I check a condition on my form_load event whether the form window should be closed or not. If so, a timer with an interval of 3000 will be started and after the tick, the form should be closed. When I check my debugger, even though the condition returns true, the debugger jumps over my timer.Start() method and my timer is never ticked.
I have defined the timer in my class as System.Windows.Forms.Timer timer; and this is how I am initiating it:
timer = new System.Windows.Forms.Timer();
this.timer.Enabled = true;
this.timer.Interval = 3000;
this.timer.Tick += new System.EventHandler(this.timer_Tick_1);
The tick event:
private void timer_Tick_1(object sender, EventArgs e)
{
this.Close();
}
And the condition is as simple as:
if (closeWindow)
timer.Start();
And trust me, the closeWindow returns true.
P.s. Strangely enough, this timer used to work. I know I have it messed up somewhere perhaps. But I do not know where.
Update: the form_load event
private void FormMain_Load(object sender, EventArgs e)
{
metroLabelBuild.Text = args["name"] + " " + args["action"];
if (CheckArguments(args, 18))
{
try
{
campaignRecipientsFileLocation = args["recipientsfile"].Trim();
campaignName = args["name"].Trim();
campaignDescription = args["description"].Trim();
campaignAction = args["action"].Trim();
campaignOutputFormat = args["outputformat"].Trim();
campaignType = args["type"].Trim().ToLower();
campaignDelimiter = args["delimeter"].Trim();
campaignOutputPath = args["outputpath"].Trim();
campaignFileName = args["filename"].Trim();
campaignId = Convert.ToInt64(args["id"].Trim());
campaignFixedCost = Convert.ToInt32(args["fixedcost"]);
campaignVariableCost = Convert.ToInt32(args["variablecost"]);
campaignControlGroup = Convert.ToInt32(args["controlgroup"]);
campaignFtpId = Convert.ToInt64(args["ftpid"].Trim());
campaignHasSpyList = (args["hasspylist"].ToLower().Equals("true") || args["hasspylist"].Equals("1")) ? true : false;
closeWindow = (args["closewindow"].ToLower().Equals("true") || args["closewindow"].Equals("1")) ? true : false;
campaignShouldUploadToFTP = (args["shoulduploadtoftp"].ToLower().Equals("true") || args["shoulduploadtoftp"].Equals("1")) ? true : false;
}
catch
{
listBoxMessages.Items.Add("Error preparing the arguments.");
continueProcess = false;
this.Close();
}
finally
{
logger = new Logger(loggerEnabled, cs);
fh = new FileHelper(logger);
rh = new RecipientHelper(logger);
dbh = new DatabaseHelper(logger, cs);
if (continueProcess)
{
InsertCampaignRun("Running");
RunCampaign();
if (closeWindow)
timer.Start();
}
}
}
else
{
if (closeWindow)
timer.Start();
}
}
Related
Ive got this timer that will count for 10 seconds. I want a progressbar to show that, how long it will take etc, it might be 10 seconds now but it could be dynamic in the future.
private void button1_Click_1(object sender, EventArgs e)
{
dataGridView1.DataSource = null;
labelCapture.Text = " ";
buttonCapture.Enabled = false;
labelCapture.Text = "Measuring for 10 seconds...";
timerCapture.Interval = 10000;
timerCapture.Enabled = true;
UseWaitCursor = true;
timerCapture.Start();
Program.ModalForm.progressBarFormModal.Maximum = 10;
timerCapture.Tick += new EventHandler(timerCapture_Tick);
capture = true;
myFormModal.ShowDialog(this); // Where I open the ModalForm
}
and my event is as follows
void timerCapture_Tick(object sender, EventArgs e)
{
if (Program.ModalForm.progressBarFormModal.Value != 10)
{
Program.ModalForm.progressBarFormModal.Value++;
}
else
{
timerCapture.Stop();
}
}
how the modal Form gets closed
private void TickToggle(object sender, EventArgs e)
{
capture = false;
timerCapture.Stop();
UseWaitCursor = false;
timerCapture.Enabled = false;
myFormModal.Close(); // Close the modal form after timer is done
}
Does anyone seen an error that I might have overlooked?
