C# sorting values with respect to time - c#

i wanted to create a program like this .
For every minute the time should be printed in the format of
h:m .For every 5 min it should print "break" this should continue for 24 hours ..
like this
0:0
0:1
0:2
0:3
0:4
break
0:6
0:7
0:8
0:9
break
0:11
.
.
.
23:59
i came with a program that solves it ..but i never used DateTime or any time function , i just used Thread.Sleep to dalay printing for 1 minute every time ...
i wanted to use some other method other than Thread.Sleep to solve it ...
so please guide me .. (sorry for my Bad english)
this is how i did with Thread.Sleep .
please provide me with any other solutions
using System;
using System.Threading;
class try22
{
public static void Main()
{
for(int i=0;i<24;i++)
{
for(int j=0;j<60;j++)
{
if(j%5 != 0 || (j == 0 && i == 0))
{
Thread.Sleep(20);
Console.WriteLine(i+":"+j);
}
else if(j%5 == 0 )
{
Thread.Sleep(20);
Console.WriteLine("break");
}
}
}
}
}
thanks guys i came up with the solution of using actual dates instead of array numbers in my problem
im getting weird errors with timer .. :( so i used thread.sleep itslef
using System;
using System.Threading;
class try22
{
public static void Main()
{
DateTime dt1 = new DateTime();
dt1 = DateTime.ParseExact("0:0", "H:m",null);
int cford=dt1.Day+1;
for (; dt1.Day!=cford; )
{
dt1 = addm(dt1);
Console.WriteLine(dts(dt1));
Thread.Sleep(60000);
}
}
public static string dts(DateTime dt)
{
string tmp = dt.ToString("H:m");
if (dt.Minute % 5 == 0)
return "BREAK";
else
return tmp;
}
public static DateTime addm(DateTime dt)
{
return dt.AddMinutes(1);
}
}

Which of these were you asked for?
Show the current time once per minute
Show the current time at the start of every minute like an alarm
Assuming 1, here's a couple of hints in the right direction (which should be helpful either way):
You can get the current date and time as a DateTime object using DateTime.Now
DateTime objects can return custom string output using .ToString("format").
Format is specified with a custom date and time format string. For example, to get the current hour in 24-hour time (without leading zeroes) you could use DateTime.Now.ToString("H").
As per the reference, you can include a string literal (unprocessed string) in your format. For example DateTime.Now.ToString("'Hour is: 'H") would return Hour is: 6
You can get the "minute" value of a DateTime object as an int using .Minute. For example, int minute = DateTime.Now.Minute;
If you want some code to run periodically, one way is to move it into its own method then setup a System.Threading.Timer like this:
void SomeMethod(object state) { /* DO STUFF HERE */ }
// Initialise the timer in your main() method
// As per MSDN for System.Threading.Timer, first number (0) is start delay.
// Second number (60000) is interval in milliseconds (60 seconds)
// This will cause SomeMethod to be called once every 60 seconds starting now.
Timer timer = new Timer(new TimerCallback(SomeMethod), null, 0, 60000);
You will need to stop your application exiting straight away after making the Timer (otherwise it will never get to run). One easy way to do this in a command line application is place a Console.Read() at the end of your Main() method which will wait for user input.

I have used Timer instead of Thread
class Program
{
private static System.Timers.Timer aTimer;
static int j = 0;
static int i = 0;
public static void Main()
{
// Create a timer with a Minute interval.
aTimer = new System.Timers.Timer(60000);
// Hook up the Elapsed event for the timer.
aTimer.Elapsed += new ElapsedEventHandler(OnTimedEvent);
// Set the Interval to 1 Minute (60000 milliseconds).
aTimer.Interval = 60000;
aTimer.Enabled = true;
Console.WriteLine("Press the Enter key to exit the program.");
Console.WriteLine(0 + ":" + 0);
Console.ReadLine();
}
// Specify what you want to happen when the Elapsed event is
// raised.
private static void OnTimedEvent(object source, ElapsedEventArgs e)
{
j++;
if (j == 60)
{
Console.WriteLine("break");
j = 1;
i = i + 1;
}
if (i == 24)
{
i = 0;
}
if (j % 5 != 0 || (j == 0))
{
Console.WriteLine(i + ":" + j);
}
else if (j % 5 == 0)
{
Console.WriteLine("break");
}
}
}

