I have a list of few questions saved in a JSON file. I would like to send one different question every 10 seconds.
I launched a timer every 10 seconds, but the int "position" cannot be incremented at each time. How could I do ?
public override void OnStart()
{
dynamic data = Newtonsoft.Json.JsonConvert.DeserializeObject(File.ReadAllText("QCM.js"));
int pos = 0;
Timer aTimer = new Timer(2000);
aTimer.Elapsed += (sender, e) => SendData(pos, data);
pos++;
aTimer.Start();
static void SendData (int pos, dynamic data)
{
PackageHost.WriteInfo(data.Data[pos].Label);
}
The pos variable is captured by the lambda, you can use
aTimer.Elapsed += (sender, e) => SendData(pos++, data);
//pos++;
Make that pos a static variable, and increment it in SendData.
Be sure to end the timer when you run out of data.
Related
i have a countdown timer like this:
private DispatcherTimer _timer;
private int _countdown;
private void initialize_timer()
{
_countdown = 100;
_timer = new DispatcherTimer();
_timer.Interval = TimeSpan.FromSeconds(1);
_timer.Tick += (s, e) => Tick();
_timer.Start();
}
private void Tick()
{
_countdown--;
if (_countdown == 0)
{
_timer.Stop();
}
TimeSpan time = TimeSpan.FromSeconds(_countdown);
string str = time.ToString(#"dd\:hh\:mm\:ss");
RemainingTime.Text = str;
}
it works fine until i call initialize_timer() again. the timer gets faster on every call. note that _countdown will be a dynamic value based on a future time so it will change on each call.
When you call initialize_timer(), you create a new Timer but your old Timer is still there and ticking. Just remove the lines
_timer = new DispatcherTimer();
_timer.Tick += (s, e) => Tick();
and you'll be OK.
I want to create a new dispatcher timer, with different periods each time method foo(30) is called using a timer value:
void foo(int timerValueInSeconds)
{
TimeSpan _DestructionTimer = TimeSpan.FromSeconds(timerValueInSeconds);
DateTime _FullDestructionTimer = DateTime.Now + _DestructionTimer;
DispatcherTimer _DispatcherTimer = new DispatcherTimer();
_DispatcherTimer.Interval = TimeSpan.FromMilliseconds(1000);
_DispatcherTimer.Tick += new EventHandler((sender, e) => DispatcherTimer_Tick(sender, e, _FullDestructionTimer, _NewMessage, _DispatcherTimer));
_DispatcherTimer.Start();
}
private void DispatcherTimer_Tick(object sender, EventArgs e, DateTime timer, Message _message, DispatcherTimer _dispatcherTimer)
{
var remaining = timer - DateTime.Now;
int remainingSeconds = (int)remaining.TotalSeconds;
//update timer in view
_message.Timer.ValueInSeconds = remainingSeconds;
//stop the timer if reach to zero
if (remaining.TotalSeconds <= 0)
{
_dispatcherTimer.Stop();
//remove message from list
}
}
When I call foo(30) three times, I expect each timer should run in a different parallel thread, with its specified period, updating the view after each one is finished independently.
I call foo(30), then wait (for example) 3 seconds, then call foo(30) again. The timer is counting down depending on a previous count down timer value (which is 27s), and then it counts down with same value.
How to stop a timer after some numbers of ticks or after, let's say, 3-4 seconds?
So I start a timer and I want after 10 ticks or after 2-3 seconds to stop automatically.
Thanks!
You can keep a counter like
int counter = 0;
then in every tick you increment it. After your limit you can stop timer then. Do this in your tick event
counter++;
if(counter ==10) //or whatever your limit is
yourtimer.Stop();
When the timer's specified interval is reached (after 3 seconds), timer1_Tick() event handler will be called and you could stop the timer within the event handler.
