How can I create a elapsed time method that goes beyond 60 seconds AND counts only in seconds. My current implementation constantly repeats every 60 seconds.
CODE:
void timer_Tick(object sender, EventArgs e)
{
time = DateTime.Now.Second.ToString();
//DateTime.Now.ToLongTimeString();
}
public void timeSetup()
{
timer = new DispatcherTimer();
timer.Interval = new TimeSpan(0, 0, 1);
//timer.Interval = TimeSpan.FromSeconds(1);
timer.Tick += timer_Tick;
timer.Start();
}
No need to make things harder than necessary:
class TimerClass
{
public int time;
void timer_Tick(object sender, EventArgs e)
{
time++;
}
public void timeSetup()
{
timer = new DispatcherTimer();
timer.Interval = new TimeSpan(0, 0, 1);
timer.Tick += timer_Tick;
timer.Start();
}
}
This calls the Tick handler every second and counts the number of times it is called. This can be imprecise for measuring long periods of time. For the long run, use
time = (DateTime.Now - startTime).TotalSeconds;
where startTime is initialized as the time when you start the timer.
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.
DateTime newDate = new DateTime(2013, 1, 1);
void AddTime()
{
timer1.Interval = 600000;
timer1.Enabled = true;
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Start();
}
void timer1_Tick(object sender, EventArgs e)
{
newDate = newDate.AddMonths(+3);
lblDate.Text = newDate.ToString();
}
For some reason changing the timer1.Interval does not change the speed of 3 months being added to the newDate, it is always constant. I am trying to have 1 minute real life time equal 3 months in the game.
I am using C#.
Your initial timer interval is bit larger. Below is sample complete application. working as expected
using System;
using System.Windows.Forms;
namespace WindowsFormsApplication1
{
public partial class Form1 : Form
{
DateTime newDate = new DateTime(2013, 1, 1);
public Form1()
{
InitializeComponent();
AddTime(); // call the method, otherwise timer will not start
}
void AddTime()
{
timer1.Interval = 60000; // every minute (1 minute = 60000 milliseconds)
timer1.Enabled = true;
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Start();
}
void timer1_Tick(object sender, EventArgs e)
{
newDate = newDate.AddMonths(3);
label1.Text = newDate.ToString();
}
// if you need to set timet interval after timer start, do as below
private void button1_Click(object sender, EventArgs e)
{
timer1.Stop();
timer1.Interval = 30000; // set interval 30 seconds
timer1.Start();
}
}
}
Make sure the value .Interval is the one you want.
You have 600 000 that is 600 seconds or 10 min.
Did you give enough time to run the event?
Debug it and put a breakpoing.
Your interval is way too high currently, it's 600 seconds instead of 60:
DateTime newDate = new DateTime(2013, 1, 1);
void AddTime()
{
timer1.Interval = 60000; // was 600 seconds, now 60
timer1.Enabled = true;
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Start();
}
void timer1_Tick(object sender, EventArgs e)
{
newDate = newDate.AddMonths(3); // + sign shouldn't be here
lblDate.Text = newDate.ToString();
}
Edit:
Now I see that you aren't calling AddTime() at the moment, and are unclear of where to do it. It is hard to say without more information, but if you are using Winforms you could use the form's load event. Or if it's a class you could use the constructor to call it.
Basically the method that initialises the object that you are working with.
You're going about it the wrong way. First compute the RATIO of "game time" to "normal time". Months, however, are problematic since the number of days in a month is variable. Instead, we can use a quarter (365 / 4) and work from there. Use a Stopwatch to track how much time has elapsed, and add that to the reference date to get "real time". "Game time", then, is simply the elapsed time multiplied by the ratio, and then added to the reference time. Using this model, the Timer Interval() is IRREVELANT; we could update once a minute, once a second, or four times a second, and the code for determining real/game time is completely the same...and all times remain accurate when we update the display:
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
// update once per second, but the rate here is IRREVELANT...
