A WinForms application containing a custom control, LabelProgressBar : ProgressBar.
There is a method to make this control invisible (it works when called):
void statusIdle()
{
labelProgressBar1.Visible = false;
}
I need to make this control invisible (by calling the above method) a set amount of time after it has changed (calling other methods statusCompleted or statusFailed). For example:
void statusCompleted(string action)
{
// this is working
labelProgressBar1.Visible = true;
labelProgressBar1.Value = 100;
labelProgressBar1.setColourAndText(LabelProgressBarColours.WARNING_COLOUR, action + " Completed With Warnings");
// this is not
Timer timer = new Timer();
timer.Interval = 1000;
timer.AutoReset = false;
timer.Elapsed += new ElapsedEventHandler(timerElapsed);
timer.Start();
}
The event handler for the timer:
private void timerElapsed(object source, ElapsedEventArgs e)
{
statusIdle();
}
The control is not updating as required. What is the cause of this?
for one-time operation you can use async handler method and add delay:
async void statusCompleted(string action)
{
labelProgressBar1.Visible = true;
labelProgressBar1.Value = 100;
labelProgressBar1.setColourAndText(LabelProgressBarColours.WARNING_COLOUR, action + " Completed With Warnings");
await Task.Delay(1000);
statusIdle();
}
Your timer is a local variable of a function. When the function ends, it ends too. So you probably need to move the declaration somewhere else.
Related
I am making a small game with an auto play feature, but the program runs too fast so the user can't see the outcome at each stage. I am using VS 2017, so I can't use async (at least from what I have read). How can I have the program wait and allow the UI to update?
I am working in a do while loop. The main chunk of the game executes, updates the UI, and then waits for the player to click a button (assuming auto play is not running), with auto play running the do while loop repeats, but after the UI updates it would wait X seconds.
Use a Timer component instead of a loop, and put the loop body in the timer's Elapsed event.
And VS2017 definitely supports async, but it wouldn't help in this case... things would still move too fast for the user.
You can use async/await to slow down the execution of event handler without having to split the logic. This is pretty simple:
async void Button_Click(object sender, RoutedEventArgs e) // wpf event handler
{
...
await Task.Delay(1000); // pause 1 second
...
while (someCondition)
{
...
await Task.Delay(1000);
...
}
}
You can read about async/await at msdn.
If you are using WPF, then you have to look into animations. They are much simpler to use to ensure smooth changes than manually changing something (position, sizes).
Usage: DelayFactory.DelayAction(500, new Action(() => { this.RunAction(); }));`
//Note Forms.Timer and Timer() have similar implementations.
//Assumes you will have a DelayFactory Static Class
public static void DelayAction(int millisecond, Action action)
{
var timer = new DispatcherTimer();
timer.Tick += delegate
{
action.Invoke();
timer.Stop();
};
timer.Interval = TimeSpan.FromMilliseconds(millisecond);
timer.Start();
}
Wait function using timers, no UI locks.
public void wait(int milliseconds)
{
System.Windows.Forms.Timer timer1 = new System.Windows.Forms.Timer();
if (milliseconds == 0 || milliseconds < 0) return;
//Console.WriteLine("start wait timer");
timer1.Interval = milliseconds;
timer1.Enabled = true;
timer1.Start();
timer1.Tick += (s, e) =>
{
timer1.Enabled = false;
timer1.Stop();
//Console.WriteLine("stop wait timer");
};
while (timer1.Enabled)
{
Application.DoEvents();
}
}
Usage:
wait(1000); //wait one second
It looks like you have a couple of options
1.You can try Sleep -(but it may hang the UI)
int Seconds = 1;
Threading.Thread.Sleep(Seconds * 1000);
2.You can try this code:
int Seconds = 1;
Private void WaitNSeconds(int seconds)
{
if (seconds < 1) return;
DateTime _desired = DateTime.Now.AddSeconds(seconds);
while (DateTime.Now < _desired) {
System.Windows.Forms.Application.DoEvents();
}
}
3.Try to use Async and see what happens
async Task MakeDelay() {
await Task.Delay(5000);
}
private async void btnTaskDelay_Click(object sender, EventArgs e) {
await MakeDelay();
}
I am trying to delay my method by using a timer:
private System.Timers.Timer _delayTimer;
private void delay()
{
_delayTimer = new System.Timers.Timer();
_delayTimer.Interval = 5000;
//_delayTimer.Enabled = true;
_delayTimer.Elapsed += _delayTimer_Elapsed;