This is the code block. I will explain details below.
public static bool isConnected;
public MasterClient() //Master Constructor
{
timer1.Interval = 1000;
isConnected = false;
}
private void connectCallback(IAsyncResult ar)
{
try
{
_ClientSocket.EndConnect(ar);
//Global.Meuser = Environment.MachineName;
BeginReceive();
Invoke((MethodInvoker)delegate
{
tslStatus.Text = "Connected";
btnConnect.Text = "Disconnect";
tslStatus.Image = Image.FromFile(Global.path + #"\image\status\online.png");
lbllocalIP.Text = _ClientSocket.LocalEndPoint.ToString();
isConnected = true;
//this.WindowState = FormWindowState.Minimized;
});
}
catch (SocketException ex)
{
isConnected = false;
}
finally
{
if (isConnected == false)
{
counter = 0;
timer1.Start();
}
}
}
private void timer1_Tick(object sender, EventArgs e)
{
isConnected = false;
counter += 1;
if (counter > 45)
{
counter = 0;
timer1.Stop();
AutoStart();
}
}
public void AutoStart()
{
if (btnConnect.Text == "Connect")
{
if (IsRunning == false)
{
_buffer = new byte[8192];
_ClientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
_ClientSocket.BeginConnect(new IPEndPoint(IPAddress.Parse(txtServerIP.Text), 9192), new AsyncCallback(connectCallback), null);
}
}
else if (btnConnect.Text == "Disconnect")
{
if (IsRunning == true)
{
CloseClient();
btnConnect.Text = "Connect";
lbllocalIP.Text = "None";
tslStatus.Text = "Disconnected";
tslStatus.Image = Image.FromFile(Global.path + #"\image\status\offline.png");
}
}
}
The timer should start after timer1.Start() event raised in the finally block in the connectCallback method.
When I check using a breakpoint, after timer1.Start() is called it will change to Enabled=true state.
I have taken the timer control from the toolbox and set its interval to 1000.
But still timer1.Tick event is not raising.
Condition: When server is not running at that time SocketException will fire, at same time I need to start timer so it will try after 45 seconds to connect to server again and if it fails it will be requeue.
Before you call timer1.start() you need to attach event handler. I think it is missing in your code-
timer1.Tick += new EventHandler(timer1_Tick);
I would suggest do this in your constructor.
Also, you are calling timer1.start() when isConnected == false. I think you need to move timer1.start() outside of your if condition.
See if this helps.
so I am new to WPF and am just trying to make a simple little program. When you hit a start button it will continuosly print fake code until you hit a stop button. I have tried to make it repeat until the stop button is hit 10 different ways but none of them are working. The TextBlock element will update once (or never) and then the whole program becomes unusable and the loading cursor comes up. I would guess that instead of going through a cycle, and then updating the TextBlocks, it is doing everything in the background and not updating visually.
public partial class MainWindow : Window
{
System.Windows.Threading.DispatcherTimer dispatcherTimer = new System.Windows.Threading.DispatcherTimer();
Random r1 = new Random();
bool stop = false;
int numUse
public MainWindow()
{
InitializeComponent();
dispatcherTimer.Interval = new TimeSpan(0, 0, 1);
dispatcherTimer.Start();
}
//Executes when the start button is hit, begins timer
private void Button_Click(object sender, RoutedEventArgs e)
{
do
{
dispatcherTimer.Tick += dispatcherTimer_Tick;
} while (stop == false);
}
//Executes when the stop button is hit, ends timers do while loop
private void Button_Click_1(object sender, RoutedEventArgs e)
{
stop = true;
}
private void dispatcherTimer_Tick(object sender, EventArgs e)
{
numUse = r1.Next(1, 2);
if (numUse == 1)
{
CodeBlock1.Text = "struct group_info init_groups = { .usage = ATOMIC_INIT(2) }; ";
CodeBlock2.Text = "";
CodeBlock3.Text = "struct group_info *groups_alloc(int gidsetsize){ ";
CodeBlock4.Text = "struct group_info *group_info; ";
CodeBlock5.Text = "int nblocks; ";
CodeBlock6.Text = "int i; ";
CodeBlock7.Text = "";
CodeBlock8.Text = "initialize stream";
}
else if (numUse == 2)
{
CodeBlock1.Text = "if (gidsetsize <= NGROUPS_SMALL) ";
CodeBlock2.Text = "group_info->blocks[0] = group_info->small_block; ";
CodeBlock3.Text = " else { ";
CodeBlock4.Text = " for (i = 0; i < nblocks; i++) { ";
CodeBlock5.Text = "b = (void *)__get_free_page(GFP_USER); ";
CodeBlock6.Text = " goto out_undo_partial_alloc; ";
CodeBlock7.Text = "} ";
CodeBlock8.Text = "";
} else
{
}
}
}
}
I have tried for loops, do while, using different methods in different orders. I understand that I likely messed up while going those routes so any method is ok for my purposes. Obviously I am using a Timer in this case.
