Timer to close the application - c#

How to make a timer which forces the application to close at a specified time in C#? I have something like this:
void myTimer_Elapsed(object sender, System.Timers.ElapsedEventArgs e)
{
if (++counter == 120)
this.Close();
}
But in this case, the application will be closed in 120 sec after the timer has ran. And I need a timer, which will close the application for example at 23:00:00. Any suggestions?

The first problem you have to fix is that a System.Timers.Timer won't work. It runs the Elapsed event handler on a thread-pool thread, such a thread cannot call the Close method of a Form or Window. The simple workaround is to use a synchronous timer, either a System.Windows.Forms.Timer or a DispatcherTimer, it isn't clear from the question which one applies.
The only other thing you have to do is to calculate the Interval property value for the timer. That's fairly straight-forward DateTime arithmetic. If you always want the window to close at, say, 11 o'clock in the evening then write code like this:
public Form1() {
InitializeComponent();
DateTime now = DateTime.Now; // avoid race
DateTime when = new DateTime(now.Year, now.Month, now.Day, 23, 0, 0);
if (now > when) when = when.AddDays(1);
timer1.Interval = (int)((when - now).TotalMilliseconds);
timer1.Start();
}
private void timer1_Tick(object sender, EventArgs e) {
this.Close();
}

I'm assuming you're talking about Windows Forms here. Then this might work (EDIT Changed the code so this.Invoke is used, as we're talking about a multi-threaded timer here):
void myTimer_Elapsed(object sender, System.Timers.ElapsedEventArgs e)
{
if (DateTime.Now.Hour >= 23)
this.Invoke((Action)delegate() { Close(); });
}
If you switch to using the Windows Forms Timer, then this code will work as expected:
void myTimer_Elapsed(object sender, EventArgs e)
{
if (DateTime.Now.Hour >= 23)
Close();
}

If I understand your request, it seems a little wasteful to have a timer check the time every second, where you can do something like this:
void Main()
{
//If the calling context is important (for example in GUI applications)
//you'd might want to save the Synchronization Context
//for example: context = SynchronizationContext.Current
//and use if in the lambda below e.g. s => context.Post(s => this.Close(), null)
var timer = new System.Threading.Timer(
s => this.Close(), null, CalcMsToHour(23, 00, 00), Timeout.Infinite);
}
int CalcMsToHour(int hour, int minute, int second)
{
var now = DateTime.Now;
var due = new DateTime(now.Year, now.Month, now.Day, hour, minute, second);
if (now > due)
due.AddDays(1);
var ms = (due - now).TotalMilliseconds;
return (int)ms;
}

You may want to get the current system time. Then, see if the current time matches the time you would like your application to close at. This can be done using DateTime which represents an instant in time.
Example
public Form1()
{
InitializeComponent();
Timer timer1 = new Timer(); //Initialize a new Timer of name timer1
timer1.Tick += new EventHandler(timer1_Tick); //Link the Tick event with timer1_Tick
timer1.Start(); //Start the timer
}
private void timer1_Tick(object sender, EventArgs e)
{
if (DateTime.Now.Hour == 23 && DateTime.Now.Minute == 00 && DateTime.Now.Second == 00) //Continue if the current time is 23:00:00
{
Application.Exit(); //Close the whole application
//this.Close(); //Close this form only
}
}
Thanks,
I hope you find this helpful :)

void myTimer_Elapsed(object sender, System.Timers.ElapsedEventArgs e)
{
if (DateTime.Now.Hour >= 23)
{
this.Close();
}
}

Task.Delay(9000).ContinueWith(_ =>
{
this.Dispatcher.Invoke((Action)(() =>
{
this.Close();
}));
}
);

Set up your timer to check every second like now, but swap the contents with:
void myTimer_Elapsed(object sender, System.Timers.ElapsedEventArgs e)
{
if (DateTime.Now.Hour == 23)
this.Close();
}
This will make sure that when the timer run and the clock is 23:xx, then the application will shut down.

Related

Measuring code execution while showing time elapsed every second in C#

I am wondering what is the best way to achieve this in Windows Forms - what I need is a window showing time elapsed (1 sec 2 secs etc) up to 90 seconds while code is being executed. I have a timer right now implemented as follows but I think I also need a stopwatch there as well since the Timer blocks the main thread.
static System.Timers.Timer pXRFTimer = new System.Timers.Timer();
static int _pXRFTimerCounter = 0;
private void ScanpXRF()
{
_pXRFTimerCounter = 0;
pXRFTimer.Enabled = true;
pXRFTimer.Interval = 1000;
pXRFTimer.Elapsed += new ElapsedEventHandler(pXRFTimer_Tick);
pXRFTimer.Start();
//START action to be measured here!
DoSomethingToBeMeasured();
}
private static void pXRFTimer_Tick(Object sender, EventArgs e)
{
_pXRFTimerCounter++;
if (_pXRFTimerCounter >= 90)
{
pXRFTimer.Stop();
}
else
{
//show time elapsed
}
}
I'm not sure about mechanics of your app, but time elapsed can be calculated with something like this
DateTime startUtc;
private void ScanpXRF()
{
startUtc = DateTime.NowUtc;
(...)
//START action to be measured here!
}
private static void pXRFTimer_Tick(Object sender, EventArgs e)
{
var elapsed = DateTime.NowUtc - startUtc;
var elapsedSeconds = elapsed.TotalSeconds; // double so you may want to round.
}