// ...and can be changed without affecting the real/game timing
timer1.Interval = 1000;
timer1.Tick += new EventHandler(timer1_Tick);
}
private DateTime dtReal;
private DateTime dtGame;
private DateTime dtReference;
private System.Diagnostics.Stopwatch SW = new System.Diagnostics.Stopwatch();
private double TimeRatio = (TimeSpan.FromDays(365).TotalMilliseconds / 4.0) / TimeSpan.FromMinutes(1).TotalMilliseconds;
private void button1_Click(object sender, EventArgs e)
{
StartTime();
}
private void StartTime()
{
dtReference = new DateTime(2013, 1, 1);
SW.Restart();
timer1.Start();
}
void timer1_Tick(object sender, EventArgs e)
{
UpdateTimes();
DisplayTimes();
}
private void UpdateTimes()
{
double elapsed = (double)SW.ElapsedMilliseconds;
dtReal = dtReference.AddMilliseconds(elapsed);
dtGame = dtReference.AddMilliseconds(elapsed * TimeRatio);
}
private void DisplayTimes()
{
lblReference.Text = dtReference.ToString();
lblReal.Text = dtReal.ToString();
lblGame.Text = dtGame.ToString();
}
}
Edit: Added screenshots...
Just after ONE minute = approx 3 months
Just after FOUR minutes = approx 1 year
I am having problems with making a Timer App on Windows phone.
I have the text box set to 00:00:00 and im trying to increment it every second but after the first second it wont do any more. I am sure it is an easy fix and would be very appreciative of any help. Thank you
public MainPage()
{
InitializeComponent();
DispatcherTimer timer = new DispatcherTimer();
timer.Interval = TimeSpan.FromSeconds(1);
timer.Tick += OnTimerTick;
timer.Start();
}
void OnTimerTick(object sender, EventArgs args)
{
txtTimer.Text = DateTime.Now.ToString();
}
private void btnStartClick(object sender, EventArgs e)
{
DispatcherTimer timer = new DispatcherTimer();
timer.Tick +=
delegate(object s, EventArgs args)
{
TimeSpan time = new TimeSpan(0);
time += TimeSpan.FromSeconds(1);
this.timenow.Text = string.Format("{0:D2}:{1:D2}:{2:D2}", time.Hours, time.Minutes, time.Seconds);
};
timer.Interval = new TimeSpan(0, 0, 1);
timer.Start();
}
TimeSpan time = new TimeSpan(0);
time += TimeSpan.FromSeconds(1);
this.timenow.Text = string.Format("{0:D2}:{1:D2}:{2:D2}", time.Hours, time.Minutes, time.Seconds);
The time variable is created each time the timer ticks. Thus each time you add one second to zero time span. You need to extract it from the delegate. Normally you would make it a class field.
I have a game in C# and I need to allow tournament mode in which each round will be of 2 minutes. How can I display the time from 0:00 up till 2:00 on the form?
I have this in a constructor:
Timer timer = new Timer();
timer.Interval = 1000;
timer.Tick += new EventHandler(Timer_Tick);
timer.Start();
And this is the Event Handler
void Timer_Tick(object sender, EventArgs e)
{
this.textBox1.Text = DateTime.Now.ToLongTimeString();
}
but I don't know how I can begin the time from 0:00 instread of the current time.. I tried creating a DateTime instance but when I do myDateTime.ToString(); in the event handler, it just remains 0:00.
I tried searching but I can't find anything related.
Thanks a lot !
Save current time to field when you are starting timer:
_startTime = DateTime.Now;
timer.Start();
And calculate difference later:
void Timer_Tick(object sender, EventArgs e)
{
this.textBox1.Text = (DateTime.Now - _startTime).ToString(#"mm\:ss");
}
You need a member variable that is in scope for both the timer initialization and the Timer_Tick event handler.
class Something
{
DateTime _myDateTime;
Timer _timer;
public Something()
{
_timer = new Timer();
_timer.Interval = 1000;
_timer.Tick += Timer_Tick;
_myDateTime = DateTime.Now;
_timer.Start();
}
void Timer_Tick(object sender, EventArgs e)
{
var diff = DateTime.Now.Subtract(_myDateTime);
this.textBox1.Text = diff.ToString();
}
}
Stopwatch stopWatch = new Stopwatch();
stopWatch.Start();
Thread.Sleep(10000);
stopWatch.Stop();
// Get the elapsed time as a TimeSpan value.
