I want to design changing time on maskedtextbox in my application like windows where time changes on every second. I have set maskedtexbox1 as below:
maskedTextBox1.Text = DateTime.Now.ToShortTimeString();
which is showing current system short time but it’s not changing on every second like windows. How to do?
I'm on Visual Studio 2005, and .NET is below 3.5.
I'd use the timer and fire an event every second to update the time.
Create a timer (an instance of class Timer in the package System.Windows.Forms).
Set its frequency to 1 second (i.e. 1000 milliseconds).
Tell it what method to call when it goes off (the event handler Kaboom).
Somewhere in your executable code you do that by typing the following.
Timer ticker= new Timer();
ticker.Interval = 1000;
ticker.Tick += new EventHandler(Kaboom);
In the same class (or, if you're confident how to do it, somewhere where you can reach the code) you also create the handler for the fired event of ticking, so that the promise you made about a method to be called when the timer goes off is kept.
private void Kaboom(Object sender, EventArgs eventArgs)
{
// Execute the tickability code
MaskedTextBox1.Text = DateTime.Now.ToShortTimeString();
}
Also, don't forget to actually start your ticker when you feel that you're ready.
MyTimer.Start();
Tada!
EDIT:
For the sake of completeness, I'm also going to paste in a part of the reply of #CuaonLe (a higher threshold of competence and requirement for .NET 3.5 or newer).
Timer timer = new Timer { Interval = 1000 };
timer.Tick += (obj, args)
=> MaskedTextBox1.Text = DateTime.Now.ToLongTimeString();
timer.Start();
I guess you'll need to setup a Timer which updates your maskedTextBox1 every second.
For how to do that, please see: Add timer to a Windows Forms application
Cheers. Keith.
You can use System.Windows.Forms.Timer to update textbox value every second for example:
var timer = new Timer();
timer.Interval = 1000;
timer.Tick += delegate
{
textBox1.Text = DateTime.Now.ToLongTimeString();
};
timer.Start();
Related
Fairly new to C# and timers, although I've managed to do some really fun stuff in C#, however I'm not getting the hang of Timers.
Form1.cs:
private int counter;
static System.Windows.Forms.Timer timer1 = new System.Windows.Forms.Timer();
public void goTimer()
{
// Set Counter
counter = 60;
// If timer is already enabled, stop it.
if (timer1.Enabled)
{
timer1.Dispose();
//timer1.Stop() <- also tried
}
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Interval = 1000; // 1 second
timer1.Start(); // Timer exists
txtCountdown.Text = counter.ToString();
}
private void timer1_Tick(object sender, EventArgs e)
{
counter--;
if(counter == 0)
{
timer1.Stop();
}
txtCountdown.Text = counter.ToString();
}
So, what happens is that it seems to work as intended, until you start calling goTimer(); from e.g. a button press, then it will speed up the (int) counter as many times as you pressed it... And after a while the memory will be eaten up.
In this case the users will be able to do call the timer function, as it will remove some objects, clear some data and refresh the session, but also when the timer reaches 0.
Using Winforms, I did not add a timer in visual studio (it's only referenced here in Form1.cs).
How do I terminate all timers, and then restart at (int) counter?
Using start and stop of the timer would be the proper aproach, but generally also the dispose variant will work.
Your memory hole results from the multiplied event handler assignments, you need to move this method to your constructor or some other initialization method:
timer1.Tick += new EventHandler(timer1_Tick);
If you really want to create a new timer every time, you need to release the event handler before:
timer1.Tick -= timer1_Tick;
First of all, as MichaelSander already mentioned, you should put these lines in your Form1.cs constructor:
timer1.Tick += new EventHandler(timer1_Tick);
timer1.Interval = 1000; // 1 second
Secondly, there is no point in disposing your timer if it's meant to be used more than once. Instead of timer1.Dispose() you should use timer1.Stop() just like you do in your timer1_Tick handler. Also there is no point in checking whether the timer is enabled or disabled as both timer1.Start() and timer1.Stop() will either turn it on/off respectively or do nothing at all. That means that in your case you can remove this block completely:
if (timer1.Enabled)
{
timer1.Dispose();
}
I am teaching myself C# and, as part of this, am trying to develop an iOS countdown timer app that is to play a .wav sound file X seconds after a timer initiating button has been clicked as the timer value has gone from X to 0.
In an attempt to do this I have tried using the System.Timers namespace but have been unable to figure out how to program the countdown timer described above. Below is my incomplete code (code that obviously does not fulfill the above described function but might be a part of the full code that would fulfill that function):
partial void UIButton1416_TouchUpInside(UIButton sender)
{
url = NSUrl.FromFilename("Sounds/bell.wav");
bell = new SystemSound(url);
int RoundedTimerValue = Convert.ToInt32(Math.Round(TimerSlider.Value, 0));
System.Timers.Timer timer = new System.Timers.Timer();
timer.Interval = 60000;
timer.Enabled = true;
}
Does anyone know how to create the described countdown timer / Trigger an event X seconds after a button has been clicked?
