I'm totally new to Events and delegates in C#.
I want to handle a data read event in one class (ex. program) and port reading is done in another class(ex. transfer).
I know how to do it with delegates alone,but don't know how to do it in events.
Could you give me a simple sample. Thanks.
look at this example
public class TimerManager : INotifyPropertyChanged
{
private readonly DispatcherTimer dispatcherTimer;
private TimeSpan durationTimeSpan;
private string durationTime = "00:00:00";
private DateTime startTime;
private bool isStopped = true;
readonly TimeSpan timeInterval = new TimeSpan(0, 0, 1);
public event EventHandler Stopped;
public TimerManager()
{
durationTimeSpan = new TimeSpan(0, 0, 0);
durationTime = durationTimeSpan.ToString();
dispatcherTimer = new DispatcherTimer();
dispatcherTimer.Tick += DispatcherTimerTick;
dispatcherTimer.Interval = timeInterval;
dispatcherTimer.IsEnabled = false;
DefaultStopTime = new TimeSpan(17, 30, 0);
}
public TimerManager(TimeSpan defaultStopTime)
: this()
{
DefaultStopTime = defaultStopTime;
}
#region Properties
public TimeSpan ElapsedTime
{
get { return durationTimeSpan; }
}
public string DurationTime
{
get { return durationTime; }
set
{
durationTime = value;
OnPropertyChanged("DurationTime");
}
}
public DateTime StartTime
{
get { return startTime; }
}
public bool IsTimerStopped
{
get
{
return isStopped;
}
set
{
isStopped = value;
OnPropertyChanged("IsTimerStopped");
}
}
public TimeSpan DefaultStopTime { get; set; }
#endregion
#region Start Stop Timer
public void StartTimer()
{
dispatcherTimer.Start();
durationTimeSpan = new TimeSpan(0,0,0);
startTime = DateTime.Now;
IsTimerStopped = false;
}
public void StopTimer()
{
dispatcherTimer.Stop();
IsTimerStopped = true;
if (Stopped != null)
{
Stopped(this, new EventArgs());
}
}
#endregion
public void DispatcherTimerTick(object sender, EventArgs e)
{
// durationTimeSpan = DateTime.Now - startTime;
durationTimeSpan = durationTimeSpan.Add(timeInterval);
DurationTime = string.Format("{0:d2}:{1:d2}:{2:d2}", durationTimeSpan.Hours, durationTimeSpan.Minutes,
durationTimeSpan.Seconds);
if (DateTime.Now.TimeOfDay >= DefaultStopTime)
{
StopTimer();
}
}
}
in this class we have the Timer Stopped event
public event EventHandler Stopped;
in the Method we call the event handler if it is not null
public void StopTimer()
{
dispatcherTimer.Stop();
IsTimerStopped = true;
if (Stopped != null)
{
//call event handler
Stopped(this, new EventArgs());
}
}
for use this class and timer stop event look at the code
var timer = new TimerManager();
timer.Stopped += TimerStopped;
void TimerStopped(object sender, EventArgs e)
{
// do you code
}
If I nright understood what you're asking for, you can do something like this:
public class MyClass
{
...
public void delegate MuCustomeEventDelegate( ...params...);
public event MuCustomeEventDelegate MuCustomeEvent;
...
}
Related
Please go through the following code which is an oversimplification of the code I have.
I need to know how once the timer is elapsed, how to return control to the main user control class, preferably to the same case within the switch statement.
public partial class ucClass : UserControl
{
int A;
Label labelTimer = new Label();
sec secObj = new sec();
public execute()
{
switch(A)
{
case 1:
secObj.initiate(labelTimer, 10);
break:
case 2:
......
}
}
}
class sec
{
public System.Windows.Forms.Timer timer;
private Label labelTimer = new Label();
private int expectedCount = 0;
private int actualCount = 0;
public void initiate(Label labelTimer, int count)
{
this.expectedCount = count;
this.labelTimer = labelTimer;
this.timer.Interval = 1000;
startTimer();
}
private void startTimer()
{
this.timer.Start();
this.timer.Tick += this.timerElapsed;
}
private void timerElapsed(object sender, EventArgs e)
{
this.timer.Dispose();
if(expectedCount > actualCount)
{
this.actualCount += 1;
this.labelTimer.Text = this.actualCount.ToString();
this.startTimer();
}
else
{
//this is where I need to notify the main class that timer has expired and go to case 2
}
}
}
You can achieve the behavior that you want with events:
public partial class ucClass : UserControl
{
int A;
Label labelTimer = new Label();
sec secObj = new sec();
public ucClass()
{
// Listen to event from timer
secObj.TimerExpired += (sender, args) =>
{
A = args.Count;
execute();
};
}
public void execute()
{
switch(A)
{
case 1:
secObj.initiate(labelTimer, 10);
break:
case 2:
......