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);
void Timer_Tick(object sender, EventArgs e)
{
label1.Text = stopWatch.ElapsedTicks.ToString();
}
You can store a DateTime.Now when you start the timer and then in every timer tick handler calculate how much time has passed between DateTime.Now and the stored start date. If you have a pause, you will need to also keep track of how long the game has been paused.
Considering the inconviniences with the above method, I would suggest you declare a StopWatch somewhere, instantiate and start it where you call timer.Start and then in your timer tick just read the Elapsed property of the StopWatch. You can even Stop and Start (pause) it if you need.
Basically when we apply some interval ie 5 sec we have to wait for it.
Is it possible to apply interval and execute timer immediately and don't wait 5 sec?
(I mean the interval time).
Any clue?
Thanks!!
public partial class MainWindow : Window
{
DispatcherTimer timer = new DispatcherTimer();
public MainWindow()
{
InitializeComponent();
timer.Tick += new EventHandler(timer_Tick);
this.Loaded += new RoutedEventHandler(MainWindow_Loaded);
}
void timer_Tick(object sender, EventArgs e)
{
MessageBox.Show("!!!");
}
void MainWindow_Loaded(object sender, RoutedEventArgs e)
{
timer.Interval = new TimeSpan(0, 0, 5);
timer.Start();
}
}
There are definitely more elegant solutions, but a hacky way is to just call the timer_Tick method after you set the interval initially. That'd be better than setting the interval on every tick.
Initially set the interval to zero and then raise it on a subsequent call.
void timer_Tick(object sender, EventArgs e)
{
((Timer)sender).Interval = new TimeSpan(0, 0, 5);
MessageBox.Show("!!!");
}
could try this:
timer.Tick += Timer_Tick;
timer.Interval = 0;
timer.Start();
//...
public void Timer_Tick(object sender, EventArgs e)
{
if (timer.Interval == 0) {
timer.Stop();
timer.Interval = SOME_INTERVAL;
timer.Start();
return;
}
//your timer action code here
}
Another way could be to use two event handlers (to avoid checking an "if" at every tick):
timer.Tick += Timer_TickInit;
timer.Interval = 0;
timer.Start();
//...
public void Timer_TickInit(object sender, EventArgs e)
{
timer.Stop();
timer.Interval = SOME_INTERVAL;
timer.Tick += Timer_Tick();
timer.Start();
}
public void Timer_Tick(object sender, EventArgs e)
{
//your timer action code here
}
However the cleaner way is what was already suggested:
timer.Tick += Timer_Tick;
timer.Interval = SOME_INTERVAL;
SomeAction();
timer.Start();
//...
public void Timer_Tick(object sender, EventArgs e)
{
SomeAction();
}
public void SomeAction(){
//...
}
That's how I solved it:
dispatcherTimer = new DispatcherTimer();
dispatcherTimer.Tick += new EventHandler(DispatcherTimer_Tick);
dispatcherTimer.Interval = new TimeSpan(0, 0, 10);
dispatcherTimer.Start();
DispatcherTimer_Tick(dispatcherTimer, new EventArgs());
Works for me without any issues.
Disclaimer: This answer is not for the OP because he wants to use DispatcherTimer
But if you do not have this limitation and you can use another Timer, then there is a cleaner solution
You can use System.Threading.Timer
The most important thing is setting dueTime:0
System.Threading.Timer timer = new Timer(Callback, null, dueTime:0, period:10000);
The documentation of the dueTime is the following
The amount of time to delay before callback is invoked, in milliseconds. Specify Infinite to prevent the timer from starting. Specify zero (0) to start the timer immediately.
and your callback is like this
private void Callback(object? state) =>
{
}
Again this does not use DispatcherTimer but it could solve your problem
Related answer