I need to create a timer based application? - c#

I need to create a application which must have a timer control;
the timer must automatically initialize when each form is called, when the time reach 3 seconds means it must load the another form.
I have tried this:
private void Form1_Load(object sender, EventArgs e)
{
timer1.Start();
if (timer1.Interval = 3000)
{
MessageBox.Show("Times up");
form2 i=new form2();
form2.show();
}
}
but I cant get the correct result....

Timers in C# work by firing events periodically. You need to attach an event handler which responds to the timer event. The MSDN documentation has a straightforward example (code snippet reproduced below).
public Timer aTimer;
public static void Main()
{
// Create a timer with a ten second interval.
aTimer = new System.Timers.Timer(10000);
// Hook up the Elapsed event for the timer.
aTimer.Elapsed += new ElapsedEventHandler(OnTimedEvent);
// Set the Interval to 2 seconds (2000 milliseconds).
aTimer.Interval = 2000;
aTimer.Enabled = true;
Console.WriteLine("Press the Enter key to exit the program.");
Console.ReadLine();
}
// Specify what you want to happen when the Elapsed event is
// raised.
private static void OnTimedEvent(object source, ElapsedEventArgs e)
{
Console.WriteLine("The Elapsed event was raised at {0}", e.SignalTime);
}

initialize and enable your timer and attach an event handler to Tick event.
Timer timer;
private void Form1_Load(object sender, EventArgs e)
{
timer = new Timer();
timer.Enabled = true;
timer.Interval = 3000;
timer.Tick += timer_Tick;
timer.Start();
}
private void timer_Tick(object sender, EventArgs e)
{
MessageBox.Show("Times up");
Form2 i = new Form2();
i.Show();
}

Related

A method was called at an unexpected time, when running a timer

I have the following issue, I'm running the timer (SetTimer), and it is supposed to, on elapsed, run the next function (OnTimedEvent).
However, when it is supposed to run, it fails with "A method was called at an unexpected time" error on the "CoreDispatch".
I have tried searching for a solution, and I think I understand what is causing it, but I'm not sure how to fix it.
Hopefully some of you can shed some light on my issue.
private void SetTimer()
{
// Create a timer with a two second interval.
aTimer = new System.Timers.Timer(RandomNum(1000,2000));
// Hook up the Elapsed event for the timer.
aTimer.Elapsed += OnTimedEvent;
aTimer.AutoReset = true;
aTimer.Enabled = true;
}
public async void OnTimedEvent(Object source, ElapsedEventArgs e)
{
await Windows.ApplicationModel.Core.CoreApplication.MainView.CoreWindow.Dispatcher.RunAsync(CoreDispatcherPriority.Normal,
() =>
{
System.Diagnostics.Debug.WriteLine("The Elapsed event was raised at {0:HH:mm:ss.fff}",
e.SignalTime);
}
);
}
Call DispatcherQueue.GetForCurrentThread on the UI thread to get a DispatcherQueue and then use it to enqueue dispatcher work:
readonly DispatcherQueue dispatcherQueue = DispatcherQueue.GetForCurrentThread();
private void SetTimer()
{
// Create a timer with a two second interval.
aTimer = new System.Timers.Timer(RandomNum(1000,2000));
// Hook up the Elapsed event for the timer.
aTimer.Elapsed += OnTimedEvent;
aTimer.AutoReset = true;
aTimer.Enabled = true;
}
public void OnTimedEvent(Object source, ElapsedEventArgs e)
{
dispatcherQueue.TryEnqueue(Microsoft.UI.Dispatching.DispatcherQueuePriority.Normal, () =>
{
System.Diagnostics.Debug.WriteLine("The Elapsed event was raised at {0:HH:mm:ss.fff}",
e.SignalTime);
});
}
Or use a DispatcherTimer:
DispatcherTimer aTimer;
private void SetTimer()
{
aTimer = new DispatcherTimer();
aTimer.Interval = TimeSpan.FromMilliseconds(RandomNum(1000,2000));
aTimer.Tick += ATimer_Tick;
aTimer.Start();
}
private void ATimer_Tick(object sender, object e)
{
// do something on the UI thread...
}

System.Windows.Forms.Timer keeps on running

I need to show a message after 10 seconds of form load.
I am using the below code
private void Form1_Load(object sender, EventArgs e)
{
SetTimeInterval();
}
System.Windows.Forms.Timer MyTimer = new System.Windows.Forms.Timer();
public void SetTimeInterval()
{
MyTimer.Interval = ( 10 * 1000);
MyTimer.Tick += new EventHandler(TimerEventProcessor);
MyTimer.Start();
}
void TimerEventProcessor(Object myObject,EventArgs myEventArgs)
{
MessageBox.Show("TIME UP");
MyTimer.Stop();
MyTimer.Enabled = false;
}
Tried using MyTimer.Stop() and MyTimer.Enabled = false, but messagebox keeps displaying every 10 seconds. How do I stop it after the first instance?
Your problem is that MessageBox.Show() is a blocking call. So MyTimer.Stop() is only called after you close the MessageBox.
So until you closed the MessageBox there will pop up new ones every 10s. The simple solution is to change the order of calls:
void TimerEventProcessor(Object myObject,EventArgs myEventArgs)
{
MyTimer.Stop();
MyTimer.Enabled = false;
MessageBox.Show("TIME UP");
}
So the timer is stopped as soon as you enter the event handler, before displaying the message box.
i would suggest this method
go to theform.designer.cs
writhe this code
this.timer1.Enabled = true;
this.timer1.Interval = 10000;
and do this in ur .cs file
private void timer1_Tick(object sender, EventArgs e)
{
MessageBox.Show("msg");
}
that work perfectly for me.