I am not sure weather you want to use actual System time to start with or just the time since program execution started. Solution i am posting uses time since program started.
using System;
using System.Collections.Generic;
using System.Text;
using System.Timers;
namespace ConsoleApplication1
{
class Program
{
TimeSpan tt;
static void Main(string[] args)
{
Program p = new Program();
System.Threading.Thread t = new System.Threading.Thread(new System.Threading.ThreadStart(p.run));
t.Start();
while (true) ;
}
void run()
{
tt=new TimeSpan(0,1,0);
//Timer interval decides when even will be fired.
Timer t = new Timer(60000);
t.AutoReset = true;
t.Elapsed += new ElapsedEventHandler(t_Elapsed);
t.Start();
}
public void t_Elapsed(object sender, EventArgs e)
{
if (tt.Minutes % 5 == 0)
Console.WriteLine("Break");
Console.WriteLine(tt.Hours.ToString()+":"+tt.Minutes.ToString());
tt = tt.Add(new TimeSpan(0, 1, 0));
}
}
}

Related

Create a class/method for a time (start, reset, stop, get istant, get timerun)

I'm building a racing game and I'm working on race times.
I try to build a system to start an instance of a timer with various options.
My little experience is putting me in crisis ... would some good soul want to help me?
This was the idea:
public class Timer {
public float counter;
public bool reset;
public string runtime = "--:--:--";
public string istant = "not istant";
public void startTimer()
{
/* inupdatealternative: counter += Time.deltaTime; */
if(reset == true)
{
counter = 0;
}
else
{
counter = Time.time;
}
var minutes = counter/60; // divide guitime by sixty (minutes)
var seconds = counter%60; // euclidean division (seconds)
var fraction = (counter * 100) % 100; // get fraction of seconds
runtime = string.Format ( "{0:00}:{1:00}:{2:000}", minutes, seconds, fraction);
Debug.Log("in Start: "+runtime);
}
public void resetTimer()
{
reset = true;
}
public string getTimerRuntime()
{
return runtime;
}
public string getTimerIstant()
{
istant = runtime;
return istant;
}
}
in update, for exemple:
var lapTimer = new Timer(); // create a new timer
if(Lap < Pilot.pilotlap )
{
lapTimer.startTimer();
Lap++
}
else if(Lap==Pilot.pilotlap)
{
timerLabel.text = lapTimer.getTimerIstant();
lapTimer.resetTimer();
lapTimer.startTimer();
}
in my head I'm sure someone has already dealt with it ... surely there will be something that manages the times and returns values ​​in various ways: does it exist? or is there anyway how to make or build such a thing?
There is, it's called Stopwatch, it's THE class used in C# to use precise timers, and it's located in the System.Diagnostics namespace.
Using your Update() example, you can use it like this:
// Create a new stopwatch instance
// If the timer is used repeatedly, just instantiate one at start and re-use the same,
// to avoid garbage generation
Stopwatch lapTimer = new Stopwatch();
if(Lap < Pilot.pilotlap )
{
lapTimer.Start();
Lap++
}
else if(Lap==Pilot.pilotlap)
{
lapTimer.Stop();
// ElapsedMilliseconds returns exactly what it says, so you may need to format the value
// before passing it to the timerLabel.text
timerLabel.text = lapTimer.ElapsedMilliseconds.ToString();
lapTimer.Reset();
lapTimer.Start();
}
You can read about the class (its methods, fields and properties) here:
Stopwatch Class Documentation
You are doing a lot of unnecessary bool and local fields copiing and setting there. I would simply use something like
public class Timer
{
private float _startTime;
public bool IsRunning;
// you don't need an extra reset method
// simply pass it as a parameter
public void Start(bool reset = false)
{
if(IsRunning && !reset)
{
Debug.LogWarning("Timer is already running! If you wanted to restart consider passing true as parameter.");
return;
}
_startTime = Time.time;
Debug.Log("in Start: " + GetFormattedTime(_startTime));
IsRunning = true;
}
// depending what stop should do
// since this doesn't use any resources while running you could also simply
// only stick to the Start method and pass in true .. does basically the same
public void Stop()
{
IsRunning = false;
}
// I didn't see any difference between you two methods so I would simply use
public string GetCurrentTime()
{
if(!IsRunning)
{
Debug.LogWarning("Trying to get a time from a Timer that isn't running!");
return "--:--:---";
}
var timeDifference = Time.time - _startTime;
return GetFormattedTime(timeDifference);
}
private static string GetFormattedTime(float time)
{
// e.g. time = 74.6753
var minutes = Mathf.FloorToInt(time / 60f); // e.g. 1 (rounded down)
var seconds = Mathf.FloorToInt(time - 60f * minutes); // e.g. 14 (rounded down)
var fraction = Mathf.RoundToInt((time - seconds) * 1000f); // e.g. 676 (rounded down or up)
// Use a string interpolation for better readability
return $"{minutes:00}:{seconds:00}:{fraction:000}";
}
}
then in your Update you don't want to use
var lapTimer = new Timer(); // create a new timer
all the time since it would create a new timer and you wouldn't get any tracked time ... you rather would use it only once like
private Timer timer;
// just in case you want to keep track of needed times per lap
public List<string> lapTimes = new List<string>();
private void Awake()
{
timer = new Timer();
lapTimes.Clear();
}
private void Update()
{
...
if(Lap < Pilot.pilotlap)
{
timer.Start();
Lap++
}
else if(Lap == Pilot.pilotlap)
{
var currentTime = timer.GetCurrentTime();
timerLabel.text = currentTime;
lapTimes.Add(currentTime);
timer.Start(true)
}
...
}
Note that I don't know if this is all you have in Update or how you use it but you probably also do not want to (re)start the timer and count up the Lap every frame your conditions are true ... there should be more checks involved to make sure this can only be called once per lap ...

