Stopping Objects Moving During Timer
Jun 8, 2010Why won't this code stop the object arrays? They keep moving, all of them. How can i stop them? Is there a way to stop them?
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Why won't this code stop the object arrays? They keep moving, all of them. How can i stop them? Is there a way to stop them?
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I have a timer on a page in ASP.NET.
After a certain period of time elapses, I want to disable the timer.
I want to put a static variable in the timers tick event that will track how many seconds have elapsed.
My question is, will this work?
If user X and Y are viewing the page will they both have separate local static variables?
What is the best method of shutting down an ASP.NET timer after a certain elapsed time?
Basically ive a picturebox which ive coded to move around the form, however I can move it off/under the form if i want to if i move it that far. I want it to stop on the edge of the four sides of the form if i move it that far. Basically I want to make sure that when moving the picturebox around, it never goes off the form and stops on the edge of the form if i move it that far.
I'm guessing it's to do with the position command but i cannot quite work it out.
I've been trying to create a timer that waits for another timer to finish with its coding and, when it's finished, executes a series of code before stopping itself.
This isn't the code for the actual program I wanted to implement this self-stopping timer in, but it's simple and has the exact same problem:
Public Class Form1
Private Synchro As New Timer()
Private Sub MeLoad() Handles Me.Load
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The idea here is that it's suppose to (using a timer) show the messagebox ONCE and ONLY once per button click. However, what seems to happen (despite the fact that I have 4 ways of trying to tell it to stop) is that the program creates multiple messageboxes until there are a total of about 49 messageboxes on the screen at the same time. I don't know if I'm using the wrong event (unlikely as Tick seems to be the only timer event) or there's a way of stopping the timer that I don't know.
I'm trying to figure out the code for the timer that would allow me to stop the timer after X number of runs through the code. Here's what I have so far:
im tmr_cnt As Integer
tmr_cnt = tmr_cnt + 1
If CInt(boxAns.Text) = CInt(lblnum1.Text) / CInt(lblnum2.Text) Then
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currently I have a timer that starts when a user hovers over a button, how can i make the timer stop when the user stops hovering over the button?
View 4 RepliesI'm new to VB and relatively fresh in programming in general. I'm trying to write code to make a label flash red. The method involves using a timer. Problem is, it flashes, but I can't figure out how to make it stop. xD Here's my
Private Sub SeleneExplainsToolStripMenuItem_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles SeleneExplainsToolStripMenuItem.Click
lblNumbers.ForeColor = Color.Red
Timer1.Enabled = True
AddHandler Timer1.Tick, AddressOf OnTimerEvent
End Sub
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I have a background worker which runs, at the start it stops a timer which has it's interval set to 500ms, at the end of the bgworker sub it starts it again. I've debugged and found out that the line that starts the timer up again (tTimer.Enabled=True) runs. However the timer does not resume. I'm don't know, but I'm thinking perhaps because I'm stopping and starting it on another thread it's not resuming properly or the sub it was attached to (via AddHandler) has been reset or something so it's running but not running the code in the sub it was attached to. If I never stop the timer in the code, it continues to run just fine, but I need it to stop at the start.
View 2 RepliesBasically I am trying to get my timer to stop when it reaches a randomly generated number.
I have dimmed num2 as integer (num2 is timer)
I have dimmed num3 as integer (num 3 is random number)
I have done num3 = randNum.Next (0, 8)
My timer is working perfectly and counts from 0 -8. My randomly generated number works too, so how do i get the timer to stop when it reaches the random num?
I have tried;
if num2 = num3 then
timer1.enabled = false
But that didn't work
Alright, so I'm still working on the slot machine. I have three timers all independently going for my three "wheels" of the slot machine.
My issue, is that I'm trying to make a Stop button to stop each timer one at a time, and I'm not understanding why this code isn't working. The logic completely makes sense, and the first "wheel" stops when I click the button, however, it doesnt appear to stop the other two timers.
