How measure time between button clicks? C# - c#

How can i measure time between click in the way that if the time between button clicks is lets say >=1000 ms (1 sec) something happends, eg. Msgbox pops out.
private void button1_Click(object sender, EventArgs e)
{
Stopwatch sw = new Stopwatch();
double duration = sw.ElapsedMilliseconds;
double tt = 2000;
sw.Start();
if (duration >= tt)
{
textBox1.Text = "Speed reached!";
}
else
{
sw.Stop();
duration = 0;
}
}

You can do it like this:
On first click start the timer with time interval of 1000 ms
On second click stop the timer, or reset it back to zero
If the timer finishes without interruption, its event handler displays the message box.

As you have specifically tried to code using the Stopwatch class then I will provide a solution using that.
The problem with your attempt is that you need to declare your Stopwatch instance as a global variable, so you can access the same instance on different click events.
Stopwatch sw = new Stopwatch();
private void button1_Click(object sender, EventArgs e)
{
// First we need to know if it's the first click or the second.
// We can do this by checking if the timer is running (i.e. starts on first click, stops on second.
if(sw.IsRunning) // Is running, second click.
{
// Stop the timer and compare the elapsed time.
sw.Stop();
if(sw.ElapsedMilliseconds > 1000)
{
textBox1.Text = "Speed reached!";
}
}
else // Not running, first click.
{
// Start the timer from 0.
sw.Restart();
}
}

Related

How can i start timer immediately in windows form?

I have a little problem. There is something like chess timer. When i press button, current timer stops and second starts, but after 1 second. How can i start second one immediately?
using System;
using System.Windows.Forms;
namespace WindowsFormsApp1 {
public partial class Form1 : Form {
byte sec1;
byte sec2;
public Form1() {
InitializeComponent();
sec1 = 0;
sec2 = 0;
}
private void button1_Click(object sender , EventArgs e) {
timer1.Start();
timer2.Stop();
}
private void button2_Click(object sender , EventArgs e) {
timer2.Start();
timer1.Stop();
}
private void timer1_Tick(object sender , EventArgs e) {
label1.Text = sec1.ToString();
sec1++;
}
private void timer2_Tick(object sender , EventArgs e) {
label2.Text = sec2.ToString();
sec2++;
}
}
}
Edit
I know your question is "how to start the timers immediately", but in your code they are starting immediately. When you call start the timer starts. I believe the effect you are seeing is related to the delay associated with the tick event, which from the description I am assuming is set to a 1 second interval. Since you have said that you are trying to simulate something similar to a chess timer (although in your case counting up as opposed to down), then using something like a stop watch which can start, stop and show elapsed time would be a closer model. Since there is a Stopwatch class that provides exactly this behavior, I think it would be easier to implement it using two of those and just have a single background thread that updates the UI as frequently as needed. You could even add an update call into each button push to ensure the text boxes are up to date.
===============================
Maybe instead of the timers you should use two instances of the Stopwatch class. This will remove the need for your two variables that you are using to keep track of the seconds as the Stopwatch class will be holding the elapsed time for each counter.
Then in your button methods you could just do this:
private Stopwatch sw1 = new Stopwatch();
private Stopwatch sw2 = new Stopwatch();
private void button1_Click(object sender , EventArgs e) {
sw1.Start();
sw2.Stop();
}
private void button2_Click(object sender , EventArgs e) {
sw2.Start();
sw1.Stop();
}
And then you can use a Background worker or some other background thread that runs and updates your text boxes with the elapsed time from the timers you just need to grab the elapsed time.
// This will give you the total number of seconds elapsed.
var timer1Seconds = Math.Floor(sw1.Elapsed.TotalSeconds);
Here is an example of how you can make this update the UI:
private bool _stop = false;
public Form1()
{
InitializeComponent();
Task.Run(() =>
{
while(!_stop)
{
UpdateElapsedTimes();
Thread.Sleep(1000);
}
}
}
private void UpdateElapsedTimes()
{
if (InvokeRequired)
{
Invoke(UpdateElapsedTimes());
return;
}
label1.Text = Math.Floor(sw1.Elapsed.TotalSeconds).ToString();
label2.Text = Math.Floor(sw2.Elapsed.TotalSeconds).ToString();
}
Note - in a production program I would not use a boolean as my loop checker, you would use an event handle, and probably a couple of event handles if you wanted to allow pausing the updates, this is just to show an idea of how to do it. You could invoke directly from the thread method and drop the InvokeRequired check, but I added that for additional safety and since it was there I skipped it in the loop.
The timer does start immediately. The problem is that you are not reporting fractions of seconds, so the display will show 0 until a full second has elapsed, which is accurate, technically.
If you want to show 1 immediately, just initialize your variables that way.
public Form1() {
InitializeComponent();
sec1 = 1;
sec2 = 1;
}