How would I change my program so the timer rests after the method is correct

How would I reset the 30 seconds once the method is right, so far after each method is correct I abort the thread then start a new one in the next method and start that, but the console still closes after 30 seconds rather than resetting the timer?
I'm assuming that it's a stopwatch timer issue?
namespace Calculator
{
class Program
{
static ThreadStart ThreadStart = new ThreadStart(Counter);
static Thread Thread = new Thread(ThreadStart)
{
Priority = ThreadPriority.Highest
};
static void Main(string[] args)
{
Console.WriteLine("INSTRUCTIONS - You have 30 seconds to answer each question correctly, once you get the question right the next question will appear," +
"if you get a question wrong the console will display INCORRECT and you will have until the end of the 30 seconds to answer it correctly.");
//These are the instructions
Thread.Start();
q1();
q2();
}
static Stopwatch timer = Stopwatch.StartNew();
static void Counter()
{
if (timer.ElapsedMilliseconds < 30000)
{
Thread.Sleep(1000);
Counter();
}
else
{
Console.WriteLine("Too late");
Environment.Exit(0);
}
}
static void q1() //Return type is a string as a string prompting the user will ask them to try again
{
Console.WriteLine("1+1"); //This is the question
int answer = Convert.ToInt32(Console.ReadLine());// Can't apply int to a readline, so convert the useres input to an int so you can apply an int variable
if (answer == 2) //If the users input is equal to 2
{
Console.WriteLine("Correct");//Tells the user that they are correct
Thread.Abort();
}
else
{
Console.WriteLine("Try again");
q1();
}
}
static void q2() //Return type is a string as a string prompting the user will ask them to try again
{
Thread Threadq2 = new Thread(ThreadStart);
Threadq2.Start();
Console.WriteLine("2+2"); //This is the question
int answer = Convert.ToInt32(Console.ReadLine());// Can't apply int to a readline, so convert the useres input to an int so you can apply an int variable
if (answer == 4) //If the users input is equal to 2
{
Console.WriteLine("Correct");//Tells the user that they are correct
Thread.Abort();
}
else
{
Console.WriteLine("Try again");
q1();
}
}
}
}
Firstly you don't really have a need for a Thread here
Secondly, Timer is probably not what you are looking for, and you would seemingly find an easier solution in measuring times.
public static DateTime _starTime;
...
Console.WriteLine("INSTRUCTIONS - You have 30 seconds to answer each question correctly, once you get the question right the next question will appear," +
"if you get a question wrong the console will display INCORRECT and you will have until the end of the 30 seconds to answer it correctly.");
_starTime = DateTime.Now();
...
then when you want to check (i.e after a user answered) you could do something like this
var seconds = DateTime.Now.Subtract(_starTime).TotalSeconds;
If(seconds > 30)
{
// game over
}
Why don't you put timer.Restart(); at the beginning of your q1/q2 methods? That way the timer restarts each time you call them
Try to use a Timer an set the interval at 30 seconds. On Elapsed event just close the console.
private static System.Timers.Timer timer = new System.Timers.Timer(2000);
static void Main(string[] args)
{
timer.Elapsed += Timer_Elapsed;
timer.Start();
// show instructions
while (true)
{
string answer = Console.ReadLine();
if (answer == "2") // check the answer somehow
{
timer.Stop(); // and restart the timer
timer.Start();
// show next question
}
}
}
private static void Timer_Elapsed(object sender, System.Timers.ElapsedEventArgs e)
{
Console.WriteLine("Too late");
timer.Elapsed -= Timer_Elapsed;
System.Threading.Thread.Sleep(2000);
Environment.Exit(0);
}