CODE:
I have the mission to make a small game for a school project. Pictures boxes, moved by a timer for walking enemies.If there are around 5 or 6 moving picture boxes at the form, my application get troubles and lags.After I kill some enemies (remove them from the Controls Collection of the Form/Panel) It come back smooth.I think the loop of the enemy movement is too complicated but I don't know how to make that simpler.
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I want my picture1 to move automatic to the new location, once reach new location, picture1 disappear then my picture2 appear and start moving to new location automatic. This code did not make my picture move automatic and i need to keep clicking then the picture will move. And my picture1 will disappear before it reach the destination, then my picture2 appear.
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I have a program where if a label box touches a picture box then the game ends. What I want to be able to do is have it so that various pictureboxes appear all along the bottom of the forum then move to the top. I know how to get the pictureboxes moving and I am somewhat familiar to random scripts the only thing I am not sure how to do is create the picture boxes just along the bottom of the forum.
View 18 RepliesI'm designing a new application, but have two big problems.I wanna put an image in my form, and have the possibility to drag them.For example, I put an image with 100*100 but my imageviewe ronly have 50*50 So, I wanna drag the image around the imageviewer.
How can I do this?The other problem is:In the image I wanna design some squares, with the possibility to drag them to.Drag the squares it's working fine.But, the problem is, when drag the image, I wanna the squares "follow" the imagem and keep thei position in the image.If it was confuse, I try upload an explanation image.
How do you move objects in run-time?
View 1 RepliesI need to get pictures of objects that move on conveyor band while they are passing by the hires camera. I know that algorithm sould check alpha channels to understand when object (medicine box) is roughly at the middle of frame and then get picture. but the problem is while object moves this algorithm must only get one photo and before one object leaves the scene, other object can appear at the other side of frame. so that makes everything complex. more basically I should get every medicine box's picture while they are on the move.
View 1 RepliesIn re-engineering a windows forms application, I find that a lot of code-behind in the various form classes is duplicative and I'm trying to centralize as many procedures as possible into a base class which can be inherited and used by the subclassed forms.
This process seems to be going well and is making the code in my subclasses much simpler and hopefully easier to maintain, but I'm not sure where to draw the line between leaving code in the subclasses and engineering for generic resusability and moving it to the base class.
Specifically, in some subclasses I have code which manipulates variables and objects specific to the subclass, and although I could move the code-behind into the base class, the base class code references specific objects which are needed to compile. For example, each subclass manipulates a databound datagridview and form detail controls which allows the user to select between multi-record and detailed single-record views of a datatable.
In Visual Basic 2008 do I need to declare dummy data objects in the base class so that the base class will compile? Or is there a way to indicate that the data objects will be provided by the subclass?
I'm attempting to make a very simple game where the player clicks a button, a label is spawned, travels across the screen, and the player tries to "shoot" the label by clicking on it. So far, I can make the labels spawn and move, but whenever I spawn a new label, the previous one stops moving. Also, I can't figure out how to remove an object from the form by clicking on it. Here is my current code:
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Edit: I'm currently expanding the game to include more enemies and features.
I have this:
Private m_PerformanceCounter As New _
System.Diagnostics.PerformanceCounter( _
"Processor", "% Processor Time", "_Total")
[code]......
What I need to do to make this code work for hours as well?[code]...
View 6 RepliesI need an accurate timer to interface a Windows application to a piece of lab equipment.I used System.Timers.Timer() to create a timer that ticks every 10 msec, but this clock runs slow. For example 1000 ticks with an interval of 10 msec should take 10 wall-clock seconds, but it actually takes more like 20 wall-clock sec (on my PC). I am guessing this is because System.Timers.Timer() is an interval timer that is reset every time it elapses. Since it will always take some time between when the timer elapses and when it is reset (to another 10msec) the clock will run slow. This probably fine if the interval is large (seconds or minutes) but unacceptable for very short intervals.Is there a function on Windows that will trigger a procedure every time the system clock crosses a 10 msec (or whatever) boundary?