In what time interval is the conditions in a while clause checked?

How do I wait for a specified time while showing the remaining time to wait?
I now solved it like this but I feel like this is a really bad way to do it:
//This is running in a BackgroundWorker:
Stopwatch watch = new Stopwatch();
watch.Start();
while(watch.ElapsedMilliseconds != SecondsToWait * 1000)
{
TimeToNextRefresh = ((SecondsToWait * 1000) - watch.ElapsedMilliseconds) / 1000;
Thread.Sleep(1);
}
watch.Stop();
So here I am guessing that the condition (watch.ElapsedMilliseconds != SecondsToWait * 1000) is checked every millisecond.
So the main question is; In what period is the condition of while checked and/or how do I improve the code I've written?
It depends on what's the code inside while loop!
For example, if you write some really long/time-consuming code in a while loop, each iteration of the while loop, or course, will be longer than a while loop that only has short/fast code.
Compare these two while loops:
while (true) {
Console.WriteLine("Hello");
}
and
while (true) {
Console.Beep(5000);
}
Each iteration of the first while loop is faster than that of the second one because Console.Beep(5000) takes 5 seconds and Console.WriteLine only takes a fraction of a second.
So you can't rely on while loops to count time.
This is what you should do:
Create an instance of System.Windows.Forms.Timer, not the System.Timers.Timer nor the System.Threading.Timer. I find the first one the most useful (others are more advanced).
Timer timer = new Timer();
timer.Interval = 1000; // 1000 means 1000ms aka 1 second
timer.Tick += TimerTicked;
timer.Start();
Now the compiler will tell you that TimerTicked is not defined, so let's go define that:
private void TimerTicked(object sender, EventArgs e) {
}
Now you're all set. The code in TimerTicked will be called every one second.
Let's say you want to measure a time of 10 seconds. After 10 seconds, you want to do something. So first create a variable called secondsLeft in the class level:
int secondsLeft = 10;
Now in TimerTicked, you want to check whether secondsLeft is 0. If it is, do that something, else, minus one:
if (secondsLeft == 0) {
DoSomething();
} else {
secondsLeft--;
}
And secondsLeft is the time remaining! You can display it on a label or something.
To pause the timer, simply
timer.Stop();
The exact interval in which your while condition is checked is hard to predict. Thread.Sleep(1); only tells the operating system that you want your thread to sleep for at least 1 millisecond. There is no guarantee that your thread will be active again after exactly 1ms. Actually you can rather be sure that it will be more than that. The thread is scheduled again after 1ms, but there will be a delay until he gets his CPU time slot.
The interval you want for your loop actually depends how you want to display the remaining time. If you want to display only seconds, why would you update that display every millisecond, although the text would change only every 1000ms?
A loop like that is probably not a good way to implement something like that. I would recommend a System.Threading.Timer:
// this Timer will call TimerTick every 1000ms
Timer timer = new Timer(TimerTick, null, 0, 1000);
and implement the handler
public void TimerTick(object sender)
{
// update your display
}
Note that you will have the "update your display" part on the UI thread again, as this method is called by the Timer on a different thread.
This code is can really make an infinite loop if a calculation just take longer than 1 miliseconds.
You can achieve your desired behaviour with a simple System.Winforms.Forms.Timer like this snipped below :
private int tickCount = 0;
private int remaining = 10;
private void timer1_Tick(object sender, EventArgs e)
{
remaining--;
textBox1.Text = remaining.ToString();
}
private void Form1_Load(object sender, EventArgs e)
{
timer1.Interval = 1000;
timer1.Enabled = true;
}
With this you can countdown from 10 seconds and every tick you write to a textbox the remaining seconds