Timer once a minute on the minute

I can't get the timer to fire once a minute on the minue, 1:00, 1:01, 1:02 etc. Instead, when the timer executes drifts by a couple of seconds each iteration
internal void StartTimer()
{
DateTime nowEastern = CalendarEntity.Calendar.GetEasternTime();
int secondsInterval = 5;
double additionalSeconds = secondsInterval - nowEastern.TimeOfDay.TotalSeconds % secondsInterval;
if (additionalSeconds == 0)
{
additionalSeconds = 1;
}
var nearestOnOneMinutes = new DateTime(
nowEastern.Year,
nowEastern.Month,
nowEastern.Day,
nowEastern.Hour,
nowEastern.Minute,
nowEastern.Second
).AddSeconds(additionalSeconds);
TimeSpan timeToStart = nearestOnOneMinutes.Subtract(nowEastern);
TimeSpan tolerance = TimeSpan.FromSeconds(1);
if (timeToStart < tolerance)
{
timeToStart = TimeSpan.Zero;
}
timer_onem = new System.Threading.Timer(OnTimedEvent, null,
(int)timeToStart.TotalMilliseconds, Timeout.Infinite);
}
private static void OnTimedEvent(object o)
{
var minute = DateTime.Now.Minute;
var second = DateTime.Now.Second;
if (minute != lastMinute && second % 60 < 2)
{
lastMinute = minute;
CodeToExecute();
}
}
static void CodeToExecute()
{
double tms = 60000;
// code here
int wait = 60 - System.DateTime.Now.Second;
timer_onem.Change(Convert.ToInt64(tms) - wait, Timeout.Infinite);
}
EDIT 1
I changed the interval so that it fires once a second and then check that the minute has changed. Still drifts
timer_onem = new System.Threading.Timer(OnTimedEvent, null,
(int)timeToStart.TotalMilliseconds, 1000);
private static void OnTimedEvent(object o)
{
var minute = DateTime.Now.Minute;
if (minute != lastMinute)
{
lastMinute = minute;
CodeToExecute();
}
}
private static void CodeToExecute()
{
if (bGenerate)
{
double tms = 1000;
// code
timer_onem.Change(Convert.ToInt64(tms), 1000);
}
}
A Timer is only guaranteed to be no faster than Interval.
So you need to call it, say every second and check for the full minute.
For even better precision you would have to check every 1/2 second or better.
It is a basic rule of information theory that says that to measure with a given resolution (1 second in your case) you need to sample with better than twice that resolution. Hence to measure 20kHz you need a smpling rate better than 2x20kHz, say 44.1kHz. (Recognize the numbers?)
If you don't want to call it so often for simply getting one precise point in time, you could write a little more involved code that on each Tick resets the Timer.Interval to a little under half of the remaining time until the next full minute until it is under say 500ms..
There are rather complex things going on in your code wrt to setting up the expected time, though; do make sure they are not the real problem. There should not be a growing drift from the timer's lack of precision, unless you 'collect' the errors..

