Auto-Updating in Console Application - c#

I have a console Application that Asks The user to answer question, The score is display at the upper-right of the screen, I want the score to be auto-Updates when a user gives a correct answer.
public void L1Timer()
{
Console.Clear();
int ch = 0, score = 0;
Console.Write("Chances : " + ch);
Console.CursorLeft = 40;
Console.Write("Marks : " + score);
for (int time = 0; time <= 100000; time++)
{
Console.SetCursorPosition(65, 0);
Console.Write("Time Elapsed : " + time + " Secs");
Console.CursorLeft = 40;
Thread.Sleep(1000);
}
}
public void Level1()
{
Console.WriteLine("\n\n");
Console.CursorLeft = 40;
Console.WriteLine("C _ _ E _ _ _ T _ _ N");
Console.WriteLine("\n\n");
int tot = 0;
while (tot != 70)
{
Console.Write("Guess : ");
string gues = Console.ReadLine();
if ((gues == "E") || (gues == "L") || (gues == "B") || (gues == "R"))
{
tot += 10;
}
}
}
static void Main(string[] args)
{
VocEnhancer VE = new VocEnhancer();
Thread T1 = new Thread(new ThreadStart (VE.L1Timer));
Console.WriteLine("\n\n\n\n\n");
Thread T2 = new Thread(new ThreadStart(VE.Level1));
T1.Start();
T2.Start();
}
This is my Code...I don't know what to add to auto-update the scores.

Without your code, we can only assume and my suggestion as follows:
string question = "CEO of Microsoft";
string actualAnswer ="STEVE BALLMER";
Console.WriteLine(question);
string userAnswer = "";
Console.WriteLine(userAnswer);
int score = 0;
if(actualAnswer.Trim() == userAnswer.ToUpper().Trim())
{
score++;
}

First a warning: console is not meant to display graphics, menus, or to be drawn on. It is meant to be written upon, one line at the time. For all things graphics there are windows, and windows should be used, not consoles. However, if you are just playing around and making fun at your leisure time then go ahead and write characters at strange places in the console.
To move the cursor use SetCursorPosition method. To find out where the cursor currently is use CursorLeft and CursorTop properties. When you want to write something at fixed coordinates save current cursor position, change to fixed position, write the text, and change back to old position.
But what should happen when all text reaches the end of the screen, and text at the top disappears? Well, there are ways to solve this, but don't bother. Just use window instead of console.

Related

On key down, abort a thread

I've just started learning C# and I'm trying to figure out threads.
So, I've made a two threads and I would like to stop one of them by pressing x.
So far when I press x it only shows on the console but it doesn't abort the thread.
I'm obviously doing something wronng so can someone please point out what I'm doing wrong? Thank you.
static void Main(string[] args)
{
Console.WriteLine("Hello World!");
//Creating Threads
Thread t1 = new Thread(Method1)
{
Name = "Thread1"
};
Thread t4 = new Thread(Method4)
{
Name = "Thread4"
};
t1.Start();
t4.Start();
Console.WriteLine("Method4 has started. Press x to stop it. You have 5 SECONDS!!!");
var input = Console.ReadKey();
string input2 = input.Key.ToString();
Console.ReadKey();
if (input2 == "x")
{
t4.Abort();
Console.WriteLine("SUCCESS! You have stoped Thread4! Congrats.");
};
Console.Read();
}
static void Method1()
{
Console.WriteLine("Method1 Started using " + Thread.CurrentThread.Name);
for (int i = 1; i <= 5; i++)
{
Console.WriteLine("Method1: " + i);
System.Threading.Thread.Sleep(1000);
}
Console.WriteLine("Method1 Ended using " + Thread.CurrentThread.Name);
}
static void Method4()
{
Console.WriteLine("Method4 Started using " + Thread.CurrentThread.Name);
for (int i = 1; i <= 5; i++)
{
Console.WriteLine("Method4: " + i);
System.Threading.Thread.Sleep(1000);
}
Console.WriteLine("Method4 Ended using " + Thread.CurrentThread.Name);
}
It looks like you have a extra Console.ReadKey(); before if (input2 == "x"), that extra read causes the program to stop and wait before going inside your if statement waiting for a 2nd key to be pressed.
Also input.Key returns a enum, when you do the to string on it the enum will use a capital X because that is what it is set to. Either use input.KeyChar.ToString() to convert it to a string or use
var input = Console.ReadKey();
if (input.Key == ConsoleKey.X)
To compare against the enum instead of a string.
I also recommend you read the article "How to debug small programs", debugging is a skill you will need to learn to be able to write more complex programs. Stepping through the code with a debugger you would have seen input2 was equal to X so your if statement was
if ("X" == "x")
which is not true.

using methods for program?