C# Timer not resetting from one click to another

I need to store the piano duration with Ticks as so then make the music note show according to that duration (Music players would know).
I'm using an interval of 100, but for some testing I used it at 1000.
The problem is this. When I'm invoking the method (I'm taking the 1000 millisecond interval one) the timer starts.. if I DO NOT manage to get the 1000 milliseconds it shows Duration 0: but then if I do for example 2 seconds, it shows 3 seconds, if I try to press it for another second (a different key) it would show 4 seconds instead of 1.
It's like it keeps on recurring. Same happened with the 100 interval one. It went mad. sometimes 40 sometimes 23 and so on. Any idea how to fix (resetting the timer)
N.B I'm using System.Windows.Forms.Timer as library
part of a method which invokes the methods further below
for (int i = 0; i < 15; i++)
{
WhiteKey wk = new WhiteKey(wKeys[i], wPos[i]-35,0); //create a new white Key with [i] Pitch, at that x position and at y =0 position
wk.MouseDown += onRightClick; //holds the Duration on Right Click
wk.MouseUp += onMouseUp;
wk.Click += new EventHandler(KeyClick); //Go to KeyClick Method whenever a key is pressed
this.panel1.Controls.Add(wk); //Give it control (to play and edit)
}
Methods controlling the time
private void onRightClick(object sender, MouseEventArgs e)
{
wk = sender as WhiteKey;
duration = 0;
t1.Enabled = true;
t1.Tick += timeTick;
t1.Interval = 100;
}
private void timeTick(object sender, EventArgs e)
{
duration++;
}
private void onMouseUp (object sender, MouseEventArgs e)
{
t1.Enabled = false;
String time = "Key: " + pitch + "\nDuration: " +duration ; //Test purposes to see if timer works
MessageBox.Show(time);
}
You are trying to measure time, don't use Timer, use Stopwatch.
You can find C# Stopwatch Exmples at dotnetpearls.com.
In abstract this is what you would want to do is something like this:
private void onRightClick(object sender, MouseEventArgs e)
{
stopwatch.Reset();
stopwatch.Start();
}
private void onMouseUp (object sender, MouseEventArgs e)
{
stopwatch.Stop();
String msg = "Duration in seconds: " + (stopwatch.ElapsedMilliseconds / 1000.0).ToString("0.00");
MessageBox.Show(msg);
}
Note: you may want to change the units or the string format.
Notes on using timer:
1) System.Windows.Forms.Timer uses the message loop of your window, this means that it may get delayed because the window is busy handling other events (such as click). For a better behaviour use System.Threading.Timer.
2) If using System.Windows.Forms.Timer don't set the Tick event handler each click. The event handler will execute once for each time you add it.
That is:
private void onRightClick(object sender, MouseEventArgs e)
{
wk = sender as WhiteKey;
duration = 0;
t1.Enabled = true;
//t1.Tick += timeTick; you should add this only once not each click
t1.Interval = 100;
}
3) If you use System.Threading.Timer you may want to make the variable duration volatile.
t1.Tick += timeTick;
By the way in your code sample you subscribe to the 'Tick' timer event each time on Right mouse click.
So if you click 2 times the
private void timeTick(object sender, EventArgs e)
method will be called twice, and 'duration++' will be executed twice. Your event subscription code should be executed only once for the timer.
P.S. If you need to measure duration, Timer is not the best way to do it.