More efficient way of implementing a countdown timer/clock?

I'm writing a small lap counter for slot car races as a little home project. I want to implement a countdown timer, which I've done with the following as a test:
private Thread countdownThread;
private delegate void UpdateTimer(string update);
UpdateTimer ut;
public LapCounterForm()
{
InitializeComponent();
//...
ut += updateTimer;
countdownThread = new Thread(new ThreadStart(startCountdown));
}
private void startCountdown()
{
Process.GetCurrentProcess().ProcessorAffinity = new IntPtr(1);
Process.GetCurrentProcess().PriorityClass = ProcessPriorityClass.High;
Thread.CurrentThread.Priority = ThreadPriority.AboveNormal;
System.Diagnostics.Stopwatch stopwatch = new Stopwatch();
long time = 0;
stopwatch.Start();
while (stopwatch.ElapsedMilliseconds <= 5000)
{
time = 5000 - stopwatch.ElapsedMilliseconds;
TimeSpan ts = TimeSpan.FromMilliseconds(time);
ut(ts.Minutes.ToString().PadLeft(2, '0') + ":" + ts.Seconds.ToString().PadLeft(2, '0') + ":" + ts.Milliseconds.ToString().PadLeft(3, '0'));
}
}
private void updateTimer(string text)
{
if (this.InvokeRequired)
{
this.Invoke(new Action<String>(ut), new object[] { text });
}
else
{
lblCountdownClock.Text = text;
}
}
When I start my thread, it works. I get my 5 second countdown like I want, but I can see that I'm using a lot of CPU in the process (12% of my 8 thread i7 2600k).
I figure I can reduce this load a lot by only updating the UI every 10 milliseconds instead of every millisecond, but I have no idea how to do such, other than using if(time % 10 == 0) before making the TimeSpan and updating the UI but I suspect that will be just as inefficient thanks to the while loop.
Am I reinventing the wheel? I'd like my timer to be as accurate as possible (at least for the slot car lap time recordings, perhaps the UI does not need to be updated so often).
EDIT: I tried commenting out the actual string manipulation and UI update as suggested in the comments. Now when I start my thread my entire UI hangs until the thread exits and I still get 12% CPU usage. I suspect that while loop is eating up a lot of CPU time.
Update: I went with the multimedia timer (here) posted by Kohanz as well as Daniel's answer. I no longer use another thread at all, I just make one of those timer objects and have a tick event handler calculating the time between clicking the start button and the tick event. I can even set the period for my ticks to 1ms so I get my cool looking countdown, and it's apparently using 0% CPU :) I'm quite happy with this.
Dont, just DONT go down this road. You are completely thinking of this in the wrong way. You are basically forcing your thread to freeze for no benefit.
Basically any game works this way: you have an update loop, and whenever that triggers you do neccessary stuff. So for instance if you want to know how much time, you ask some kind of "timer" how much has passed since something happened
Here's a much better way to handle this:
class MyStopwatch {
private DateTime _startTime;
private DateTime _stopTime;
public void start() {
_running = true;
_startTime = DateTime.Now;
}
public void stop() {
_stopTime = DateTime.Now;
_running = false;
}
public double getTimePassed() {
if(_running) {
return (DateTime.Now - _startTime).TotalMilliseconds;
} else {
return (_stopTime - _startTime).TotalMilliseconds;
}
}
}
A bit after the fact, but this shows a way in which you might achieve what you need:
public class LapTimer : IDisposable
{
private readonly System.Diagnostics.Stopwatch _stopWatch = new System.Diagnostics.Stopwatch();
private readonly ConcurrentDictionary<string, List<TimeSpan>> _carLapTimes = new ConcurrentDictionary<string, List<TimeSpan>>();
private readonly Action<TimeSpan> _countdownReportingDelegate;
private readonly TimeSpan _countdownReportingInterval;
private System.Threading.Timer _countDownTimer;
private TimeSpan _countdownTo = TimeSpan.FromSeconds(5);
public LapTimer(TimeSpan countdownReportingInterval, Action<TimeSpan> countdownReporter)
{
_countdownReportingInterval = countdownReportingInterval;
_countdownReportingDelegate = countdownReporter;
}
public void StartRace(TimeSpan countdownTo)
{
_carLapTimes.Clear();
_stopWatch.Restart();
_countdownTo = countdownTo;
_countDownTimer = new System.Threading.Timer(this.CountdownTimerCallback, null, _countdownReportingInterval, _countdownReportingInterval);
}
public void RaceComplete()
{
_stopWatch.Stop();
_countDownTimer.Dispose();
_countDownTimer = null;
}
public void CarCompletedLap(string carId)
{
var elapsed = _stopWatch.Elapsed;
_carLapTimes.AddOrUpdate(carId, new List<TimeSpan>(new[] { elapsed }), (k, list) => { list.Add(elapsed); return list; });
}
public IEnumerable<TimeSpan> GetLapTimesForCar(string carId)
{
List<TimeSpan> lapTimes = null;
if (_carLapTimes.TryGetValue(carId, out lapTimes))
{
yield return lapTimes[0];
for (int i = 1; i < lapTimes.Count; i++)
yield return lapTimes[i] - lapTimes[i - 1];
}
yield break;
}
private void CountdownTimerCallback(object state)
{
if (_countdownReportingDelegate != null)
_countdownReportingDelegate(_countdownTo - _stopWatch.Elapsed);
}
public void Dispose()
{
if (_countDownTimer != null)
{
_countDownTimer.Dispose();
_countDownTimer = null;
}
}
}
class Program
{
public static void Main(params string[] args)
{
using (var lapTimer = new LapTimer(TimeSpan.FromMilliseconds(100), remaining => Console.WriteLine(remaining)))
{
lapTimer.StartRace(TimeSpan.FromSeconds(5));
System.Threading.Thread.Sleep(2000);
lapTimer.RaceComplete();
}
Console.ReadLine();
}
}