So I did this hangman game, and it works perfectly fine, the only problem is that I want to use methods to organize everything.
And yes, it is a school project. I tried my best but whenever I try to put a part of the program in a method it's as if I removed a variable and it underlines it in red.
I removed them for now so it's more clear. also, the file I used contained 19 8 letters max words, one on each line.
Can someone tell me how I can incorporate methods without ruining the whole thing? also English isn't my first language plz excuse any mistakes, the code was in french and I translated it for this question. thank you very much. I appreciate your time and effort :)
using System;
using System.IO;
namespace TP3
{
class Program
{
public const String Dico = "dico.txt";
public static void Welcome()
{
//Mot de bienvenue
Console.WriteLine("Welcome to hangman !");
}
public static void Goodbye()
{
Console.WriteLine("thx for playing, goodbye!");
}
public static void Program()
{
int SolvedWords= 0;
string WordToGuess= "";
int NumberOfLetters ;
int x = 0;
int WordTried = 0;
Console.WriteLine("");
Console.WriteLine("Do you wanna guess a word ? oui or non.");
Console.WriteLine("you have 8 chances per word.");
string Answer= Console.ReadLine();
Answer= Answer.ToLower();
while (Answer== "oui" && WordTried <19)
{
const int Lives= 8;
int LostLives= 0;
int LivesLeft= 8;
int LettersGuesed= 0;
x += 1;
WordTried += 1;
if (WordTried <= 20 && WordTried >1)
{
Console.WriteLine("Do you wanna guess a word ? oui or non.");
Answer= Console.ReadLine();
Answer= Answer.ToLower();
}
//Read a word in the file
int compteur = 0;
string ligne;
// Read file and show on the line
System.IO.StreamReader file = new System.IO.StreamReader(#"dico.txt");
while ((line = file.ReadLine()) != null)
{
compteur++;
if (compteur == x)
{
WordToGuess= line;
}
}
file.Close();
char[] table;
table = new char[WordToGuess.Length];
for (int i = 0; i < table.Length; i++)
{
table[i] = WordToGuess [i];
}
//change each letter into a *
Console.WriteLine("here’s the word to guess : ");
string HiddenWord = "********";
char[] table2;
table2 = new char[WordToGuess.Length];
for (int i = 0; i < table2.Length; i++)
{
table2[i] = HiddenWord[i];
}
for (int i = 0; i < table2.Length; i++)
{
Console.Write(table2[i]);
}
Console.WriteLine("");
//guess the word
while (LettersGuesed< WordToGuess.Length && LivesLeft> 0)
{
Console.WriteLine("");
/* Console.WriteLine("Devinez une seule Letterdu mot. Ne pas écrire une Letter plus d'une fois de suite. Si c'est le cas, recommencez le jeu.");*/
string Letter= Console.ReadLine();
Letter= Letter.ToLower();
NumberOfLetters = Letter.Length;
char[] table3;
table3= new char[NumberOfLetters ];
for (int i = 0; i < table2.Length; i++)
{
if (table[i].Equals(Letter[0]))
{
Table2[i] = Letter[0];
LettersGuesed+= 1;
}
}
for (int i = 0; i < table2.Length; i++)
{
Console.Write(table2[i]);
}
if (WordToGuess.IndexOf(Lettre) < 0)
{
Console.WriteLine("");
Console.WriteLine("wrong letter.");
LostLives+= 1;
LivesLeft= Lives- LostLives;
Console.WriteLine("you have " + LivesLeft+ " lives left.");
}
if (WordToGuess.IndexOf(Lettre) >= 0)
{
Console.WriteLine(" ");
Console.WriteLine("right !");
Console.WriteLine("you have " + LivesLeft+ " lives left.");
}
if (LettersGuesed== WordToGuess.Length && LivesLeft> 0)
{