_delayTimer.Start();
someMethod();
}
}
private void _delayTimer_Elapsed(object sender, System.Timers.ElapsedEventArgs e)
{
// delay for 5 seconds
}
When i am get into delay() method i want to start the timer, than i want the 5 seconds delay and only after that i want to execute someMethod() and currently this not happen, after execute delay() the someMethod() executed without 5 seconds delay
Your current code sets up the timer and then immediately executes someMethod. Instead of this, you need to put the actual method call inside your Elapsed handler:
private void delay()
{
_delayTimer = new System.Timers.Timer();
_delayTimer.Interval = 5000;
//_delayTimer.Enabled = true;
_delayTimer.Elapsed += _delayTimer_Elapsed;
_delayTimer.Start();
}
}
private void _delayTimer_Elapsed(object sender, System.Timers.ElapsedEventArgs e)
{
someMethod();
}
And if there's nothing else you intend to do you can simply write this inline:
_delayTimer = new System.Timers.Timer();
_delayTimer.Interval = 5000;
_delayTimer.Elapsed += (o, e) => someMethod();
_delayTimer.Start();
If you're in .Net4.5(or using BCL.Async pack) you can use Task.Delay
private async void delay()
{
await Task.Delay(5000);
someMethod();
}
If you're under .Net4.5
Try the below code. I'll suggest you to use System.Threading.Timer
var timer = new System.Threading.Timer(x => someMethod(), null, 5000, System.Threading.Timeout.Infinite);\
Don't forget when you use Threading.Timer someMethod will be invoked in ThreadPool thread, If you're accessing UI you need to marshal the call to UI thread.
If you want the current thread to pause for five seconds, then call Thread.Sleep. For example:
Thread.Sleep(TimeSpan.FromSeconds(5));
DoSomething();
Use a timer if you want something to happen five seconds from now, while you're doing something else. When the timer elapses, the action will be executed on a thread pool thread.
Also, if you only want the timer to execute one time (rather than once every five seconds), be sure to set AutoReset to false.
You need to call someMethod in the timer's Elapsed handler:
private void delay()
{
_delayTimer = new System.Timers.Timer();
_delayTimer.Interval = 5000;
_delayTimer.AutoReset = false; //so that it only calls the method once
_delayTimer.Elapsed += (s,args) => someMethod();
_delayTimer.Start();
}
You could also use Task.Delay instead:
private void delay()
{
Task.Delay(5000)
.ContinueWith(t => someMethod());
}
System.Threading.Tasks.Task.Factory.StartNew(() =>
{
System.Threading.Thread.Sleep(5000);
/*
* Here Yopur code to do some method :D
* */
});
I have a statusbar label and I want to show a text on my StatusBar Label for 3 seconds only
How can I do it without using threads?
public void InfoLabel(string value)
{
if (InvokeRequired)
{
this.Invoke(new Action<string>(InfoLabel), new object[] { value });
return;
}
infoLabel.Text = value;
}
Simply add timer on the end of your method:
if (!string.IsNullOrWhiteSpace(value))
{
System.Timers.Timer timer = new System.Timers.Timer(3000) { Enabled = true };
timer.Elapsed += (sender, args) =>
{
this.InfoLabel(string.Empty);
timer.Dispose();
};
}
You need to define a function that you call each time you need to display your text, inside this function you define a timer, this timer is based on System.Windows.Forms.Timer, the only difference is that its modified to hold a stopTime parameter that represents the running duration, the only thing you need to do is to put your starting code(display text) inside the MyFunction function and to put the ending code(to stop displaying text) inside the Timer_Tick function, once you call MyFunction just specify how many seconds you want it to run in the function parameter.
private void MyFunction(int durationInSeconds)
{
MyTimer timer = new MyTimer();
timer.Tick += new EventHandler(Timer_Tick);
timer.Interval = (1000) * (1); // Timer will tick every second, you can change it if you want
timer.Enabled = true;
timer.stopTime = System.DateTime.Now.AddSeconds(durationInSeconds);
timer.Start();
//put your starting code here
}
private void Timer_Tick(object sender, EventArgs e)
{
MyTimer timer = (MyTimer)sender;
if (System.DateTime.Now >= timer.stopTime)
{
timer.Stop();
//put your ending code here
}
}
the modified timer class
public class MyTimer : System.Windows.Forms.Timer
{
public System.DateTime stopTime;
public MyTimer()
{
}
}
You can use Timer to create an instance of a timer that waits for n seconds before firing the Elapsed event. In the elapsed event, you clear the label's Content.