UPDATE: System.Timers.Timer() is extremely inaccurate for small intervals.I wrote a simple program that counted 10 seconds several ways:
Interval=1, Count=10000, Run time = 160 sec, msec per interval=16
Interval=10, Count=1000, Run time = 16 sec, msec per interval=15
Interval=100, Count=100, Run time = 11 sec, msec per interval=110
Interval=1000, Count=10, Run time = 10 sec, msec per interval=1000
It seems like System.Timers.Timer() cannot tick faster that about 15 msec, regardless of the interval setting.Note that none of these tests seemed to use any measurable CPU time, so the limit is not the CPU, just a .net limitation (bug?)For now I think I can live with an inaccurate timer that triggers a routine every 15 msec or so and the routine gets an accurate system time. Kinda strange, but...I also found a shareware product ZylTimer.NET that claims to be a much more accurate .net timer (resolution of 1-2 msec). This may be what I need. If there is one product there are likely others.
I have a windows application that need to process som quite time consuming jobs. In my first try i did all processing under
the form thread. The result was bad response and update of the form due to the heavy jobs.To get around the problem with bad response from the form i created a new class "processing" where i put all the data processing. Then i instanciated a background worker where i in the "doWork" sub created a new instance of "processing".The "processing" class creates a timer from system.timer, and the timer drives the processing.On the Timer event Elapsed the timer starts a new thread from the thread pool.
My problem is now when i want to asynchronously close the background worker (with the corresponding function call what ever it is called ...) there is still a timer thread out there that causes exceptions for me.
1. How can i close my background worker and at the same time have the timer to be stopped?
2. Is there a way to synchronize the timer event so that the timer executes from the background worker thread?
3. Is there a better approach for me to adapt?
I want to create an array of timer in vb.net. My problem is that how will i raise the tick event for a particular timer, say mytimer(x).tick and inside the tick event there is also a button, say mybutton(x) which changes location every interval. for example:
public class blah
dim mybuttons(20) as button
dim mytimer(20) as timer
private sub form_load(....) handles me.load
for x as integer = 0 to 20
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i dont know what to do next, all i want is to pass the button mybuttons(x) to mytimer(x) tick event, in which their index number are the same. i want to create one timer per button. how to do that? please help me and post example codes. i've researched the net but i cant understand passing variables, addhandlers, etc. i'm just new to programming object oriented.
How can I incorporate the timer so once a page loads the timer activates, waits a few seconds then I tell my program what to do next.I tried this code but it didnt work:
Timer1.Interval = 5000
Timer1.Enabled = True
Timer1.Start()
[code]....
make objects from the ToolBox using code instead of changing existing objects invisible then visible later?
View 7 RepliesI am getting this error, Not sure why it is happening "Error The SqlParameterCollection only accepts non-null SqlParameter type objects, not Int32 objects."I have tried with all sorts of possibilties, now try to enter default data as dummy data,
Using connection As New SqlConnection
connection.ConnectionString = ConfigurationManager.ConnectionStrings("DentalDeviceConnectionString").ConnectionString
connection.Open()[code].....
I have a program like this.
Module Module1
Public Class Mstr
Public Property Prop1 As String
Public Property Prop2 As String[code]....
But it is not working as I expect it to. You can see it from.The DtlsB properties of all three DtlsA objects are having values from last iteration.
I want to let the user input objects to a richtextbox 1 object on each line, and somehow use Random.Next to select pseudorandomly a few objects, the number 'few' inputted in a textbox.
View 9 RepliesPrivate Sub Button1_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button1.Click
Using conn As New SqlConnection("Database=Clinic_Management_System;Data Source=.SQLExpress;Integrated Security=True;AttachDBFilename=|DataDirectory|Clinic Management System.mdf")
Dim cmdRecord As SqlCommand
[code]....
I have a user control that inherits the FW ListView and I need to dispose of two objects when the form's disposing of it's objects. Here's what I've concluded already, am I on the right track?
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