Run and stop a method for a minute

timer1= new System.Windows.Forms.Timer();
timer1.Interval =60000; // 1 min
timer1.Start();
MyMethodName();
timer1.Stop();
MyMethodName()
-has a for loop for 90,000 entries (and some validations inside that for loop).
for (int i = 0; i <= 90000; i++)
{
//validations go here
}
When the time in timer1 is done for a minute, i want to stop executing other entries in the for loop.
For example, if 45,000 entries are done in a minute, i want to stop executing the method ie. stop the method after a minute.
However the above timer code, executes till all the 90000 records are done looping inside the for loop, somehow the method doesn't run for a minute? Any help?
Two things. Firstly Your timer code is not actually connected to the running of MyMethodName. A timer is designed to run processes when the time has elapsed (and possibly at regular intervals depending on how it is set up.
Secondly and more to the point of your question to abort a loop you have to put code inside the loop. The key would be to have a stopwatch or similar start before your loop and then at the beginning of your loop check how much time has elapsed. If it is a minute or more then break;.
The key thing to note is that you will not stop exactly on a minute but you will finish the iteration of the loop that is running when the minute expires and then stop. This is usually what you want since stopping processing midway through something may cause nasty side effects.
Stopwatch stopwatch = new Stopwatch();
stopwatch.Start();
for (int i =0; i<=90000; i++)
{
if (stopwatch.Elapsed>TimeSpan.FromSeconds(5))
break;
Console.WriteLine(i);
Thread.Sleep(1000);
}
Note that Thread.Sleep is there just because otherwise I get through all 90000 iterations too quickly. ;-)
So you would likely need a much different implementation. Consider this:
public class MyForm
{
private BackgroundWorker _worker;
public MyForm()
{
_worker = new BackgroundWorker();
_worker.DoWork += (s, args) =>
{
var timer = Stopwatch().StartNew();
do
{
// do something
} while (timer.ElapsedMilliseconds < 60000)
};
}
}
and then when you want to run it:
_worker.RunWorkerAsync();
However, you could make it even more robust. You could pass the time in like this:
_worker.RunWorkerAsync(60000);
and then in the DoWork handler, do this:
while (timer.ElapsedMilliseconds < (int)args.Argument)
Further, with the BackgroundWorker, you could support cancellation. Just set the WorkerSupportsCancellation flag to true and then in the condition do this:
while (timer.ElapsedMilliseconds < (int)args.Argument && !_worker.CancellationPending)
so, if necessary, you could do this:
_worker.CancelAsync();
Hmm, use a stopwatch instead
Stopwatch stopWatch = new Stopwatch();
stopWatch.Start();
for(int i= 0; i <= 90000; i++)
{
// Get the elapsed time as a TimeSpan value.
TimeSpan ts = stopWatch.Elapsed;
if(ts.Seconds >= 60)
break;
}
However the above timer code, executes till all the 90000 records are done looping inside the for loop, somehow the method doesn't run for a minute? Any help?