As the timer is executed in a separate thread, the UI thread is not locked while the timer is counting i.e. you are free to perform other operations in the UI.
private delegate void NoArgDelegate();
private void StartTimer(int durationInSeconds)
{
const int milliSecondsPerSecond = 1000;
var timer = new Timer(durationInSeconds * milliSecondsPerSecond);
timer.Start();
timer.Elapsed += timer_Elapsed;
}
private void timer_Elapsed(object sender, ElapsedEventArgs e)
{
var clearLabelTextDelegate = new NoArgDelegate(ClearLabelText);
this.Dispatcher.BeginInvoke(clearLabelTextDelegate);
}
private void ClearLabelText()
{
this.myLabel.Content = string.Empty;
}
As I do not the rest of your code, some suggestions would be to create a lock on the timer so as to prevent more than one UI event starting the timer. In addition, the delegate and the timer instance can be made as private members of the class.
You'll always be using at least the GUI thread. If you decide to wait on that thread, no other interaction with controls is possible (ie. no buttons will work, the window will not be repainted).
Alternatively you could use a System.Windows.Forms.Timer that gives control back to the OS, or another type of timer. Either way, the "countdown" will either block user interaction or happen on another thread (under the hood).
What should be straight forward is not here and I couldnt find a way yet in spite of reading a lot.
I have a button which executes a time consuming function. So on clicking the button should show time elapsed in milliseconds in a label with an interval of 500 ms. And when the desired result is achieved I want the timer to stop. I dont just need the final time (the total time consumed) in a label, but the label should dynamically show the time being elapsed. My code would be:
private void btnHistory_Click(object sender, EventArgs e)
{
Class1 c = new Class1();
c.StartClock(ref label12);
Utility.PopulateHistory(dgvRecords_history, _util); //time consuming function
c.StopClock();
}
And in Class1 I write this:
internal void StartClock(ref Label l)
{
Timer t = new Timer();
t.Interval = 500;
t.Enabled = true;
t.Tag = l;
t.Tick += new EventHandler(t_Tick);
t.Start();
}
int i;
bool stop;
void t_Tick(object sender, EventArgs e)
{
if (stop)
{
((Timer)sender).Stop();
return;
}
((Label)((Timer)sender).Tag).Text = (++i).ToString();
}
internal void StopClock()
{
i = 0;
stop = true;
}
What happens is, the t_Tick event is fired only after the complete code under button event is fired. That is the tick event is fired after it goes through the StopClock function! I got no idea why on earth it should be that!
2 questions basically:
How can my requirement be achieved in the right way to handle these? I know I should use other built in classes to evaluate performance, but this is just for display purpose. For this, what is the ideal approach?
Why is my code not working?
EDIT: I have used here System.Windows.Forms Timer here, but the result is not any different with System.Timers Timer
The problem is that your long-running task is also running on the UI thread. So the timer can't fire and update the UI, since the thread is busy handling the long-running task.
Instead, you should use a BackgroundWorker to handle the long-running task.
In code:
private void btnHistory_Click(object sender, EventArgs e)
{
Class1 c = new Class1(ref label12);
c.StartClock();
var backgroundWorker = new BackgroundWorker();
backgroundWorker.DoWork += (s, e) =>
{
// time consuming function
Utility.PopulateHistory(dgvRecords_history, _util);
};
backgroundWorker.RunWorkerCompleted += (s, e) =>
{
c.StopClock();
};
backgroundWorker.RunWorkerAsync();
}
As ChrisWue noted, since you now have the long-running task in a separate thread, it needs to invoke any access to the UI controls on the UI thread.