}
}
}
class sec
{
public System.Windows.Forms.Timer timer;
public event EventHandler<TimerExpiredEventArgs> TimerExpired;
private Label labelTimer = new Label();
private int expectedCount = 0;
private int actualCount = 0;
public void initiate(Label labelTimer, int count)
{
this.expectedCount = count;
this.labelTimer = labelTimer;
this.timer.Interval = 1000;
startTimer();
}
private void startTimer()
{
this.timer.Start();
this.timer.Tick += this.timerElapsed;
}
private void timerElapsed(object sender, EventArgs e)
{
this.timer.Dispose();
if(expectedCount > actualCount)
{
this.actualCount += 1;
this.labelTimer.Text = this.actualCount.ToString();
this.startTimer();
}
else
{
// Send event with count
TimerExpired?.Invoke(this, new TimerExpiredEventArgs
{
Count = actualCount
});
}
}
}
public class TimerExpiredEventArgs
{
public int Count { get; set; }
}
I would recommend looking into the following;
The MVVM pattern
This will allow you to seperate the UI logic (passing around labels etc) and the control logic (timers etc).
Reactive Extensions (https://github.com/dotnet/reactive)
This would allow for a very simple timer:
Observable
.Interval(TimeSpan.FromSeconds(1))
.Subscribe(count => {
labelTimer.Text = count.ToString();
if (count > actualCount) {
A = args.Count;
execute();
}
});
I'm creating an Windowns phone 8 app(c#), its a countdown interval timer, so there is prepare time(10 sec), work time(20 sec), rest time(10 sec). I have these variables
`TimeSpan prepInterval = new TimeSpan(0, 0, 0, 10);
TimeSpan workInterval = new TimeSpan(0, 0, 0, 20);
TimeSpan restInterval = new TimeSpan(0, 0, 0, 10);`
I can't wrap my head around having them implementing them one after another when they hit 0. So when prepare time is done, the work timer is to start and when thats finised, the rest timer is to start.
If you would like to have some more broken down logic in all of this, maybe you can create some classes based on a simple interface, like the following:
interface ITimerAction
{
int Seconds { get; set; }
bool Started { get; }
bool Completed { get; }
void OnStart();
void OnComplete();
}
interface ITimerActionList
{
void Add(ITimerAction action);
void Work();
event EventHandler OnCompletedEvent;
}
This would then allow you to create an abstract TimerAction class, and TimerActionList
abstract class TimerAction : ITimerAction
{
public virtual int Seconds
{
get;
set;
}
public virtual bool Completed
{
get;
protected set;
}
public virtual bool Started
{
get;
protected set;
}
public abstract void OnStart();
public abstract void OnComplete();
}
class TimerActionList : ITimerActionList
{
public event EventHandler OnCompletedEvent;
private readonly IList<ITimerAction> actions = new List<ITimerAction>();
private bool working = false;
private Thread myThread;
public void Add(ITimerAction action)
{
if (working)
{
throw new InvalidOperationException("Cannot add new timers when work is already in progress");
}
actions.Add(action);
}
protected virtual void DoWork()
{
working = true;
int currentStep = 0, maxSteps = actions.Count;
while (currentStep < maxSteps)
{
ITimerAction action = actions[currentStep];
if (!action.Started)
{
action.OnStart();
}
if (action.Completed)
{
currentStep++;
continue;
}
if (action.Seconds == 0)
{
action.OnComplete();
continue;
}
action.Seconds--;
Thread.Sleep(1000);
}
Completed();
}
public void Work()
{
if (working)
{
throw new InvalidOperationException("Already running!");
}
working = true;
myThread = new Thread(DoWork);
myThread.Start();
}
protected virtual void Completed()
{
myThread = null;
working = false;
actions.Clear();
var local = OnCompletedEvent;
if (local != null)
{
local.Invoke(this, EventArgs.Empty);
}
}
}
You could then write the classes that inherit from the TimerAction class, that could handle an action before and after the timer ran through :)
class PrepareTimer : TimerAction
{
public override void OnStart()
{
Console.WriteLine("Preparing");
Started = true;
}
public override void OnComplete()
{
Console.WriteLine("Prepare ready");
Completed = true;
}
}
class WorkTimer : TimerAction
{
public override void OnStart()
{
Console.WriteLine("Working");
Started = true;
}
public override void OnComplete()
{
Console.WriteLine("Work ready");
Completed = true;
}
}
class CoolDownTimer : TimerAction
{
public override void OnStart()
{
Console.WriteLine("Cooling down");
Started = true;
}
public override void OnComplete()
{
Console.WriteLine("Cooldown ready");
Completed = true;
}
}
And then you could test the code as such
static void Main(string[] args)
{
bool done = false;
ITimerActionList mylist = new TimerActionList();
mylist.Add(new PrepareTimer { Seconds = 1 });
mylist.Add(new WorkTimer { Seconds = 2 });
mylist.Add(new CoolDownTimer { Seconds = 1 });
mylist.OnCompletedEvent += (sender, e) =>
{
done = true;
};
mylist.Work();
while (!done)
{
// timer is running
}
Console.WriteLine("Done!");
}
(Console program, but i guess that also goes to demonstrate?)