SolvedWords+= 1;
Console.WriteLine(" ");
Console.WriteLine("you found the word !");
Console.WriteLine("you found " + SolvedWords+ " on" + WordTried + " words so far.");
}
if (LivesLeft== 0)
{
Console.WriteLine("you couldnt guess the word.");
Console.WriteLine("the word was :");
for (int i = 0; i < table.Length; i++)
{
Console.Write(table[i]);
}
Console.WriteLine(" ");
Console.WriteLine("you found " + SolvedWords+ " on" + WordTried + " words so far.");
}
if (WordTried == 19)
{
Console.WriteLine("no more words to guess.");
}
}
}
}
static void Main(string[] args)
{
Welcome();
Programme();
Goodbye();
}
}
}
Im not going to make every method for your project, I'll help kickstart on how to think about it. Look at your current code for reading the file of words. You can move that into a method -
public string[] ReadWordsFromFile()
{
string file = "path to your file here";
return File.ReadAllLines(file);
}
Or pass the file path as parameter -
public string[] ReadWordsFromFile(string filePath)
{
return File.ReadAllLines(filePath);
}
Next you can have a method to get random words -
public string GetRandomWord(string[] wordsArray)
{
Random random = new Random();
int randomIndex = random.Next(0, wordsArray.Length);
return wordsArray[randomIndex];
}
Note - words can be repeated if you do it this way, if you don't want that - then add logic to remove that item from the list once its used in the game. If you remove it within this method, its not actually going to remove it from the game, as you'll still be passing the entire array when getting a new word. Ill leave the implementation of that logic to you, if you want it.
In the "game controller" code -
you can use the above methods like this -
string file = "your path to txt file";
string[] allWords = ReadWordsFromFile(file);
string WordToGuess = GetRandomWord(allWords);
May be your next goal should be something like this -
public void GameControler()
{
// get all words here and other logic before game starts
while (Attempts > 0)
{
string WordToGuess = GetRandomWord(wordsArray);
// get letterGuessed from user
bool letterExists = CheckIfLetterExists(WordToGuess, letterGuessed);
if (!letterExists)
{
Attempts--;
ExecuteWrongGuessMethod(x, y);
}
else
{
ExecuteRightGuessMethod(w);
}
}
}
public bool CheckIfLetterExists(string word, string letter)
{
if (word.Contains(letter)) return true;
else return false;
}
public void ExecuteWrongGuessMethod(string passWhatYouNeedTo, int somethingElse)
{
// what to do when the guess is wrong e.g. Console.Writeline("wrong guess");
}
public void ExecuteRightGuessMethod(string word)
{
// logic when guess is right. e.g. Show the letter guessed within the word on the console etc.
}
All of this isn't the best way to do it. BUT I personally feel this is logically next step a beginner takes after what you've implemented. Seeing a fully well-developed program might be too much without understanding atleast some basic concepts of OOP.
After learning how to create Methods and use them, then comes classes and objects. Which should be implemented in this game, but this is all for now. I recommend you do a short C# course on coursera etc or even youtube. And slowly move towards a better understanding of SOLID principles. And by SOLID I mean an acronym for the 5 principles and not the actual word. All the best.

