
}
}
I am trying to do a simple countdown timer from 1 minute, that is shown in the button text. When the button is pressed I just want it to count down to 0, the show "times up". I have been reading all the posts I can find trying to figure out how to do this and cannot. Can someone tell me what I am doing wrong.
This is in in visual c# windows phone application. I hope I made the post appear correctly, this is my first time to ask a question on this site, I am new to this. Thank you in advance for any advice.
void bTime_Click(object sender, RoutedEventArgs e)
{
DispatcherTimer timer1 = new DispatcherTimer();
timer1.Interval = TimeSpan.FromSeconds(60);
timer1.Tick += new EventHandler(timer_Tick);
timer1.Start();
}
int tik = 60;
void timer_Tick(object sender, EventArgs e)
{
bTime.Content = timer.ToString();
if (tik > 0)
Countdown.Text = (timer--).ToString();
else
Countdown.Text = "Times Up";
throw new NotImplementedException();
}
First, get rid of throw new NotImplementedException. Second, you need to decrement tik. So something like this:
DispatcherTimer timer1 = new DispatcherTimer();
private void button1_Click(object sender, RoutedEventArgs e)
{
timer1.Interval = new TimeSpan(0, 0, 0, 1);
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Start();
}
int tik = 60;
void timer1_Tick(object sender, EventArgs e)
{
Countdown.Text = tik + " Seconds Remaining";
if (tik > 0)
tik--;
else
Countdown.Text = "Times Up";
}
I have changed Interval and i'm decrementing tik every second. Nice and simple. Hope it helps. Let me know if you don't understand.
What is wrong with your code? To me it looks like these parts:
bTime.Content = timer.ToString();
and
bTime.Content = timer.ToString();
First of all, I don't even know what the variable timer is. Is it supposed to be timer1?
tik is never getting subtracted from and will always stay at 60.
Why don't you change your code to this:
DispatcherTimer timer1 = new DispatcherTimer();
void bTime_Click(object sender, RoutedEventArgs e)
{
timer1.Interval = TimeSpan.FromSeconds(60);
timer1.Tick += new EventHandler(timer_Tick);
timer1.Start();
}
int tik = 60;
void timer_Tick(object sender, EventArgs e)
{
bTime.Content = tik.ToString();
if (tik > 0)
Countdown.Text = (tik--).ToString();
else
{
Countdown.Text = "Times Up";
timer1.Stop();
}
throw new NotImplementedException();
}
I'm sure this has been asked before, but I cannot seem to find a solution that works. I have a NumericUpDown on my form and a label along with a timer and a button. I want the timer to start when the button is pressed and the interval for the timer to equal that of the NumericUpDown and a countdown will be displayed in the label. I know this should be easy. Any help?
So far:
int tik = Convert.ToInt32(TimerInterval.Value);
if (tik >= 0)
{
TimerCount.Text = (tik--).ToString();
}
else
{
TimerCount.Text = "Out of Time";
}
It doesn't seem to update as the timer ticks.
Here is a quick example to what you are looking for. This should give you a basic idea on what you need to do
//class variable
private int totNumOfSec;
//set the event for the tick
//and the interval each second
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Interval = 1000;
private void button1_Click(object sender, EventArgs e)
{
totNumOfSec = (int)this.numericUpDown1.Value;
timer1.Start();
}
void timer1_Tick(object sender, EventArgs e)
{
//check the timer tick
totNumOfSec--;
if (totNumOfSec == 0)
{
//do capture
MessageBox.Show("Captured");
timer1.Stop();
}
else
label1.Text = "Caputring in " + totNumOfSec.ToString();
}