It is not necessary to repeatedly call dispatcherTimer.Tick += dispatcherTimer_Tick in the while loop of Button_Click. I suspect that while this loop is running, nothing else on the message pump will run, including ticks from the DispatcherTimer.
You could probably do away with stop and merely act on the DispatcherTimer directly by calling Stop() from anywhere in the code.
Perhaps this instead:
public MainWindow()
{
InitializeComponent();
dispatcherTimer.Interval = new TimeSpan(0, 0, 1);
dispatcherTimer.Tick += dispatcherTimer_Tick; // set it up here
}
//Executes when the start button is hit, begins timer
private void Button_Click(object sender, RoutedEventArgs e)
{
dispatcherTimer.Start(); // start timer
}
//Executes when the stop button is hit, ends timers do while loop
private void Button_Click_1(object sender, RoutedEventArgs e)
{
dispatcherTimer.Stop(); // stop timer
}
I'm a C# newbie_and in programming in general_ and Ι'm trying to build a math quiz app with a countdown timer.
I generate an equation each time the user clicks the start button and I give him a max 60 seconds to answer. The user answers -whether his answer is wrong or right doesn't matter_ and can he/she can click again for a new equation. So I want the timer to reset each time the user is shown a new random equation. So far I've only managed to reset this when the 60sec timespan elapses but even that is not working properly, sometimes it displays 59 or 58 secs instead of 60.
So far reading other questions has't helped me much and the timer confuses me. I also accept suggestions to make my code simpler and more elegant.
Here is my code:
EquationView.xaml.cs
public sealed partial class EquationView : Page
{
DispatcherTimer timer = new DispatcherTimer();
int tick = 60;
int result;
public EquationView()
{
this.NavigationCacheMode = NavigationCacheMode.Enabled;
this.InitializeComponent();
}
private void startButton_Click(object sender, RoutedEventArgs e)
{
// Once clicked then disabled
startButton.IsEnabled = false;
// Enable buttons required for answering
resultTextBox.IsEnabled = true;
submitButton.IsEnabled = true;
var viewModel = App.equation.GenerateEquation();
this.DataContext = viewModel;
result = App.equation.GetResult(viewModel);
timer.Interval = new TimeSpan(0, 0, 0, 1);
//timer.Tick += new EventHandler(timer_Tick);
timer.Tick += timer_Tick;
timer.Start();
DateTime startTime = DateTime.Now;
// Reset message label
if (message.Text.Length > 0)
{
message.Text = "";
}
// Reset result text box
if (resultTextBox.Text.Length > 0)
{
resultTextBox.Text = "";
}
}
private void timer_Tick(object sender, object e)
{
Countdown.Text = tick + " second(s) ";
if (tick > 0)
tick--;
else
{
Countdown.Text = "Times Up";
timer.Stop();
submitButton.IsEnabled = false;
resultTextBox.IsEnabled = false;
startButton.IsEnabled = true;
tick = 60;
}
}
private void submitButton_Click(object sender, RoutedEventArgs e)
{
timer.Stop();
submitButton.IsEnabled = false;
resultTextBox.IsEnabled = false;
if (System.Text.RegularExpressions.Regex.IsMatch(resultTextBox.Text, "[^0-9]"))
{
MessageDialog msgDialog = new MessageDialog("Please enter only numbers.");
msgDialog.ShowAsync();
resultTextBox.Text.Remove(resultTextBox.Text.Length - 1);
//Reset buttons to answer again
submitButton.IsEnabled = true;
resultTextBox.IsEnabled = true;
timer.Start();
}
else
{
try
{
int userinput = Int32.Parse(resultTextBox.Text);
if (userinput == result)
{
message.Text = "Bingo!";
App.player.UpdateScore();
startButton.IsEnabled = true;
}
else
{
message.Text = "Wrong, sorry...";
startButton.IsEnabled = true;
}
}
catch (Exception ex)
{
MessageDialog msgDialog = new MessageDialog(ex.Message);
msgDialog.ShowAsync();
submitButton.IsEnabled = true;
resultTextBox.IsEnabled = true;
timer.Start();
}
}
}
It seems to me that you have at least two significant problems here. One is that your timer will likely give the user more than 60 seconds, due to the inaccuracy in the Windows thread scheduler (i.e. each tick will occur at slightly more than 1 second intervals). The other (and more relevant to your question) is that you don't reset the tick value to 60 except when the timer has elapsed.