Keeping track of points in simple console game

I'm having a hard time wrapping my mind around this. Every time the player makes a wrong guess, it should subtract his/her bet from the initial balance.
Since it is in a loop, it always takes the initial balance from the beginning spits out the same balance every time. (obviously)
I've tried assigning different variables and just can't seem to figure it out.
I've omitted the medium and hard difficulty methods as they are of no use right now, until I figure out this one.
My Main() only calls the setDifficulty(). Nothing else.
class Control
{
int selectedNumber = 0;
Random num = new Random();
bool playAgain = true;
int difficulty = 0;
int bet = 0;
int initialBalance = 20;
int runningCredits = 0;
int credits = 0;
public Control()
{ }
//sets game difficulty
public void SetDifficulty()
{
Console.Clear();
Console.WriteLine("Please select level of difficulty between 1 - 100");
difficulty = int.Parse(Console.ReadLine());
if (difficulty >= 1 && difficulty <= 20)
LetsPlayEasy();
else if (difficulty >= 21 && difficulty <= 50)
LetsPlayMedium();
else if (difficulty >= 51 && difficulty <= 100)
LetsPlayHard();
else
{
SetDifficulty();
}
}
//easy level method
public void LetsPlayEasy()
{
//variables
int userGuess;
int numGuesses = 0;
selectedNumber = num.Next(1, 101);
Console.BackgroundColor = ConsoleColor.DarkYellow;
Console.Clear();
Console.ForegroundColor = ConsoleColor.White;
Console.WriteLine("Difficulty level = EASY");
Console.WriteLine("\nBeggining credit balance = " + initialBalance);
Console.WriteLine("\nPlease place a bet. You will lose those credits for every incorrect guess!");
bet = int.Parse(Console.ReadLine());
do
{
Console.WriteLine("\nGuess a number between 1 and 100.");
userGuess = Convert.ToInt32(Console.ReadLine());
numGuesses++;
UI output = new UI();
output.CompareNumbers(userGuess, ref selectedNumber, ref playAgain, ref numGuesses);
runningCredits = (initialBalance - bet);
Console.WriteLine("\nYou have " + runningCredits + " credits remaining.");
} while (playAgain == true);
}
class UI
{
Random num = new Random();
int keepGoing;
public UI()
{ }
//compare user's guess to selected number
public void CompareNumbers(int userGuess, ref int selectedNumber, ref bool playAgain, ref int numGuesses)
{
Control difficulty = new Control();
Admin say = new Admin();
if (userGuess > selectedNumber)
{
Console.Beep(600, 300);
Console.WriteLine("\nToo High! Guess Again!");
}
else if (userGuess < selectedNumber)
{
Console.Beep(300, 300);
Console.WriteLine("\nToo Low! Guess Again!");
}
else
{
Console.Beep(350, 300);
Console.Beep(380, 200);
Console.Beep(380, 100);
Console.Beep(500, 1100);
Console.WriteLine("\n\nCongrats! It took you " + numGuesses + " guesses to win.");
numGuesses = 0;
Console.WriteLine("Press 1 to play again or 2 to quit.");
keepGoing = int.Parse(Console.ReadLine());
while (keepGoing != 1 && keepGoing != 2)
{
Console.WriteLine("\n\nPlease type either 1 or 2 only!");
keepGoing = int.Parse(Console.ReadLine());
}
if (keepGoing == 2)
{
playAgain = false;
say.Goodbye();
}
else
{
Console.Clear();
difficulty.SetDifficulty();
}
}
}
}
}
Initialise runningBalance to initialBalance and only use this value for calculations. If you only need initialBalance once, you can also do it by simply switching runningBalance to initialBalance without initializing runningBalance.
Console.WriteLine("\nBeggining credit balance = " + initialBalance);
Console.WriteLine("\nPlease place a bet. You will lose those credits for every incorrect guess!");
bet = int.Parse(Console.ReadLine());
runningBalance = initialBalance
do
{
Console.WriteLine("\nGuess a number between 1 and 100.");
userGuess = Convert.ToInt32(Console.ReadLine());
numGuesses++;
UI output = new UI();
output.CompareNumbers(userGuess, ref selectedNumber, ref playAgain, ref numGuesses);
runningCredits -= bet;
Console.WriteLine("\nYou have " + runningCredits + " credits remaining.");
} while (playAgain == true);
runningCredits = (initialBalance - bet);
You don't change initialBalance or bet in the loop, so every iteration has the same value of runningCredits.
Outside the loop, do this:
runningCredits = initialBalance;
Inside the loop, do this:
runningCredits -= bet;
Note: you don't have any code to check in the loop to see if the user guessed right or wrong (and as such, the user always loses and you always subtract out the bet).