C# timer I can speed up but not slow down

I have a timer event setup and I would like to change how often the timer event happens by reading a number from a text box. If the box is '10' and you click the update button the event would trigger every 10ms then if you changed to '100' and clicked it would happen every 100ms and so on.
When I run the program however, i can speed up the event frequency (e.g. 100ms to 10ms) but I cannot slow it down (e.g. 10ms to 100ms). Here is the piece of my code that changes the timer when I click:
private void TimerButton_Click(object sender, EventArgs e)
{
getTime = ImgTimeInterval.Text;
bool isNumeric = int.TryParse(ImgTimeInterval.Text, out timerMS); //if number place number in timerMS
label2.Text = isNumeric.ToString();
if (isNumeric)
{
System.Timers.Timer timer = new System.Timers.Timer();
timer.Enabled = false;
timer.Interval = timerMS;
timer.Elapsed += new ElapsedEventHandler(timerEvent);
timer.AutoReset = true;
timer.Enabled = true;
}
}
public void timerEvent(object source, System.Timers.ElapsedEventArgs e)
{
label1.Text = counter.ToString();
counter = (counter + 1) % 100;
}
If anyone knows what I may be doing wrong it would be greatly appreciated.
The problem with this code is, that you create a new Timer each time you click the button. Try to create the timer outside the method. You think it's only goes faster, but instead multiple timers trigger the timerEvent
private System.Timers.Timer _timer;
private void CreateTimer()
{
_timer = new System.Timers.Timer();
_timer.Enabled = false;
_timer.Interval = 100; // default
_timer.Elapsed += new ElapsedEventHandler(timerEvent);
_timer.AutoReset = true;
_timer.Enabled = true;
}
private void TimerButton_Click(object sender, EventArgs e)
{
bool isNumeric = int.TryParse(ImgTimeInterval.Text, out timerMS); //if number place number in timerMS
label2.Text = isNumeric.ToString();
if (isNumeric)
{
_timer.Interval = timerMS;
}
}
public void timerEvent(object source, System.Timers.ElapsedEventArgs e)
{
label1.Text = counter.ToString();
counter = (counter + 1) % 100;
}
Make sure that the CreateTimer is called in the constructor/formload. Also you can now stop the timer within another button event. With _timer.Enabled = false;
You're always creating a new timer and never stopping the old timer. When you "change" it from 100 to 10 your 100ms timer is still firing every 100 ms, so every 100ms two timers are firing at around the same time.
You need to "remember" the old timer so that you can stop it. Or, better yet, just have only one timer that you change the interval on.
private System.Timers.Timer timer = new System.Timers.Timer();
public Form1()
{
timer.Enabled = false;
timer.AutoReset = true;
timer.Elapsed += timerEvent;
}
private void TimerButton_Click(object sender, EventArgs e)
{
getTime = ImgTimeInterval.Text;
bool isNumeric = int.TryParse(ImgTimeInterval.Text, out timerMS); //if number place number in timerMS
label2.Text = isNumeric.ToString();
if (isNumeric)
{
timer.Interval = timerMS;
timer.Enabled = true;
}
}
Well the basic problem is that you're building a new one every time. Make a private timer:
private System.Timers.Timer _timer = new System.Timers.Timer();
and then fix it up when the button is clicked:
if (isNumeric)
{
_timer.Stop();
_timer.Interval = timerMS;
_timer.Start();
}
and then in the .ctor, do this:
_timer.Elapsed += new ElapsedEventHandler(timerEvent);
Now you have a single timer that you are just modifying as the user changes the value in the text box.