For the latter issue, it would be better to simply reset your countdown value when you start the timer, rather than trying to remember everywhere that you stop it.
To fix that and the first issue, get rid of the tick field altogether and change your code to look more like this:
static readonly TimeSpan duration = TimeSpan.FromSeconds(60);
System.Diagnostics.Stopwatch sw;
private void startButton_Click(object sender, RoutedEventArgs e)
{
// Once clicked then disabled
startButton.IsEnabled = false;
// Enable buttons required for answering
resultTextBox.IsEnabled = true;
submitButton.IsEnabled = true;
var viewModel = App.equation.GenerateEquation();
this.DataContext = viewModel;
result = App.equation.GetResult(viewModel);
sw = System.Diagnostics.Stopwatch.StartNew();
timer.Interval = new TimeSpan(0, 0, 0, 1);
timer.Tick += timer_Tick;
timer.Start();
// Reset message label
if (message.Text.Length > 0)
{
message.Text = "";
}
// Reset result text box
if (resultTextBox.Text.Length > 0)
{
resultTextBox.Text = "";
}
}
private void timer_Tick(object sender, object e)
{
if (sw.Elapsed < duration)
{
Countdown.Text = (int)(duration - sw.Elapsed).TotalSeconds + " second(s) ";
}
else
{
Countdown.Text = "Times Up";
timer.Stop();
submitButton.IsEnabled = false;
resultTextBox.IsEnabled = false;
startButton.IsEnabled = true;
}
}
This way, it won't matter exactly when the tick event happens, the code will still correctly compute the actual time remaining and use that for the display and to tell whether the time is up.
I'm making a little game in C#
When the score is 100, I want two labels to display for one second, then they need to be invisible again.
At the moment I have in Form1:
void startTimer(){
if (snakeScoreLabel.Text == "100"){
timerWIN.Start();
}
}
private void timerWIN_Tick(object sender, EventArgs e)
{
int timerTick = 1;
if (timerTick == 1)
{
lblWin1.Visible=true;
lblWin2.Visible=true;
}
else if (timerTick == 10)
{
lblWin1.Visible = false;
lblWin2.Visible = false;
timerWIN.Stop();
}
timerTick++;
}
The timer's interval is 1000ms.
Problem = labels aren't showing at all
Timers are pretty new to me, so I'm stuck here :/
Try this :
void startTimer()
{
if (snakeScoreLabel.Text == "100")
{
System.Timers.Timer timer = new System.Timers.Timer(1000) { Enabled = true };
timer.Elapsed += (sender, args) =>
{
lblWin1.Visible=true;
timer.Dispose();
};
}
}
Try multithreaded System.Threading.Timer :
public int TimerTick = 0;
private System.Threading.Timer _timer;
public void StartTimer()
{
label1.Visible = true;
label2.Visible = true;
_timer = new System.Threading.Timer(x =>
{
if (TimerTick == 10)
{
Invoke((Action) (() =>
{
label1.Visible = false;
label2.Visible = false;
}));
_timer.Dispose();
TimerTick = 0;
}
else
{
TimerTick++;
}
}, null, 0, 1000);
}