Example Code.
Timer timer = new Timer();
timer.Interval = 60000;
timer.Elapsed += new ElapsedEventHandler((x,y) => {
//Do whatever you want
timer.Stop();
});
Put the below code in the Button Click Handler and make the timer variable global.
timer.Start();
Or you can leave everything in the Button's click handler, not a big deal.
Explanation:
The timer class has an event called Elapsed which is called when the specified number of milliseconds in the timer's Interval gets over. with the line
timer.Elapsed += new ElapsedEventHandler((x,y) => {...
we are assigning a Delegate(Virtual function) to be called when the timer is up. therefore any code within the braces{} will be called at every Timer.Interval milliseconds. we stop the timer at that time as we don't want it to keep running and generate a lot of events.
Update 2:
Normally , EventHandlers are Defined using
return_type functionName(object sender, EventArgs e);
But since the delegate is virtual, so is the parameter. x corresponds to sender and y corresponds to e.
that event handler code can also be written as below
void someFunction(object sender, ElapsedEventArgs e)
{
timer.Stop();
}
and then,
timer.Elapsed += new ElapsedEventHandler(someFunction);
As for the '=>' you can read about Lambda Expressions Here
I want to show timer on UI such that when aplication star executing timer starts with 00:00:00 and when it completed its execution timer stops. Timer should show timing per second while running.
You can use the System.Windows.Forms.Timer, which is created for scenarios like yours. You can read more about in MSDN.
You should use the following code snippet as sample:
Timer timer = new Timer();
timer.Interval = 1000;
timer.Tick += new System.EventHandler(timer_Tick);
timer.Start();
private void timer_Tick(object sender, System.EventArgs e)
{
this.Text = string.Format("{0:hh:MM:ss}", DateTime.Now);
}
Notice that you should dispose the Timer when you do not needed.
I have a form which includes a textbox showing the time passing with an interval of 1 second up till 2 minutes. It is working ok. However I need the timer to stop when a round of game is over and start again when a button from another form is clicked. So I have _timer.Stop() in the timer_tick event handler and _timer.Start() in the button click event handler of Form 2.
My problem is that the timer then starts from how much time passes until I press the button on the other form and not from 0:00 again. Any Ideas?
This is the code regarding the timer:
private DateTime _myDateTime;
private System.Windows.Forms.Timer _timer;
private DateTime newDate;
public Tournament()
{
_timer = new System.Windows.Forms.Timer();
_timer.Interval = 1000;
_timer.Tick += Timer_Tick;
_myDateTime = DateTime.Now;
newDate = new DateTime();
newDate = newDate.AddMinutes(2.00);
_timer.Start();
InitializeComponent();
}
void Timer_Tick(object sender, EventArgs e)
{
var diff = DateTime.Now.Subtract(_myDateTime);
this.textBox1.Text = diff.ToString(#"mm\:ss");
DateTime dt = Convert.ToDateTime(diff.ToString());
if (newDate.Minute == dt.Minute)
{
_timer.Stop();
_myDateTime = DateTime.Now;
displayPointsOrResults();
this.textBox1.Text = diff.ToString(#"mm\:ss");
}
}
In displayPointsOrResults() I am creating instance of another form Points() so in Points form I have button 1 and I have this in its event handler apart other things which does not concern the timer: tournament.Timer1.Start();
Where I am getting the timer from the tournament class and starting it again.
What am I doing wrong?
My problem is that the timer then starts from how much time passes until I press the button on the other form and not from 0:00 again.
Well yes, it would - you're resetting _myDateTime when you stop the timer:
_timer.Stop();
_myDateTime = DateTime.Now;
You should move that second line to the point where you restart it.
Note that your title is incorrect - the timer really is stopping, in that it's not ticking any more. The timer isn't actually performing the timing, if you see what I mean - it's just a way of invoking an event handler regularly. The problem is within the event handler itself.
Ah the global vars, blessing and curse together.
Do you have resetted the _myDateTime to DateTime.Now, when you press the button?
When you stop the timer and restart it, should set the datetime to now.
_myDateTime = DateTime.Now;
I'm trying to figure out a way in Silverlight / C# to make a DispatchTimer run only once.
I have a user form and when submitted I want to display a message for 10 seconds and then disappear and kill the DispatchTimer thread.
I know how to make a DispatchTimer that repeats:
clock.Interval = TimeSpan.FromSeconds(10);
clock.Tick += clockTick;
clock.Start();
But I want that thread to end as soon as it completes.
This should work for you:
DispatcherTimer clock = new DispatcherTimer();
clock.Interval = TimeSpan.FromSeconds(10);
clock.Tick += (object sender, EventArgs e) =>
{
clock.Stop();
// Some code here
};
clock.Start();
An anonymous event handler will also keep things "in the same place" in case you don't want to widen the scope of your DispatcherTimer object.
Stop the timer in your clockTick handler once it fires.