Getting time until next event

I have a sync timer in my app that fires up a function at a given time... now I want to know how much time is left until the next call to that function.
This is my call to the timer:
var syncTime = time.activitylog;
double time = TimeSpan.Parse(syncTime).TotalMilliseconds;
System.Timers.Timer myTimer = new System.Timers.Timer();
myTimer.Elapsed += new ElapsedEventHandler(DisplayTimeEvent);
myTimer.Interval = time;
myTimer.Start();
How do I get the time until next call?
Thanks
You can use another timer, and set the Interval of that the value that you want,exactly a part time of the Interval of original timer.
Then start them Simultaneously,I mean at the same time.
UPDATE :
Maybe this code describes my solution better :
public Form1()
{
InitializeComponent();
}
System.Windows.Forms.Timer trOriginal = new System.Windows.Forms.Timer();
System.Windows.Forms.Timer trRemain = new System.Windows.Forms.Timer();
double remain = 0;
private void button1_Click(object sender, EventArgs e)
{
trOriginal.Interval = 1000;
trRemain.Interval = 1;
trOriginal.Tick += new EventHandler(trOriginal_Tick);
trRemain.Tick += new EventHandler(trRemain_Tick);
trOriginal.Start();
trRemain.Start();
}
void trRemain_Tick(object sender, EventArgs e)
{
remain -= trRemain.Interval;
Console.WriteLine("remain MS to next event : " + remain);
}
void trOriginal_Tick(object sender, EventArgs e)
{
remain = trOriginal.Interval;
}
You can use a System.Diagnostics.Stopwatch to keep track of how much time has passed already and restart the Stopwatch with every tick of your Timer.
Stopwatch watch = new Stopwatch();
private void DisplayTimeEvent(object sender, EventArgs e)
{
watch.Restart();
// Whatever is supposed to happen, when the timer ticks
}
Now whenever you want to know how much time is left until the event is fired next, you can do this:
long timeLeft = myTimer.Interval - watch.ElapsedMilliseconds;

C# Timer - Need help disabling timer until code executes then restart timer. Currently maxing CPU :(

Basically i have a problem with this timer program I am trying to put together. On starting the program it will utilise a steady 25% CPU which i dont mind, but every time the timer fires it adds another 25% on to the CPU so on the 4th pass im completely maxed out.
I take it I'm not disposing of the timer correctly after it has fired but im new to c# and not really sure how to go about this.
the cope of my program is basically:
Execute some procedures - once completed start timer
Wait until timer elapses then start procedures again, disabling the timer until completed
any help would be greatly appreciated :)
private static void OnTimedEvent(object source, ElapsedEventArgs e)
{
IpCheck();
}
private static void EnableTimer()
{
System.Timers.Timer aTimer = new System.Timers.Timer();
// Set the Interval to x seconds.
aTimer.Interval = 10000;
aTimer.Enabled=true;
aTimer.Elapsed += new ElapsedEventHandler(OnTimedEvent);
aTimer.Enabled = false;
aTimer.Dispose();
}
ok revised version below - simplified and ruled out the ip check so all it does now is show a message box - this will not even execute anymore :(
public class Timer1
{
System.Timers.Timer aTimer = new System.Timers.Timer();
public static void Main()
{
Timer1 tTimer = new Timer1();
tTimer.EnableTimer();
}
private void OnTimedEvent(object source, ElapsedEventArgs e)
{
aTimer.Enabled = false;
MessageBoxPrint();
aTimer.Enabled = true;
}
private void EnableTimer()
{
// Set the Interval to x seconds.
aTimer.Interval = 10000;
aTimer.Enabled=true;
aTimer.Elapsed += new ElapsedEventHandler(OnTimedEvent);
}
public static void MessageBoxPrint()
{
MessageBox.Show("Testing");
}
}
You're probably looking for something like this:
private static System.Timers.Timer aTimer = new System.Timers.Timer();
// This method will be called at the interval specified in EnableTimer
private static void OnTimedEvent(object source, ElapsedEventArgs e)
{
aTimer.Enabled = false; // stop timer
IpCheck();
aTimer.Enabled = true; // restart timer so this method will be called in X secs
}
private static void EnableTimer()
{
// Set the Interval to x seconds.
aTimer.Interval = 10000;
aTimer.Elapsed += new ElapsedEventHandler(OnTimedEvent);
aTimer.Enabled=true; // actually starts timer
}
I don't quit get, why you have the cpu load, but I would do:
private static void OnTimedEvent(object source, ElapsedEventArgs e)
{
((Timer)source).Enabled = false;
IpCheck();
((Timer)source).Enabled = true;
}
and don't dispose the timer in the method call.
The problem is that he is creating a Timer1 inside the Timer1 class so when you load Timer1, it loads another Timer1 which loads another timer1 which loads.... It think you get it
public class Timer1
{
System.Timers.Timer aTimer = new System.Timers.Timer();
public static void Main()
{
Timer1 tTimer = new Timer1();//<-this line right here is killing you
//remove it, as I don't see anyuse for it at all
then in this line
tTimer.EnableTimer();
just say
EnableTimer();
//or
this.EnableTimer();
You don't need to instantiate the class you are working in, as far as it is concerned it is already instantiated.
static System.Timers.Timer aTimer = new System.Timers.Timer();
private static void OnTimedEvent(object source, ElapsedEventArgs e)
{
aTimer.Enabled=false;
IpCheck();
aTimer.Enabled=true;
}
private static void EnableTimer()
{
// Set the Interval to x seconds.
aTimer.Interval = 10000;
aTimer.Enabled=true;
aTimer.Elapsed += new ElapsedEventHandler(OnTimedEvent);
}
private static void DisableTimer()
{
aTimer.Elapsed -= new ElapsedEventHandler(OnTimedEvent);
aTimer.Enabled = false;
}
NOT TESTED NOT COMPILED, just a sample what i would do in your place, all the added lines are there without no tabs

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