Here's an example based on deathismyfriend's and Hans Passant's suggestions:
var start = new DateTime();
var stage = 0;
var timer = new System.Timers.Timer(100);
timer.Elapsed += (s, e) =>
{
var elapsed = DateTime.Now - start;
int duration = stage == 1 ? 20 : 10;
if (elapsed.TotalSeconds > duration)
{
start = DateTime.Now;
stage++;
if (stage > 2)
timer.Stop();
}
};
start = DateTime.Now;
stage = 0;
timer.Start();
I am trying to wrap my head around threading in C# but I am having difficulty implementing this behavior.
I need a simple yes/no dialog that returns DialogResult.No when 30 seconds are passed.
What I've got so far is this:
Thread th = new Thread(() =>
{
try
{
result = message.ShowDialog();
}
catch (Exception)
{
}
});
th.Start();
Thread.Sleep(30000);
th.Abort();
When I select Yes or No on the dialog it still waits out the 30 seconds, I need the thread to stop when response is received.
This is probably a no brainer but I'm relatively new to C# and could really use some help on this.
You could use a Timer when you initialize your Form.
When the timer expired, you close your Form.
Timer time1 = new Timer();
time1.Elapsed += new ElapsedEventHandler(OnTimedEvent);
time1.Interval = 30000; // 30 secs
...
time1.Enabled = true; // Start the timer
message.ShowDialog();
private void OnTimedEvent(object source, ElapsedEventArgs e)
{
// Close your Form
message.Close();
// Maybe you could set a variable, that indicates you, that the timer timed out
}
You have to overwrite ShowDialog() and ShowDialog(owner). When your show dialog will be called you start a timer and forward to the base.ShowDialog(). When the timer raises the tick event simply call Close().
Here an example implementation:
public partial class FormTimed : Form
{
private String _OriginalText;
private DateTime _StartTime;
private Timer _Timer;
public FormTimed()
{
InitializeComponent();
InitializeTimer();
Duration = TimeSpan.FromSeconds(10);
}
[DefaultValue(typeof(TimeSpan), "00:00:10")]
public TimeSpan Duration { get; set; }
public override string Text
{
get
{
return _OriginalText;
}
set
{
_OriginalText = value;
base.Text = value;
}
}
public void DisableTimer()
{
_Timer.Stop();
base.Text = _OriginalText;
}
public void ResetTimer()
{
_StartTime = DateTime.UtcNow;
_Timer.Start();
}
public new DialogResult ShowDialog()
{
StartTimer();
return base.ShowDialog();
}
public new DialogResult ShowDialog(IWin32Window owner)
{
StartTimer();
return base.ShowDialog(owner);
}
private void InitializeTimer()
{
_Timer = new Timer();
_Timer.Interval = 100;
_Timer.Tick += OnTimerTick;
}
private void OnTimerTick(object sender, EventArgs e)
{
var finishTime = _StartTime + Duration;
var remainingDuration = finishTime - DateTime.UtcNow;
if (remainingDuration < TimeSpan.Zero)
{
Close();
}
base.Text = _OriginalText + " (" + (int)remainingDuration.TotalSeconds + ")";
}
private void StartTimer()
{
_StartTime = DateTime.UtcNow;
_Timer.Start();
}
}
I am trying to create an event that executes a function when a certain amount of time has changed. The timer is done by another code, it's supposed to call Plus(1), but will that change all timers (if I create multiple)? And this code is not actually working.
