I want to sync my progress bar in my project with the timer countdown.
This is what I has now:
namespace Timer1
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private int counter=80;
DateTime dt = new DateTime();
private void button1_Click(object sender, EventArgs e)
{
int counter = 80;
timer1 = new System.Windows.Forms.Timer();
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Interval = 1000;
timer1.Start();
textBox1.Text = counter.ToString();
}
private void timer1_Tick(object sender, EventArgs e)
{
counter--;
progressBar1.Increment(1);
if (counter == 0)
{
timer1.Stop();
}
textBox1.Text = dt.AddSeconds(counter).ToString("mm:ss");
}
private void Form1_Load(object sender, EventArgs e)
{
timer1.Enabled = false;
}
private void button2_Click(object sender, EventArgs e)
{
timer1.Stop();
textBox1.Clear();
progressBar1.Value = 0;
}
}
}
I want the progress bar to finish when the timer to ends.
You need to specify the progressBar1 to have its .Step and Maximum properties match the Interval and counter variable. For example:
private int counter = 80;
DateTime dt = new DateTime();
private void button1_Click(object sender, EventArgs e)
{
// The max is the total number of iterations on the
// timer tick by the number interval.
progressBar1.Max = counter * 1000;
progressBar1.Step = 1000;
timer1 = new System.Windows.Forms.Timer();
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Interval = 1000;
timer1.Start();
textBox1.Text = counter.ToString();
}
private void timer1_Tick(object sender, EventArgs e)
{
counter--;
// Perform one step...
progressBar1.PerformStep();
if (counter == 0)
{
timer1.Stop();
}
textBox1.Text = dt.AddSeconds(counter).ToString("mm:ss");
}
Related
I would like to make my timer count down based on user input.
This is what my form looks like:
and this is my code:
private int counter=80;
DateTime dt = new DateTime();
private void button1_Click(object sender, EventArgs e)
{
progressBar1.Maximum = counter * 1000;
progressBar1.Step = 1000;
timer1 = new System.Windows.Forms.Timer();
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Interval = 1000;
timer1.Start();
textBox1.Text = counter.ToString();
}
private void timer1_Tick(object sender, EventArgs e)
{
counter--;
progressBar1.PerformStep();
if (counter == 0)
{
timer1.Stop();
}
textBox1.Text = dt.AddSeconds(counter).ToString("mm:ss");
}
private void Form1_Load(object sender, EventArgs e)
{
timer1.Enabled = false;
}
private void button2_Click(object sender, EventArgs e)
{
timer1.Stop();
textBox1.Clear();
progressBar1.Value = 0;
}
How can I update the timer if the user enters a new value in the textbox?
Attach an OnTextChanged eventhandler to your textbox1. Stop the timer when textinput changes
protect void textinput1_OnTextChange(object sender, EventArg e) {
button2_Click(sender, e);
}
Or you can disable user input when timer starts and re-enable it once timer stopped.
Simply set textbox enabled value to false at start button clicked. And enable it again at stop of timer or checked on cancel button. Here is a code:
textBox1.Enabled = false;And
textBox1.Enabled = true;
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 ... */
}
I am trying to Update a timer asynchronously On a Button Click .
say example i have set the time = 60 seconds
and when i run the program after few TIME the timer has reached to 45 seconds and when i click the Button ,then it should add j=15 seconds to the time and the timer should change to 60 seconds asynchronously. Please Help
private int time = 60;
DateTime dt = new DateTime();
private j = 15 ;
private DispatcherTimer timer;
public MainWindow()
{
InitializeComponent();
timer = new DispatcherTimer();
timer.Interval = new TimeSpan(0, 0, 1);
timer.Tick += timer_tick;
timer.Start();
}
void timer_tick(object sender, EventArgs e)
{
if (time >0)
{
time--;
text.Text = TimeSpan.FromSeconds(time).ToString();
}
else
{
timer.Stop();
}
}
private void Button_Click(object sender, RoutedEventArgs e)
{
text.Text = dt.AddSeconds(j).ToString("HH:mm:ss");
}
Here is my code you can try it it's working.
private int time = 60;
DateTime dt = new DateTime();
private int j = 15;
private Timer timer1 = new Timer();
void timer_tick(object sender, EventArgs e)
{
if (time > 0)
{
time--;
text.Text = TimeSpan.FromSeconds(time).ToString();
}
else
{
timer1.Stop();
}
}
public timer()
{
InitializeComponent();
timer1 = new Timer();
timer1.Interval = 1000;
timer1.Tick += timer_tick;
timer1.Start();
}
private void button1_Click(object sender, EventArgs e)
{
time += j;
}
I am making a program where the timer1 should activate another timer2 and then stop, in timer2 i activate timer1 again and stop timer2 and so it goes on and then I have a text log where it write the progress down. And here is the problem, first its starts with 2 of Timer1 tick written out then 2 of timer 2 then it gets multiplied by 2 so its 4 next time then 8 then 16 so forth and I just want it to be 1 timer1 than 1 timer2 then its starts over again, I can't see what's wrong.