Timer timer1 = new Timer();
timer1.Interval = 3000;
timer1.Enabled = true;
timer1.Tick += new System.EventHandler(timer1_Tick);
void timer1_Tick(object sender, EventArgs e)
{
timer1.Stop(); // or timer1.Enabled = false;
}
i generally talking because you didn't mention which timer, but they all have ticks... so:
you'll need a counter in the class like
int count;
which you'll initialize in the start of your timer, and you'll need a dateTime like
DateTime start;
which you'll initialize in the start of your timer:
start = DateTime.Now;
and in your tick method you'll do:
if(count++ == 10 || (DateTime.Now - start).TotalSeconds > 2)
timer.stop()
here is a full example
public partial class meClass : Form
{
private System.Windows.Forms.Timer t;
private int count;
private DateTime start;
public meClass()
{
t = new Timer();
t.Interval = 50;
t.Tick += new EventHandler(t_Tick);
count = 0;
start = DateTime.Now;
t.Start();
}
void t_Tick(object sender, EventArgs e)
{
if (count++ >= 10 || (DateTime.Now - start).TotalSeconds > 10)
{
t.Stop();
}
// do your stuff
}
}
Assuming you are using the System.Windows.Forms.Tick. You can keep track of a counter, and the time it lives like so. Its a nice way to use the Tag property of a timer.
This makes it reusable for other timers and keeps your code generic, instead of using a globally defined int counter for each timer.
this code is quiet generic as you can assign this event handler to manage the time it lives, and another event handler to handle the specific actions the timer was created for.
System.Windows.Forms.Timer ExampleTimer = new System.Windows.Forms.Timer();
ExampleTimer.Tag = new CustomTimerStruct
{
Counter = 0,
StartDateTime = DateTime.Now,
MaximumSecondsToLive = 10,
MaximumTicksToLive = 4
};
//Note the order of assigning the handlers. As this is the order they are executed.
ExampleTimer.Tick += Generic_Tick;
ExampleTimer.Tick += Work_Tick;
ExampleTimer.Interval = 1;
ExampleTimer.Start();
public struct CustomTimerStruct
{
public uint Counter;
public DateTime StartDateTime;
public uint MaximumSecondsToLive;
public uint MaximumTicksToLive;
}
void Generic_Tick(object sender, EventArgs e)
{
System.Windows.Forms.Timer thisTimer = sender as System.Windows.Forms.Timer;
CustomTimerStruct TimerInfo = (CustomTimerStruct)thisTimer.Tag;
TimerInfo.Counter++;
//Stop the timer based on its number of ticks
if (TimerInfo.Counter > TimerInfo.MaximumTicksToLive) thisTimer.Stop();
//Stops the timer based on the time its alive
if (DateTime.Now.Subtract(TimerInfo.StartDateTime).TotalSeconds > TimerInfo.MaximumSecondsToLive) thisTimer.Stop();
}
void Work_Tick(object sender, EventArgs e)
{
//Do work specifically for this timer
}
When initializing your timer set a tag value to 0 (zero).
tmrAutoStop.Tag = 0;
Then, with every tick add one...
tmrAutoStop.Tag = int.Parse(tmrAutoStop.Tag.ToString()) + 1;
and check if it reached your desired number:
if (int.Parse(tmrAutoStop.Tag.ToString()) >= 10)
{
//do timer cleanup
}
Use this same technique to alternate the timer associated event:
if (int.Parse(tmrAutoStop.Tag.ToString()) % 2 == 0)
{
//do something...
}
else
{
//do something else...
}
To check elapsed time (in seconds):
int m = int.Parse(tmrAutoStop.Tag.ToString()) * (1000 / tmrAutoStop.Interval);
I'm fairly new to C# programming, and this is my first time using it in XNA. I'm trying to create a game with a friend, but we're struggling on making a basic counter/clock. What we require is a timer that starts at 1, and every 2 seconds, +1, with a maximum capacity of 50. Any help with the coding would be great! Thanks.
To create a timer in XNA you could use something like this:
int counter = 1;
int limit = 50;
float countDuration = 2f; //every 2s.
float currentTime = 0f;
currentTime += (float)gameTime.ElapsedGameTime.TotalSeconds; //Time passed since last Update()
if (currentTime >= countDuration)
{
counter++;
currentTime -= countDuration; // "use up" the time
//any actions to perform
}
if (counter >= limit)
{
counter = 0;//Reset the counter;
//any actions to perform
}
I am by no means an expert on C# or XNA as well, so I appreciate any hints/suggestions.
If you don't want to use the XNA ElapsedTime you can use the c# timer. You can find tutorials about that, here the msdn reference for timer
Anyway here is some code that do more or less what you want.