If your long-running task just needs some data from the UI to start, you can pass that data as parameter of RunWorkerAsync(). If you need to output some result data to the UI, you can do that in the handler of the RunWorkerCompleted event. If you occasionally need to update the UI as progress is being made, you can do that in the handler of the ProgressChanged event, calling ReportProgress() in your DoWork handler.
If none of the above are needed, you could use the ThreadPool, as in StaWho's answer.
Your time consuming function is blocking the main thread. You can use BackgroundWorker or below trick:
public Form1()
{
InitializeComponent();
t.Tick +=new EventHandler(t_Tick);
t.Interval = 500;
}
int timeElapsed = 0;
System.Windows.Forms.Timer t = new System.Windows.Forms.Timer();
private void button1_Click(object sender, EventArgs e)
{
t.Start();
ThreadPool.QueueUserWorkItem((x) =>
{
TimeConsumingFunction();
});
}
void TimeConsumingFunction()
{
Thread.Sleep(10000);
t.Stop();
}
void t_Tick(object sender, EventArgs e)
{
timeElapsed += t.Interval;
label1.Text = timeElapsed.ToString();
}
Add the timer to the Components collection of the form. Or store the timer in a field in the class.
The timer is garbage collected because it is not longer reachable when your method returns.
I don't know about your long running code, but out should new run on a separate thread, or make calls to Application.DoEvents
(And remove the ref in your code, it is not used).
#Dainel Rose's answer worked for me perfectly, but only if invalid cross thread operation is handled. I could do so like:
private void btnHistory_Click(object sender, EventArgs e)
{
Class1 c = new Class1(ref label12);
c.StartClock();
var backgroundWorker = new BackgroundWorker();
backgroundWorker.DoWork += ((s, e) =>
{
// time consuming function
Utility.PopulateHistory(dgvRecords_history, _util);
});
backgroundWorker.RunWorkerCompleted += ((s, e) =>
{
c.StopClock();
});
backgroundWorker.RunWorkerAsync();
}
And in the Utility class where the time consuming function runs,
internal static void PopulateHistory(DataGridView dgv, Utility util)
{
SetDataGridView_History(dgv, util);
}
delegate void UpdateDataGridView_History(DataGridView dgv, Utility util);
static void SetDataGridView_History(DataGridView dgv, Utility util)
{
if (dgv.InvokeRequired)
{
UpdateDataGridView_History updaterDelegate = new UpdateDataGridView_History(SetDataGridView_History);
((Form)util._w).Invoke(updaterDelegate, new object[] { dgv, util });
}
else
//code that utilizes UI thread (long running process in my case)
}
Thanks all who helped. I'm marking Daniel's answer..
I have a Console App and in the main method, I have code like this:
Timer time = new Timer(seconds * 1000); //to milliseconds
time.Enabled = true;
time.Elapsed += new ElapsedEventHandler(time_Elapsed);
I only want the timer to run once so my idea is that I should stop the timer in the time_Elapsed method. However, since my timer exists in Main(), I can't access it.
You have access to the Timer inside of the timer_Elapsed method:
public void timer_Elapsed(object sender, ElapsedEventArgs e)
{
Timer timer = (Timer)sender; // Get the timer that fired the event
timer.Stop(); // Stop the timer that fired the event
}
The above method will stop whatever Timer fired the Event (in case you have multiple Timers using the same handler and you want each Timer to have the same behavior).
You could also set the behavior when you instantiate the Timer:
var timer = new Timer();
timer.AutoReset = false; // Don't reset the timer after the first fire
A little example app:
static void Main(string[] args)
{
int seconds = 2;
Timer time = new Timer(seconds * 1000); //to milliseconds
time.Enabled = true;
time.Elapsed += new ElapsedEventHandler(MyHandler);
time.Start();
Console.ReadKey();
}
private static void MyHandler(object e, ElapsedEventArgs args)
{
var timer = (Timer) e;
timer.Stop();
}
I assume that you're using System.Timers.Timer rather than System.Windows.Forms.Timer?
You have two options.
First, as probably the best, is to set the AutoReset property to false. This should do exactly what you want.
time.AutoReset = false;
The other option is to call Stop in the event handler.
You may also use the System.Threading.Timer. Its constructor takes two time-related parameters:
The delay before the first "tick" (due time)
The period
Set the period to Timeout.Infinite to prevent from firing again.