how to display a variable in console c#

I'm trying to create a simple console game where you take care of yourself by feeding yourself.
using System;
namespace Project1
{
static class Program
{
static void Main(string[] args)
{
int hunger = 100;
Console.WriteLine("Enter your name: ");
string name = Console.ReadLine();
Console.WriteLine("Good choice, " + name);
Console.WriteLine("Press SPACE to continue");
while (!(Console.KeyAvailable && Console.ReadKey(true).Key == ConsoleKey.Spacebar))
{
// do something
int h = hunger - 2;
}
Console.WriteLine("You are hungry," + name);
Console.WriteLine("Press F to feed");
while (!(Console.KeyAvailable && Console.ReadKey(true).Key == ConsoleKey.F))
{
// do something
int food = hunger;
}
}
}
}
How can I display the current hunger after a change is made too it? I want to display the food level so the player knows to feed it and does not accidentally over feed it. By any chance is there a way to go back to a earlier line so I don't need to copy and paste the thing forever and ever? Thanks.
It looks like this will be very broad to answer properly, so I'm going to leave it pretty abstract. You need to put reusable logic in methods. You need a "game loop" or "input loop". You need to learn about variables and passing them into methods.
You also may want to introduce a Player class as opposed to various variables to hold separate values.
Your game loop may look like this:
ConsoleKey input = null;
do
{
var player = DoGameLogic(input, player);
PrintGameInfo(player);
input = ReadInput(player);
}
while (input != ConsoleKey.Q)
When you got all this in order and you want to make the output look nice, take a look at Writing string at the same position using Console.Write in C# 2.0, Advanced Console IO in .NET.
You can modify the position of the cursor with Console.CursorLeft and Console.CursorTop and overwrite previous values.
Cursor.Left = 0;
Console.Write("Hunger: {0:0.00}", hunger);
EDIT: AS mentioned by "CodeMaster", you can do:
Console.Write("Test {0:0.0}".PadRight(20), hunger);
To make sure you have overwritten the previous data if it differs in length.
is this something you wanted to achieve:-
static void Main(string[] args)
{
const int MAX_FEED_LEVEL = 3; //configure it as per your need
const int HIGHEST_HUNGER_LEVEL = 0; //0 indicates the Extreme hunger
int hunger = MAX_FEED_LEVEL, foodLevel = HIGHEST_HUNGER_LEVEL;
string name = string.Empty;
char finalChoice = 'N', feedChoice = 'N';
Console.Write("Enter your name: ");
name = Console.ReadLine();
Console.Write("Good choice, {0}!", name);
Console.WriteLine();
do
{
Console.WriteLine();
Console.WriteLine("current hunger level : {0}", hunger);
if (hunger > 0)
Console.WriteLine("You are hungry, {0}", name);
Console.Write("Press F to feed : ");
feedChoice = (char)Console.ReadKey(true).Key;
if (feedChoice == 'F' || feedChoice == 'f')
{
if (foodLevel <= MAX_FEED_LEVEL && hunger > HIGHEST_HUNGER_LEVEL)
{
hunger = hunger - 1; //decrementing hunger by 1 units
foodLevel += 1; //incrementing food level
Console.WriteLine();
Console.WriteLine("Feeded!");
Console.WriteLine("Current Food Level : {0}", foodLevel);
}
else
{
Console.WriteLine();
Console.WriteLine("Well Done! {0} you're no more hungry!", name);
goto END_OF_PLAY;
}
}
else
{
Console.Clear();
Console.WriteLine();
Console.Write("You chose not to feed !");
}
Console.WriteLine();
Console.Write("want to continue the game ? (Y(YES) N(NO))");
finalChoice = (char)Console.ReadKey(true).Key;
} while (finalChoice == 'Y' || finalChoice == 'y');
END_OF_PLAY:
Console.WriteLine();
Console.Write("===GAME OVER===");
Console.ReadKey();
}