C# Execute Method every X Seconds Until a condition is met and then stop

I'm using a Silverlight C# Button click event to pause 10 seconds after click then call a method every x seconds until a specific condition is met: Either x=y or elapsed seconds>=60 without freeziing the UI.
There are several different examples out there. I am new to C# and am trying to keep it simple. I came up with the following, but I don't have the initial 10 second wait which I need to understand where to put and it seems like I have an endless loop.
Here is my code:
public void StartTimer()
{
System.Windows.Threading.DispatcherTimer myDispatchTimer = new System.Windows.Threading.DispatcherTimer();
myDispatchTimer.Interval = TimeSpan.FromSeconds(10); // initial 10 second wait
myDispatchTimer.Tick += new EventHandler(Initial_Wait);
myDispatchTimer.Start();
}
void Initial_Wait(object o, EventArgs sender)
{
System.Windows.Threading.DispatcherTimer myDispatchTimer = new System.Windows.Threading.DispatcherTimer();
// Stop the timer, replace the tick handler, and restart with new interval.
myDispatchTimer.Stop();
myDispatchTimer.Tick -= new EventHandler(Initial_Wait);
myDispatchTimer.Interval = TimeSpan.FromSeconds(5); //every x seconds
myDispatchTimer.Tick += new EventHandler(Each_Tick);
myDispatchTimer.Start();
}
// Counter:
int i = 0;
// Ticker
void Each_Tick(object o, EventArgs sender)
{
GetMessageDeliveryStatus(messageID, messageKey);
textBlock1.Text = "Seconds: " + i++.ToString();
}
Create a second event handler that changes the timer. Like this:
public void StartTimer()
{
System.Windows.Threading.DispatcherTimer myDispatcherTimer = new System.Windows.Threading.DispatcherTimer();
myDispatchTimer.Interval = TimeSpan.FromSeconds(10); // initial 10 second wait
myDispatchTimer.Tick += new EventHandler(Initial_Wait);
myDispatchTimer.Start();
}
void Initial_Wait(object o, EventArgs sender)
{
// Stop the timer, replace the tick handler, and restart with new interval.
myDispatchTimer.Stop();
myDispatchTimer.Tick -= new EventHandler(Initial_Wait);
myDispatcherTimer.Interval = TimeSpan.FromSeconds(interval); //every x seconds
myDispatcherTimer.Tick += new EventHandler(Each_Tick);
myDispatcherTimer.Start();
}
The timer calls Initial_Wait the first time it ticks. That method stops the timer, redirects it to Each_Tick, and adjusts the interval. All subsequent ticks will go to Each_Tick.
If you want the timer to stop after 60 seconds, create a Stopwatch when you first start the timer, then check the Elapsed value with every tick. Like this:
Modify the InitialWait method to start the Stopwatch. You'll need a class-scope variable:
private Stopwatch _timerStopwatch;
void Initial_Wait(object o, EventArgs sender)
{
// changing the timer here
// Now create the stopwatch
_timerStopwatch = Stopwatch.StartNew();
// and then start the timer
myDispatchTimer.Start();
}
And in your Each_Tick handler, check the elapsed time:
if (_timerStopwatch.Elapsed.TotalSeconds >= 60)
{
myDispatchTimer.Stop();
myDispatchTimer.Tick -= new EventHandler(Each_Tick);
return;
}
// otherwise do the regular stuff.

Timer (winforms)

i want timer to run a counter from 0 to 3. i added the timer from the toolbox in visual basics 2008 (instead of creating an object and using properties) you can see the Timer at the bottom of the winform..
int timerCounter;
private void animationTimer_Tick(object sender, EventArgs e)
{
//timer should go 0,1,2,3..and then reset
while (true)
{
timerCounter++;
if (timerCounter > 3)
{
timerCounter = 0;
}
game.Twinkle();
//screen gets repainted.
Refresh();
}
}
will the timer work?
(i enabled it and set it to 33 milliseconds)
Set the timer's interval to 1000 (which is 1000ms or 1 second). Then when you enable it, it'll go on and on and on, firing the timer1_tick event every time it goes through the interval.
Here's an example on how to do it:
int count = 0;
private void timer1_Tick(object sender, EventArgs e)
{
count++;
if (count == 3)
{
//Do something here, because it's the third toll of the bell.
//But also reset the counter after you're done.
count = 0;
}
}
Don't forget to .Enable the timer!

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