bas
bas

Reputation: 14912

High resolution timer in C#

Is there a high resolution timer that raises an event each time the timer elapses, just like the System.Timer class? I need a high resolution timer to Elapse every ms.

I keep running into posts that explain that the Stopwatch can measure high resolutions, but I don't want to measure time, I want to create an interval of 1 ms.

Is there something in .NET or am I going to write my own high res timer?

Upvotes: 21

Views: 29784

Answers (6)

Joel Coehoorn
Joel Coehoorn

Reputation: 415665

Windows does provide a high resolution clock, and there are several ways to wrap that for a timer. But you have to be careful, because it's so easy to get this wrong even when using the right clock source. The problem is this statement:

high resolution timer that raises an event each time the timer elapses

(Emphasis mine)

Event handling is based on a message loop/pump process that does not guarantee immediate execution.

So you may find a high resolution option, but if it's based on Windows events, the message pump can break things. Worse, it might seem to work in testing, and not exhibit delays until the system is under load such that events need to be queued or batched.

Unfortunately, NONE of the answers to this question actually address that issue. The currently accepted answer comes closest by pointing out the Multimedia Timer API, but as soon as you wrap that in class that raises events you re-introduce the delayed event event issue. Instead, this will require a complete re-thinking of the approach.

Upvotes: 0

user15719632
user15719632

Reputation:

Precision-Timer.NET

https://github.com/HypsyNZ/Precision-Timer.NET https://www.nuget.org/packages/PrecisionTimer.NET/

A High Precision .NET timer that doesn't kill your CPU or get Garbage Collected.

Its designed to be as easy to use as any other .NET timer.

Upvotes: 1

datchung
datchung

Reputation: 4622

I couldn't get Mike's solution to work and created a basic wrapper around Windows multi media timer based on this codeproject article https://www.codeproject.com/Articles/17474/Timer-surprises-and-how-to-avoid-them

public class WinMMWrapper
{
    [DllImport("WinMM.dll", SetLastError = true)]
    public static extern uint timeSetEvent(int msDelay, int msResolution,
        TimerEventHandler handler, ref int userCtx, int eventType);

    public delegate void TimerEventHandler(uint id, uint msg, ref int userCtx,
        int rsv1, int rsv2);

    public enum TimerEventType
    {
        OneTime = 0,
        Repeating = 1
    }

    private readonly Action _elapsedAction;
    private readonly int _elapsedMs;
    private readonly int _resolutionMs;
    private readonly TimerEventType _timerEventType;
    private readonly TimerEventHandler _timerEventHandler;

    public WinMMWrapper(int elapsedMs, int resolutionMs, TimerEventType timerEventType, Action elapsedAction)
    {
        _elapsedMs = elapsedMs;
        _resolutionMs = resolutionMs;
        _timerEventType = timerEventType;
        _elapsedAction = elapsedAction;
        _timerEventHandler = TickHandler;
    }

    public uint StartElapsedTimer()
    {
        var myData = 1; //dummy data
        return timeSetEvent(_elapsedMs, _resolutionMs / 10, _timerEventHandler, ref myData, (int)_timerEventType);
    }

    private void TickHandler(uint id, uint msg, ref int userctx, int rsv1, int rsv2)
    {
        _elapsedAction();
    }
}

Here's an example how to use it

class Program
{
    static void Main(string[] args)
    {
        var timer = new WinMMWrapper(100, 25, WinMMWrapper.TimerEventType.Repeating, () =>
        {
            Console.WriteLine($"Timer elapsed {DateTime.UtcNow:o}");
        });

        timer.StartElapsedTimer();

        Console.ReadKey();
    }
}

The output looks like this

enter image description here

Update 2021-11-19: add TimerEventHandler class member per chris's comment.

Upvotes: 2

Mike Zboray
Mike Zboray

Reputation: 40818

There is nothing built into the .NET framework that I am aware of. Windows has a mechanism for high resolution timer events via the Multimedia Timer API. Below is a quick example I whipped up which seems to do the job. There are also seems to be a good example here.

I will note that this API changes system wide settings that can degrade system performance, so buyer beware. For testing purposes, I would recommend keeping track of how often the timer is firing to verify the timing is similar to the device you are trying to simulate. Since windows is not a real-time OS, the load on your system may cause the MM timer be delayed resulting in gaps of 100 ms that contain 100 events in quick succession, rather than 100 events spaced 1 ms apart. Some additional reading on MM timers.

class Program
{
    static void Main(string[] args)
    {
        TestThreadingTimer();
        TestMultimediaTimer();
    }

    private static void TestMultimediaTimer()
    {
        Stopwatch s = new Stopwatch();
        using (var timer = new MultimediaTimer() { Interval = 1 })
        {
            timer.Elapsed += (o, e) => Console.WriteLine(s.ElapsedMilliseconds);
            s.Start();
            timer.Start();
            Console.ReadKey();
            timer.Stop();
        }
    }

    private static void TestThreadingTimer()
    {
        Stopwatch s = new Stopwatch();
        using (var timer = new Timer(o => Console.WriteLine(s.ElapsedMilliseconds), null, 0, 1))
        {
            s.Start();
            Console.ReadKey();
        }
    }