Progress bar in console application

I'm writing a simple c# console app that uploads files to sftp server. However, the amount of files are large. I would like to display either percentage of files uploaded or just the number of files upload already from the total number of files to be upload.
First, I get all the files and the total number of files.
string[] filePath = Directory.GetFiles(path, "*");
totalCount = filePath.Length;
Then I loop through the file and upload them one by one in foreach loop.
foreach(string file in filePath)
{
string FileName = Path.GetFileName(file);
//copy the files
oSftp.Put(LocalDirectory + "/" + FileName, _ftpDirectory + "/" + FileName);
//Console.WriteLine("Uploading file..." + FileName);
drawTextProgressBar(0, totalCount);
}
In the foreach loop I have a progress bar which I have issues with. It doesn't display properly.
private static void drawTextProgressBar(int progress, int total)
{
//draw empty progress bar
Console.CursorLeft = 0;
Console.Write("["); //start
Console.CursorLeft = 32;
Console.Write("]"); //end
Console.CursorLeft = 1;
float onechunk = 30.0f / total;
//draw filled part
int position = 1;
for (int i = 0; i < onechunk * progress; i++)
{
Console.BackgroundColor = ConsoleColor.Gray;
Console.CursorLeft = position++;
Console.Write(" ");
}
//draw unfilled part
for (int i = position; i <= 31 ; i++)
{
Console.BackgroundColor = ConsoleColor.Green;
Console.CursorLeft = position++;
Console.Write(" ");
}
//draw totals
Console.CursorLeft = 35;
Console.BackgroundColor = ConsoleColor.Black;
Console.Write(progress.ToString() + " of " + total.ToString() + " "); //blanks at the end remove any excess
}
The output is just [ ] 0 out of 1943
What am I doing wrong here?
EDIT:
I'm trying to display the progress bar while I'm loading and exporting XML files. However, it's going through a loop. After it finishes the first round it goes to the second and so on.
string[] xmlFilePath = Directory.GetFiles(xmlFullpath, "*.xml");
Console.WriteLine("Loading XML files...");
foreach (string file in xmlFilePath)
{
for (int i = 0; i < xmlFilePath.Length; i++)
{
//ExportXml(file, styleSheet);
drawTextProgressBar(i, xmlCount);
count++;
}
}
It never leaves the for loop...Any suggestions?
I was also looking for a console progress bar. I didn't find one that did what I needed, so I decided to roll my own. Click here for the source code (MIT License).
Features:
Works with redirected output
If you redirect the output of a console application (e.g., Program.exe > myfile.txt), most implementations will crash with an exception. That's because Console.CursorLeft and Console.SetCursorPosition() don't support redirected output.
Implements IProgress<double>
This allows you to use the progress bar with async operations that report a progress in the range of [0..1].
Thread-safe
Fast
The Console class is notorious for its abysmal performance. Too many calls to it, and your application slows down. This class performs only 8 calls per second, no matter how often you report a progress update.
Use it like this:
Console.Write("Performing some task... ");
using (var progress = new ProgressBar()) {
for (int i = 0; i <= 100; i++) {
progress.Report((double) i / 100);
Thread.Sleep(20);
}
}
Console.WriteLine("Done.");
I know this is an old thread, and apologies for the self promotion, however I've recently written an open source console library available on nuget Goblinfactory.Konsole with threadsafe multiple progress bar support, that might help anyone new to this page needing one that doesnt block the main thread.
It's somewhat different to the answers above as it allows you to kick off the downloads and tasks in parallel and continue with other tasks;
cheers, hope this is helpful
A
var t1 = Task.Run(()=> {
var p = new ProgressBar("downloading music",10);
... do stuff
});
var t2 = Task.Run(()=> {
var p = new ProgressBar("downloading video",10);
... do stuff
});
var t3 = Task.Run(()=> {
var p = new ProgressBar("starting server",10);
... do stuff .. calling p.Refresh(n);
});
Task.WaitAll(new [] { t1,t2,t3 }, 20000);
Console.WriteLine("all done.");
gives you this type of output
The nuget package also includes utilities for writing to a windowed section of the console with full clipping and wrapping support, plus PrintAt and various other helpful classes.
I wrote the nuget package because I constantly ended up writing lots of common console routines whenever I wrote build and ops console scripts and utilities.
If I was downloading several files, I used to slowly Console.Write to the screen on each thread, and used to try various tricks to make reading the interleaved output on the screen easier to read, e.g. different colors or numbers. I eventually wrote the windowing library so that output from different threads could simply be printed to different windows, and it cut down a ton of boilerplate code in my utility scripts.
For example, this code,
var con = new Window(200,50);
con.WriteLine("starting client server demo");
var client = new Window(1, 4, 20, 20, ConsoleColor.Gray, ConsoleColor.DarkBlue, con);