The timer will not raise events until you free up the UI thread, which won't occur until after the method completes fully.
If you want to prevent the method from running past a specific duration, you could handle it in your method directly:
MyMethodName(TimeSpan.FromMinutes(1));
Then, in your method:
void MyMethodName(TimeSpan maxRuntime)
{
DateTime expiration = DateTime.Now + maxRuntime;
for (int i = 0; i <= 90000; i++)
{
//validations go here
if (i % 100 == 0) // check every 100?
{
if (DateTime.Now > expiration)
break;
}
}
}
That being said, a better approach would be to push this into a background thread, and cancel as needed.
you can set a flag on in validations to see if it is done or not by hooking up an event handler to the Tick event in the Timer object
//in an area accessible to
//both elements
object readonly _lock = new object();
bool elapsed = false;
where your original code was
elapsed = false;
timer1= new System.Windows.Forms.Timer();
timer1.Interval =60000; // 1 min
timer1.Tick=((sender, everntArgs)=>
{
lock(_lock)
elapsed = true;
});
timer1.Start();
MyMethodName();
timer1.Stop();
Inside of MyMethodName
//inside the loop
for (int i = 0; i <= 90000; i++)
{
//validations go here
lock(_lock)
if(elapsed)
break;
}
If you use a CancellationTokenSource with the CancellationTokenSource(TimeSpan) constructor, it makes it easy to write a method that will cancel an action after a specified time.
You can write a method like so:
public static void RunTimedAction(Action<CancellationToken> action, TimeSpan timeout)
{
using (var cancellationTokenSource = new CancellationTokenSource(timeout))
action(cancellationTokenSource.Token);
}
And then you can write any action that takes a CancellationToken as a parameter, like this:
private void action(CancellationToken cancel)
{
int i;
for (i = 0; i < 1000000; ++i)
{
if (cancel.IsCancellationRequested)
break;
Thread.Sleep(10); // Simulate work.
}
Console.WriteLine("action() reached " + i);
}
Which you can use like this:
Console.WriteLine("Started at " + DateTime.Now);
RunTimedAction(action, TimeSpan.FromSeconds(10));
Console.WriteLine("Stopped at " + DateTime.Now);
Let's put this together into a complete demo program:
using System;
using System.Threading;
namespace Demo
{
class Program
{
void run()
{
Console.WriteLine("Started at " + DateTime.Now);
RunTimedAction(action, TimeSpan.FromSeconds(10));
Console.WriteLine("Stopped at " + DateTime.Now);
}
private void action(CancellationToken cancel)
{
int i;
for (i = 0; i < 1000000; ++i)
{
if (cancel.IsCancellationRequested)
break;
Thread.Sleep(10); // Simulate work.
}
Console.WriteLine("action() reached " + i);
}
public static void RunTimedAction(Action<CancellationToken> action, TimeSpan timeout)
{
using (var cancellationTokenSource = new CancellationTokenSource(timeout))
action(cancellationTokenSource.Token);
}
static void Main()
{
new Program().run();
}
}
}

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