private void buttonStart_Click(object sender, EventArgs e)
{
buttonStart.Enabled = false;
buttonStop.Enabled = true;
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Interval = (1000);
timer1.Enabled = true;
timer1.Start();
}
private void buttonStop_Click(object sender, EventArgs e)
{
buttonStart.Enabled = true;
buttonStop.Enabled = false;
timer1.Stop();
timer2.Stop();
}
private void LogWrite(string txt)
{
textBoxCombatLog.AppendText(txt + Environment.NewLine);
textBoxCombatLog.SelectionStart = textBoxCombatLog.Text.Length;
}
private void timer1_Tick(object sender, EventArgs e)
{
LogWrite(TimeDate + "player hit");
timer1.Stop();
timer2.Tick += new EventHandler(timer2_Tick);
timer2.Interval = (1000);
timer2.Enabled = true;
timer2.Start();
}
private void timer2_Tick(object sender, EventArgs e)
{
LogWrite(TimeDate + "mob hit");
timer2.Stop();
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Interval = (1000);
timer1.Enabled = true;
timer1.Start();
}
on timer1_tick you add event to timer2.tick event, so every time when timer1_tick function raises, you add one more event listener to timer2, but never remove old event handlers, the same situation with timer2_tick.
My advice to you is add these lines to your constructor and remove these lines from other functions:
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Interval = (1000);
timer1.Enabled = true;
timer2.Tick += new EventHandler(timer2_Tick);
timer2.Interval = (1000);
timer2.Enabled = true;
If you will do that, your timers will call always only once function per tick.
I'm sure this is what #Epsil0neR means...
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Interval = (1000);
timer1.Enabled = false;
timer2.Tick += new EventHandler(timer2_Tick);
timer2.Interval = (1000);
timer2.Enabled = false;
}
private void buttonStart_Click(object sender, EventArgs e)
{
buttonStart.Enabled = false;
buttonStop.Enabled = true;
timer1.Start();
}
private void buttonStop_Click(object sender, EventArgs e)
{
timer1.Stop();
timer2.Stop();
buttonStart.Enabled = true;
buttonStop.Enabled = false;
}
private void LogWrite(string txt)
{
textBoxCombatLog.AppendText(txt + Environment.NewLine);
textBoxCombatLog.SelectionStart = textBoxCombatLog.Text.Length;
}
private void timer1_Tick(object sender, EventArgs e)
{
timer1.Stop();
LogWrite(TimeDate + "player hit");
timer2.Start();
}
private void timer2_Tick(object sender, EventArgs e)
{
timer2.Stop();
LogWrite(TimeDate + "mob hit");
timer1.Start();
}
private string TimeDate
{
get { return DateTime.Now.ToString("HH:mm:ss") + ": "; }
}
}
I have a timer and in 30 minutes I want to count clicks and show it in a textbox. but how? here is timer code:
decimal sure = 10;
private void button1_Click(object sender, EventArgs e)
{
button1.Enabled = true;
timer1.Start();
}
private void timer1_Tick(object sender, EventArgs e)
{
sure--;
label3.Text = sure.ToString();
if (sure == 0)
{
timer1.Stop();
MessageBox.Show("Süre doldu");
}
}
Declare your clickCounter at global, and raise your counter++ in Mouse Click Event.
If you do it more specific, you can use Background Worker, to track time.
and use Application.DoEvents() to write remaining to to textBox
Put a button, 2 labels, and a timer. rename labels with lblClickCount and lblRemainingTime
private int clickCounter = 0;
private void button1_Click(object sender, EventArgs e)
{
clickCounter++;
lblClickCount.Text = clickCounter.ToString();
}
decimal sure = 10;
private void timer1_Tick(object sender, EventArgs e)
{
sure--;
lblRemainingTime.Text = sure.ToString();
Application.DoEvents();
if (sure == 0)
{
timer1.Stop();
MessageBox.Show("Süre doldu. Toplam tiklama sayisi:" + clickCounter.ToString());
}
}
If you wanted to reuse buttoN1 to count the clicks but not Start new timer you can add a if around the code you want to protect.
bool hasTimerStarted = false;
int numberOfClicks = 0;
private void button1_Click(object sender, EventArgs e)
{
if(!hasTimerStarted)
{
button1.Enabled = true;
timer1.Start();
hasTimerStarted = true;
}
++numberOfClicks;
}
When the timer expires you reset the count and if the timer has started.
private void timer1_Tick(object sender, EventArgs e)
{
TimeSpan ts = stopWatch.Elapsed;
// Format and display the TimeSpan value.
string elapsedTime = String.Format("{0:00}:{1:00}:{2:00}.{3:00}",
ts.Hours, ts.Minutes, ts.Seconds,
ts.Milliseconds / 10);
label3.Text = elapsedTime;
labelClicks.Text = "User clicked " + clicksNo.toString() + "nt times..";
if (stopWatch.ElapsedMilliseconds >= this.minutes * 60 * 1000)
{
timer1.Stop();
MessageBox.Show("Time elapsed.");
hasTimerStarted = false;
numberOfClicks = 0;
}
}