var server = new Window(25, 4, 20, 20, con);
client.WriteLine("CLIENT");
client.WriteLine("------");
server.WriteLine("SERVER");
server.WriteLine("------");
client.WriteLine("<-- PUT some long text to show wrapping");
server.WriteLine(ConsoleColor.DarkYellow, "--> PUT some long text to show wrapping");
server.WriteLine(ConsoleColor.Red, "<-- 404|Not Found|some long text to show wrapping|");
client.WriteLine(ConsoleColor.Red, "--> 404|Not Found|some long text to show wrapping|");
con.WriteLine("starting names demo");
// let's open a window with a box around it by using Window.Open
var names = Window.Open(50, 4, 40, 10, "names");
TestData.MakeNames(40).OrderByDescending(n => n).ToList()
.ForEach(n => names.WriteLine(n));
con.WriteLine("starting numbers demo");
var numbers = Window.Open(50, 15, 40, 10, "numbers",
LineThickNess.Double,ConsoleColor.White,ConsoleColor.Blue);
Enumerable.Range(1,200).ToList()
.ForEach(i => numbers.WriteLine(i.ToString())); // shows scrolling
produces this
You can also create progress bars inside a window just as easily as writing to the windows. (mix and match).
You might want to try https://www.nuget.org/packages/ShellProgressBar/
I just stumbled upon this progress bar implementation - its cross platform, really easy to use, quite configurable and does what it should right out of the box.
Just sharing because i liked it a lot.
This line is your problem:
drawTextProgressBar(0, totalCount);
You're saying the progress is zero in every iteration, this should be incremented. Maybe use a for loop instead.
for (int i = 0; i < filePath.length; i++)
{
string FileName = Path.GetFileName(filePath[i]);
//copy the files
oSftp.Put(LocalDirectory + "/" + FileName, _ftpDirectory + "/" + FileName);
//Console.WriteLine("Uploading file..." + FileName);
drawTextProgressBar(i, totalCount);
}
I quite liked the original poster's progress bar, but found that it did not display progress correctly with certain progress/total item combinations. The following, for example, does not draw correctly, leaving an extra grey block at the end of the progress bar:
drawTextProgressBar(4114, 4114)
I re-did some of the drawing code to remove the unnecessary looping which fixed the above issue and also sped things up quite a bit:
public static void drawTextProgressBar(string stepDescription, int progress, int total)
{
int totalChunks = 30;
//draw empty progress bar
Console.CursorLeft = 0;
Console.Write("["); //start
Console.CursorLeft = totalChunks + 1;
Console.Write("]"); //end
Console.CursorLeft = 1;
double pctComplete = Convert.ToDouble(progress) / total;
int numChunksComplete = Convert.ToInt16(totalChunks * pctComplete);
//draw completed chunks
Console.BackgroundColor = ConsoleColor.Green;
Console.Write("".PadRight(numChunksComplete));
//draw incomplete chunks
Console.BackgroundColor = ConsoleColor.Gray;
Console.Write("".PadRight(totalChunks - numChunksComplete));
//draw totals
Console.CursorLeft = totalChunks + 5;
Console.BackgroundColor = ConsoleColor.Black;
string output = progress.ToString() + " of " + total.ToString();
Console.Write(output.PadRight(15) + stepDescription); //pad the output so when changing from 3 to 4 digits we avoid text shifting
}
I have copy pasted your ProgressBar method. Because your error was in the loop as the accepted answer mentioned. But the ProgressBar method has some syntax errors too. Here is the working version. Slightly modified.
private static void ProgressBar(int progress, int tot)
{
//draw empty progress bar
Console.CursorLeft = 0;
Console.Write("["); //start
Console.CursorLeft = 32;
Console.Write("]"); //end
Console.CursorLeft = 1;
float onechunk = 30.0f / tot;
//draw filled part
int position = 1;
for (int i = 0; i < onechunk * progress; i++)
{
Console.BackgroundColor = ConsoleColor.Green;
Console.CursorLeft = position++;
Console.Write(" ");
}
//draw unfilled part
for (int i = position; i <= 31; i++)
{
Console.BackgroundColor = ConsoleColor.Gray;
Console.CursorLeft = position++;
Console.Write(" ");
}
//draw totals
Console.CursorLeft = 35;
Console.BackgroundColor = ConsoleColor.Black;
Console.Write(progress.ToString() + " of " + tot.ToString() + " "); //blanks at the end remove any excess
}
Please note that #Daniel-wolf has a better approach: https://stackoverflow.com/a/31193455/169714
I've created this handy class that works with System.Reactive. I hope you find it lovely enough.
public class ConsoleDisplayUpdater : IDisposable
{
private readonly IDisposable progressUpdater;
public ConsoleDisplayUpdater(IObservable<double> progress)
{
progressUpdater = progress.Subscribe(DisplayProgress);
}
public int Width { get; set; } = 50;
private void DisplayProgress(double progress)
{
if (double.IsNaN(progress))
{
return;
}
var progressBarLenght = progress * Width;
System.Console.CursorLeft = 0;
System.Console.Write("[");
var bar = new string(Enumerable.Range(1, (int) progressBarLenght).Select(_ => '=').ToArray());
System.Console.Write(bar);
var label = $#"{progress:P0}";
System.Console.CursorLeft = (Width -label.Length) / 2;