namespace #event
{
class Program
{
static void Main(string[] args)
{
Tick tijd = new Tick();
tijd.interval = 10;
tijd.TijdVeranderd += new EventHandler(Uitvoeren);
dynamic func = new Tick();
for (int i = 0; i < 100; i++)
{
func.Plus(1);
}
Console.ReadLine();
}
static void Uitvoeren(object sender, EventArgs e)
{
Console.WriteLine("Uitgevoerd!");
}
}
public class Tick
{
public event EventHandler TijdVeranderd;
public int interval;
private int tijd;
public void Plus(int i)
{
tijd += 1;
}
public int Verander
{
get { return this.tijd; }
set
{
this.tijd = value;
if (tijd == interval)
{
if (this.TijdVeranderd != null)
this.TijdVeranderd(this, new EventArgs());
tijd = 0;
}
}
}
public Tick() { }
}
}
EDIT: I don't want to use the .net timer, I want to create my own.
Just use .net timer like this:
System.Timers.Timer aTimer = new System.Timers.Timer();
aTimer.Elapsed += new System.Timers.ElapsedEventHandler(aTimer_Elapsed);
aTimer.Interval = 1000; //here you can set your interval
aTimer.Start();
Here you can catch the event and call other method:
void aTimer_Elapsed(object sender, System.Timers.ElapsedEventArgs e)
{
//TODO: call your method like "Plus"
}
There seem to be a couple of errors in your code:
First of all, in Main, you are calling Plus() on a different instance of Tick than the one that you configured. Try using tijd.Plus(1) instead of func.Plus(1).
Also, in the implementation of Plus, when you increment the private variable tijd, the code associated with the property Verander does not get executed, so no events ever fire. To quickly fix, increment Verander instead of tijd.
namespace #event
{
class Program
{
static void Main(string[] args)
{
Tick tijd = new Tick();
tijd.interval = 10;
tijd.TijdVeranderd += new EventHandler(Uitvoeren);
for (int i = 0; i < 100; i++)
{
tijd.Plus(1);
}
Console.ReadLine();
}
static void Uitvoeren(object sender, EventArgs e)
{
Console.WriteLine("Uitgevoerd!");
}
}
public class Tick
{
public event EventHandler TijdVeranderd;
public int interval;
private int tijd;
public void Plus(int i)
{
Verander += 1;
}
public int Verander
{
get { return this.tijd; }
set
{
this.tijd = value;
if (tijd == interval)
{
if (this.TijdVeranderd != null)
this.TijdVeranderd(this, new EventArgs());
tijd = 0;
}
}
}
public Tick() { }
}
}
You can try with this code
private static System.Timers.Timer aTimer;
public static void Main()
{
// Create a timer with a ten second interval.
aTimer = new System.Timers.Timer(10000);
// Hook up the Elapsed event for the timer.
aTimer.Elapsed += new ElapsedEventHandler(OnTimedEvent);
// Set the Interval to 2 seconds (2000 milliseconds).
aTimer.Interval = 2000;
aTimer.Enabled = true;
Console.WriteLine("Press the Enter key to exit the program.");
Console.ReadLine();
// If the timer is declared in a long-running method, use
// KeepAlive to prevent garbage collection from occurring
// before the method ends.
//GC.KeepAlive(aTimer);
}
// Specify what you want to happen when the Elapsed event is
// raised.
private static void OnTimedEvent(object source, ElapsedEventArgs e)
{
Console.WriteLine("The Elapsed event was raised at {0}", e.SignalTime);
}
I don't know why you wouldn't use a system timer, but here's an [untested] implementation of a timer that should do the trick:
class MyCrudeTimer : IDisposable
{
public event EventHandler Alarm ;
public TimeSpan Duration { get ; private set ; }
public bool AutomaticallyReset { get ; private set ; }
public bool IsRunning { get ; private set ; }
private Thread timerThread ;
private ManualResetEvent start ;
private void TimerCore()
{
try
{
while ( start.WaitOne() )
{
System.Threading.Thread.Sleep( Duration ) ;
Alarm( this , new EventArgs() ) ;
}
}
catch ( ThreadAbortException )
{
}
catch ( ThreadInterruptedException )
{
}
return ;
}
public MyCrudeTimer( TimeSpan duration , bool autoReset )
{
if ( duration <= TimeSpan.Zero ) throw new ArgumentOutOfRangeException("duration must be positive","duration") ;
this.Duration = duration ;
this.AutomaticallyReset = autoReset ;
this.start = new ManualResetEvent(false) ;
this.timerThread = new Thread( TimerCore ) ;
this.timerThread.Start() ;
return ;
}
public void Start()
{
if ( IsRunning ) throw new InvalidOperationException() ;
IsRunning = true ;
start.Set() ;
return ;
}
public void Stop()
{
if ( !IsRunning ) throw new InvalidOperationException() ;
IsRunning = false ;
start.Reset() ;
return ;
}
public void Dispose()
{
try
{
if ( this.timerThread != null )
{
this.timerThread.Abort() ;
this.timerThread = null ;
}
}
catch
{
}
return ;
}
}
Per a client's request I have written a communication class that inherits from webclient. They want to be able to "Pass in a custom windows form as a progress bar" rather than that I created an interface that implements 3 properties. Anyway the problem I am having is the app starts and i click the start button so to speak and the first time i do this the ui thread is frozen, after a few seconds it unfreezes and the progress bar and data begin coming down.