First, you need to declare in your class something like that:
Timer lTimer = new Timer();
uint lTicks = 0;
static uint MAX_TICKS = 50;
Then you need to init the timer whereever you want
private void InitTimer()
{
lTimer = new Timer();
lTimer.Interval = 2000;
lTimer.Tick += new EventHandler(Timer_Tick);
lTimer.Start();
}
then in the Tick eventhandler you should do whatever you want to do every 50 ticks.
void Timer_Tick(object sender, EventArgs e)
{
lTicks++;
if (lTicks <= MAX_TICKS)
{
//do whatever you want to do
}
}
Hope, this helps.
at the moment i am using a while (true) loop to do this. I am not very familiar with timers. can someone tell me how i would convert this to work with a timer?
string lyricspath = #"c:\lyrics.txt";
TextReader reader = new StreamReader(lyricspath);
int start = 0;
string[] read = File.ReadAllLines(lyricspath);
string join = String.Join(" ", read);
int number = join.Length;
while (true)
{
Application.DoEvents();
Thread.Sleep(200);
start++;
string str = join.Substring(start, 15);
byte[] bytes = Encoding.BigEndianUnicode.GetBytes(str);
label9.Text = str;
if (start == number - 15)
{
start = 0;
}
}
Why use a timer? I assume this is because you want to have the app remain responsive during such a supposedly long operation. If so cosider using the same sort of code but in a BackgroundWorker.
Also if you do specifically want to use a Timer, beware which one you use; the Systm.Timer invokes its event in a different thread to the one used by the applications hoting form. The Timer in Forms events in the forms thread. You may need to Invoke() the operations in a timer callback that change the label.
Basically, a timer just sits there and counts, and every X milliseconds it "ticks"; it raises an event, which you can subscribe to with a method that does whatever you want done every X milliseconds.
First, all of the variables you will need inside the loop, that come from outside the loop, will need to have "instance scope"; they must be a part of the object that currently has this method, and not "local" variables like they are now.
Then, your current method will need to perform all of the steps prior to the while loop, setting whose "instance" variables I mentioned, and then create and start a Timer. There are several Timers in .NET; the two that would be most useful would likely be either the System.Windows.Forms.Timer or the System.Threading.Timer. This timer will need to be given a handle to the method it should call when it "ticks", and should be told how often to "tick".
Finally, all the code inside the while loop, EXCEPT the calls to Application.DoEvents() and Thread.Sleep(), should be placed in the method that the Timer will run when it "ticks".
Something like this ought to work:
private string[] join;
private int number;
private int start;
private Timer lyricsTimer;
private void StartShowingLyrics()
{
string lyricspath = #"c:\lyrics.txt";
TextReader reader = new StreamReader(lyricspath);
start = 0;
string[] read = File.ReadAllLines(lyricspath);
join = String.Join(" ", read);
number = join.Length;
lyricsTimer = new System.Windows.Forms.Timer();
lyricsTimer.Tick += ShowSingleLine;
lyricsTimer.Interval = 300;
lyricsTimer.Enabled = true;
}
private void ShowSingleLine(object sender, EventArgs args)
{
start++;
string str = join.Substring(start, 15);
byte[] bytes = Encoding.BigEndianUnicode.GetBytes(str);
label9.Text = str;
if (start == number - 15)
{
start = 0;
}
}
This runs every 200 ms. But the suggestion to try Google before asking a question here is a good one.
using Timer = System.Windows.Forms.Timer;
private static readonly Timer MyTimer = new Timer();
...
MyTimer.Tick += MyTimerTask;
MyTimer.Interval = 200; // ms
MyTimer.Enabled = true;
...
private void MyTimerTask(Object o, EventArgs ea)
{
...
}
Simply define a new timer:
Timer timer1 = new Timer();
timer1.Interval = 1; // Change it to any interval you need.
timer1.Tick += new System.EventHandler(this.timer1_Tick);
timer1.Start();
Then define a method that will be called in every timer tick (every [Interval] miliseconds):
private void timer1_Tick(object sender, EventArgs e)
{
Application.DoEvents();
Thread.Sleep(200);
start++;
string str = join.Substring(start, 15);
byte[] bytes = Encoding.BigEndianUnicode.GetBytes(str);
label9.Text = str;
if (start == number - 15)
{
start = 0;
}
}
*Remember to define the variables outside the method so you will be able to access them in the timer1_Tick method.