WPF - A more accurate Timer

I'm new to CS and WPF. I'm going to get a DateTime object and set it as the beginning of my timer. But I used DispatcherTimer.Tick. I can feel it inaccurate with a little care and playing with window controls. It apparently its in a single thread beside other functions of program.
DispatcherTimer timer = new DispatcherTimer();
timer.Interval = TimeSpan.FromSeconds(1);
timer.Tick += timer_Tick;
timer.Start();
void timer_Tick(object sender, EventArgs e)
{
dateTime = dateTime.AddSeconds(1);
TimeTb.Text = dateTime.ToLongTimeString();
}
Is there another method to use for a more accurate timer?
Do not add up seconds. This is accurate:
private TimeSpan offset;
void timer_Tick(object sender, EventArgs e)
{
TimeTb.Text = (DateTime.Now - offset).ToLongTimeString();
}
If you want to show the time elapsed since a start time:
private DateTime start = DateTime.Now;
void timer_Tick(object sender, EventArgs e)
{
TimeTb.Text = (DateTime.Now - start).ToString();
}
Definitely. Take a look at the System.Diagnostics.Stopwatch class. You're re-inventing the wheel!

How I can stop a timer with seconds in real time c#?

I'm trying to stop a timer when 16 seconds in real time have passed, but i don't know how i can do that.
I made this little example: when picturebox1 intersects with picturebox2,this action activate a timer, and this timer have to shows the picturebox3 during 16 seconds in real time and after stop it(timer) (and the picturebox3 doesn't show).
(Sorry for my english. But StackOverflow in Spanish doesn't have many information).
I'm using windows form and C#
private void timer2_Tick(object sender, EventArgs e)
{
pictureBox7.Hide();
if ((pictureBox3.Bounds.IntersectsWith(pictureBox2.Bounds) && pictureBox2.Visible) || (pictureBox5.Bounds.IntersectsWith(pictureBox2.Bounds) && pictureBox2.Visible))
{
puntaje++;
this.Text = "Puntaje: " + puntaje;
if (puntaje % 5 == 0)
{
timer3.Enabled=true;
//This is the part where i want set down the timer3, timer 2 is on
}
}
You can try this, on your timer tick event handler. Timespan counts the elapsed time between two dates. On this case since its 16 seconds, we count it by negative.
private void timer1_Tick(object sender, EventArgs e)
{
TimeSpan ts = dtStart.Subtract(DateTime.Now);
if (ts.TotalSeconds <= -16)
{
timer1.Stop();
}
}
Make sure your dtStart (DateTime) is declared when you start your timer:
timer1.Start();
dtStart = DateTime.Now;
The cleanest way I can see this implemented is by using the interval parameter of a System.Timers.Timer.
Here's a sample snippet of the code
var timer = new Timer(TimeSpan.FromSeconds(16).TotalMilliseconds) { AutoReset = false };
timer.Elapsed += (sender, e) =>
{
Console.WriteLine($"Finished at exactly {timer.Interval} milliseconds");
};
_timer.Start();
The TimeSpan.FromSeconds(16).TotalMilliseconds basically converts to 16000 but I used the TimeSpan static method for you to understand it easier and looks more readable.
The AutoReset property of the timer tells it that it should only be triggered once.
Adjusted for your code
private void timer2_Tick(object sender, EventArgs e)
{
pictureBox7.Hide();
if ((pictureBox3.Bounds.IntersectsWith(pictureBox2.Bounds) && pictureBox2.Visible)
|| (pictureBox5.Bounds.IntersectsWith(pictureBox2.Bounds) && pictureBox2.Visible))
{
puntaje++;
this.Text = "Puntaje: " + puntaje;
if (puntaje % 5 == 0)
{
var timer3 = new Timer(TimeSpan.FromSeconds(16).TotalMilliseconds) { AutoReset = false };
timer3.Elapsed += (sender, e) =>
{
pictureBox3.Visible = true;
};
timer3.Start();
}
}
}
Please do mark the question Answered if this solves your issue.

How to pause timer in windows phone?

In this code after starting timer again it starts from the current value instead of the vale it stopped. How to pause this timer?
public Page1()
{
InitializeComponent();
_rnd = new Random();
_timer = new DispatcherTimer();
_timer.Tick += new EventHandler(TimerTick);
_timer.Interval = new TimeSpan(0, 0, 0, 1);
}
void TimerTick(object sender, EventArgs e)
{
var time = DateTime.Now - _startTime;
txtTime.Text = string.Format(Const.TimeFormat, time.Hours, time.Minutes, time.Seconds);
}
public void NewGame()
{
_moves = 0;
txtMoves.Text = "0";
txtTime.Text = Const.DefaultTimeValue;
Scrambles();
while (!CheckIfSolvable())
{
Scrambles();
}
_startTime = DateTime.Now;
_timer.Start();
//GridScrambling.Visibility = System.Windows.Visibility.Collapsed;
}
private void Pause_Click(object sender, System.Windows.RoutedEventArgs e)
{
// TODO: Add event handler implementation here.
NavigationService.Navigate(new Uri("/Page4.xaml", UriKind.Relative));
_timer.Stop();
}
private void Play_Loaded(object sender, System.Windows.RoutedEventArgs e)
{
// TODO: Add event handler implementation here.
_timer.Start();
}
As this says that the Stop method only changes the IsEnabled property and this says that this property only prevents the Tick event to be raised, I don't think that there is a method to simply 'pause' the timer. The best way is to reinitialize the timer each time you have "paused" it, if you really want it to start clean again.
But I do not think that this is you real problem. When you pause your game the timer stops working. When you continue it the timer starts working again. When you now try the calculate the time from THIS moment till the start time, then you make a big mistake: you have to ignore the paused time. Because when you play the game 2s, then pause it for 10s and then continue the game, the timer shows 12s, instead of 2s, doesn't it? Maybe you should store the paused times in a variable and substract that from the real game time.

Datetime Timer Interval does not change speed of months added

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

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