}

public class MultimediaTimer : IDisposable
{
    private bool disposed = false;
    private int interval, resolution;
    private UInt32 timerId; 

    // Hold the timer callback to prevent garbage collection.
    private readonly MultimediaTimerCallback Callback;

    public MultimediaTimer()
    {
        Callback = new MultimediaTimerCallback(TimerCallbackMethod);
        Resolution = 5;
        Interval = 10;
    }

    ~MultimediaTimer()
    {
        Dispose(false);
    }

    public int Interval
    {
        get
        {
            return interval;
        }
        set
        {
            CheckDisposed();

            if (value < 0)
                throw new ArgumentOutOfRangeException("value");

            interval = value;
            if (Resolution > Interval)
                Resolution = value;
        }
    }

    // Note minimum resolution is 0, meaning highest possible resolution.
    public int Resolution
    {
        get
        {
            return resolution;
        }
        set
        {
            CheckDisposed();

            if (value < 0)
                throw new ArgumentOutOfRangeException("value");

            resolution = value;
        }
    }

    public bool IsRunning
    {
        get { return timerId != 0; }
    }

    public void Start()
    {
        CheckDisposed();

        if (IsRunning)
            throw new InvalidOperationException("Timer is already running");

        // Event type = 0, one off event
        // Event type = 1, periodic event
        UInt32 userCtx = 0;
        timerId = NativeMethods.TimeSetEvent((uint)Interval, (uint)Resolution, Callback, ref userCtx, 1);
        if (timerId == 0)
        {
            int error = Marshal.GetLastWin32Error();
            throw new Win32Exception(error);
        }
    }

    public void Stop()
    {
        CheckDisposed();

        if (!IsRunning)
            throw new InvalidOperationException("Timer has not been started");

        StopInternal();
    }

    private void StopInternal()
    {
        NativeMethods.TimeKillEvent(timerId);
        timerId = 0;
    }

    public event EventHandler Elapsed;

    public void Dispose()
    {
        Dispose(true);
    }

    private void TimerCallbackMethod(uint id, uint msg, ref uint userCtx, uint rsv1, uint rsv2)
    {
        var handler = Elapsed;
        if (handler != null)
        {
            handler(this, EventArgs.Empty);
        }
    }

    private void CheckDisposed()
    {
        if (disposed)
            throw new ObjectDisposedException("MultimediaTimer");
    }

    private void Dispose(bool disposing)
    {
        if (disposed)
            return;
        
        disposed = true;
        if (IsRunning)
        {
            StopInternal();
        }
        
        if (disposing)
        {
            Elapsed = null;
            GC.SuppressFinalize(this);
        }
    }
}

internal delegate void MultimediaTimerCallback(UInt32 id, UInt32 msg, ref UInt32 userCtx, UInt32 rsv1, UInt32 rsv2);

internal static class NativeMethods
{
    [DllImport("winmm.dll", SetLastError = true, EntryPoint = "timeSetEvent")]
    internal static extern UInt32 TimeSetEvent(UInt32 msDelay, UInt32 msResolution, MultimediaTimerCallback callback, ref UInt32 userCtx, UInt32 eventType);

    [DllImport("winmm.dll", SetLastError = true, EntryPoint = "timeKillEvent")]
    internal static extern void TimeKillEvent(UInt32 uTimerId);
}

Upvotes: 28

Vitaly
Vitaly

Reputation: 823

There is an option: use Thread.Sleep(0). Attempt to call Thread.Sleep(1) or employ a System.Threading.Timer would always come down to system timer resolution. Depending on one is probably not the best idea, at the end of the day you app might be just not allowed to call timeBeginPeriod(...) from winmm.dll.

Following code can resolve down to +/- 10ns (0.10ms) on my dev machine (i7q) and could be higher. It would put a solid load on one of your CPU cores pushing its use up to 100%. No actual OS slowdown would happen, the code surrenders most of its CPU time quantum by calling Thread.Sleep as early as possible:

var requiredDelayMs = 0.1;
var sw = new System.Diagnostics.Stopwatch();
sw.Start();
while (true)
{
    if (sw.Elapsed.TotalMilliseconds >= requiredDelayMs) 
    {
      // call your timer routine
    }
    Thread.Sleep(0); // setting at least 1 here would involve a timer which we don't want to
}

For the more comprehensive implementation see my other answer

Upvotes: 1

user3855678
user3855678

Reputation: 1

Try creating new System.Threading.Thread and using System.Threading.Thread.Sleep.

var thrd = new Syatem.Threading.Thread(() => {
    while (true) {
        // do something
        System.Threading.Thread.Sleep(1); // wait 1 ms
    }
});

thrd.Start();

Upvotes: -4

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