System.Console.Write(label);
System.Console.CursorLeft = Width;
System.Console.Write("]");
}
public void Dispose()
{
progressUpdater?.Dispose();
}
}
Console Progress Bar in C# (Complete Code - Just copy and paste on your IDE)
class ConsoleUtility
{
const char _block = '■';
const string _back = "\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b\b";
const string _twirl = "-\\|/";
public static void WriteProgressBar(int percent, bool update = false)
{
if (update)
Console.Write(_back);
Console.Write("[");
var p = (int)((percent / 10f) + .5f);
for (var i = 0; i < 10; ++i)
{
if (i >= p)
Console.Write(' ');
else
Console.Write(_block);
}
Console.Write("] {0,3:##0}%", percent);
}
public static void WriteProgress(int progress, bool update = false)
{
if (update)
Console.Write("\b");
Console.Write(_twirl[progress % _twirl.Length]);
}
}
//This is how to call in your main method
static void Main(string[] args)
{
ConsoleUtility.WriteProgressBar(0);
for (var i = 0; i <= 100; ++i)
{
ConsoleUtility.WriteProgressBar(i, true);
Thread.Sleep(50);
}
Console.WriteLine();
ConsoleUtility.WriteProgress(0);
for (var i = 0; i <= 100; ++i)
{
ConsoleUtility.WriteProgress(i, true);
Thread.Sleep(50);
}
}
I just stumbled upon this thread looking for something else, and I thought I'd drop off my code that I put together that downloads a List of files using the DownloadProgressChanged. I find this super helpful so I not only see the progress, but the actual size as the file is coming through. Hope it helps someone!
public static bool DownloadFile(List<string> files, string host, string username, string password, string savePath)
{
try
{
//setup FTP client
foreach (string f in files)
{
FILENAME = f.Split('\\').Last();
wc.DownloadFileCompleted += new AsyncCompletedEventHandler(Completed);
wc.DownloadProgressChanged += new DownloadProgressChangedEventHandler(ProgressChanged);
wc.DownloadFileAsync(new Uri(host + f), savePath + f);
while (wc.IsBusy)
System.Threading.Thread.Sleep(1000);
Console.Write(" COMPLETED!");
Console.WriteLine();
}
}
catch (Exception ex)
{
Console.WriteLine(ex.ToString());
return false;
}
return true;
}
private static void ProgressChanged(object obj, System.Net.DownloadProgressChangedEventArgs e)
{
Console.Write("\r --> Downloading " + FILENAME +": " + string.Format("{0:n0}", e.BytesReceived / 1000) + " kb");
}
private static void Completed(object obj, AsyncCompletedEventArgs e)
{
}
Here's an example of the output:
Hope it helps someone!
I am still a little new to C# but I believe the below might help.
string[] xmlFilePath = Directory.GetFiles(xmlFullpath, "*.xml");
Console.WriteLine("Loading XML files...");
int count = 0;
foreach (string file in xmlFilePath)
{
//ExportXml(file, styleSheet);
drawTextProgressBar(count, xmlCount);
count++;
}
Based on all posts above, I did an improved version.
No jumping cursors. It's invisible now.
Improved performance (costs 1/5~1/10 time of the origin one).
Interface based. Easy to move to something else.
public class ConsoleProgressBar : IProgressBar
{
private const ConsoleColor ForeColor = ConsoleColor.Green;
private const ConsoleColor BkColor = ConsoleColor.Gray;
private const int DefaultWidthOfBar = 32;
private const int TextMarginLeft = 3;
private readonly int _total;
private readonly int _widthOfBar;
public ConsoleProgressBar(int total, int widthOfBar = DefaultWidthOfBar)
{
_total = total;
_widthOfBar = widthOfBar;
}
private bool _intited;
public void Init()
{
_lastPosition = 0;
//Draw empty progress bar
Console.CursorVisible = false;
Console.CursorLeft = 0;
Console.Write("["); //start
Console.CursorLeft = _widthOfBar;
Console.Write("]"); //end
Console.CursorLeft = 1;
//Draw background bar
for (var position = 1; position < _widthOfBar; position++) //Skip the first position which is "[".
{
Console.BackgroundColor = BkColor;
Console.CursorLeft = position;
Console.Write(" ");
}
}
public void ShowProgress(int currentCount)
{
if (!_intited)
{
Init();
_intited = true;
}
DrawTextProgressBar(currentCount);
}
private int _lastPosition;
public void DrawTextProgressBar(int currentCount)
{
//Draw current chunk.
var position = currentCount * _widthOfBar / _total;
if (position != _lastPosition)
{
_lastPosition = position;
Console.BackgroundColor = ForeColor;
Console.CursorLeft = position >= _widthOfBar ? _widthOfBar - 1 : position;
Console.Write(" ");
}
//Draw totals
Console.CursorLeft = _widthOfBar + TextMarginLeft;
Console.BackgroundColor = ConsoleColor.Black;
Console.Write(currentCount + " of " + _total + " "); //blanks at the end remove any excess
}
}
public interface IProgressBar
{
public void ShowProgress(int currentCount);
}
And some test code:
var total = 100;
IProgressBar progressBar = new ConsoleProgressBar(total);
for (var i = 0; i <= total; i++)
{
progressBar.ShowProgress(i);
Thread.Sleep(50);
}
Thread.Sleep(500);
Console.Clear();
total = 9999;
progressBar = new ConsoleProgressBar(total);
for (var i = 0; i <= total; i++)
{
progressBar.ShowProgress(i);
}

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