After this initial freeze though , any subsequent presses of the start button work perfectly and do not block the thread any ideas?
Here are the relevant pieces of code from form 1
private void btnSubmit_Click(object sender, EventArgs e)
{
txtResponse.Text = "";
progressForm = new ProgressFormTest();
myCommunication = new CommunicationClient(progressForm);
myCommunication.DownloadStringCompleted += new DownloadStringCompletedEventHandler(wc_RequestComplete);
// myCommunication.DownloadProgressChanged += new DownloadProgressChangedEventHandler(wc_DownloadProgressChanged);
myCommunication.Timeout += new EventHandler(wc_TimeOut);
myCommunication.Cancelled += new EventHandler(myCommunication_Cancelled);
progressForm.Show();
myCommunication.TimeoutValue = (int)numConnectionTimeout.Value * 1000;
myCommunication.DownloadStringAsync(new Uri(txtUrl.Text));
}
Here is the communication class
public class CommunicationClient:WebClient
{
private int step = 1000;
private long bytesReceived;
private long bytesSent;
private Status status;
private System.Timers.Timer _timer;
private IProgress myProgressForm;
/// <summary>
/// Sets the timeout value in milliseconds
/// </summary>
public int TimeoutValue { get; set; }
public int TimeElapsed { get; set; }
public long BytesReceived
{
get
{
return bytesReceived;
}
}
public long BytesSent
{
get
{
return bytesSent;
}
}
public event EventHandler Timeout;
public event EventHandler Cancelled;
public CommunicationClient(IProgress progressForm)
{
myProgressForm = progressForm;
_timer = new System.Timers.Timer(step);
_timer.Elapsed += new ElapsedEventHandler(timer_Elapsed);
}
protected override void OnDownloadStringCompleted(DownloadStringCompletedEventArgs e)
{
_timer.Stop();
if (status == Status.Completed)
{
myProgressForm.PercentComplete = 100;
base.OnDownloadStringCompleted(e);
}
}
protected override void OnDownloadProgressChanged(DownloadProgressChangedEventArgs e)
{
bytesReceived = e.BytesReceived;
myProgressForm.BytesReceived = bytesReceived;
if (e.TotalBytesToReceive == -1)
myProgressForm.PercentComplete = calculateFakePercentage();
else
myProgressForm.PercentComplete = e.ProgressPercentage;
base.OnDownloadProgressChanged(e);
}
protected virtual void OnTimeout(EventArgs e)
{
if (Timeout != null)
{
CancelAsync();
this.Dispose();
Timeout(this, e);
}
}
protected virtual void OnCancelled(EventArgs e)
{
if (Cancelled != null)
{
this.Dispose();
Cancelled(this, e);
}
}
/// <summary>
/// Cancels a pending asynchronous operation and raises the Cancelled Event
/// </summary>
/// <param name="Event">Set to true to raise the event</param>
public void CancelAsync(bool Event)
{
CancelAsync();
if (Event)
{
status = Status.Cancelled;
OnCancelled(new EventArgs());
}
}
private void initialize()
{
status = Status.Completed;
TimeElapsed = 0;
_timer.Start();
}
new public void DownloadStringAsync(Uri url)
{
initialize();
base.DownloadStringAsync(url);
}
private void timer_Elapsed(object sender, ElapsedEventArgs e)
{
TimeElapsed += step;
if (TimeElapsed >= TimeoutValue)
{
_timer.Stop();
status = Status.Timeout;
OnTimeout(e);
}
}
//used when the website in question doesnt provide the content length
private int calculateFakePercentage()
{
return (int)bytesReceived * 100 / 60000 ;
}
}
And here is the simple Interface IProgressForm
public interface IProgress
{
int PercentComplete
{
get;
set;
}
long BytesReceived
{
get;
set;
}
long BytesSent
{
get;
set;
}
}
Fixed it , I set the Proxy property from the webclient class to null and that seemed to fix it