Background: I have a timer that I am using to keep track of how long it has been since the serialPort DataReceived event has been fired. I am creating my own solution to this instead of using the built in timeout event because I am getting a continuous stream of data, instead of sending a query and getting one response.
The Problem: In the DataReceived handler I have a statement to stop the timer so that is doesn't elapse. the problem is that a lot of the time it still executes the Elapsed handler afterword.
I have read that is is possible to use SynchronizingObject to solve this problem but I am not sure how to accomplish that.
Here is my code: I tried to cut out everything that I didn't think was relevant.
private System.Timers.Timer timeOut;
private System.Timers.Timer updateTimer;
public void start()
{
thread1 = new Thread(() => record());
thread1.Start();
}
public void requestStop()
{
this.stop = true;
this.WaitEventTest.Set();
}
private void record()
{
timeOut = new System.Timers.Timer(500); //** .5 Sec
updateTimer = new System.Timers.Timer(500); //** .5 Sec
timeOut.Elapsed += TimeOut_Elapsed;
updateTimer.Elapsed += updateTimer_Elapsed;
updateTimer.AutoReset = true;
comport.Open();
comport.DiscardInBuffer();
comport.Write(COMMAND_CONTINUOUSMODE + "\r");
stopwatch.Reset();
stopwatch.Start();
recordingStartTrigger(); //** Fire Recording Started Event
timeOut.Start();
updateTimer.Start();
this.waitHandleTest.WaitOne(); //** wait for test to end
timeOut.Stop();
updateTimer.Stop();
comport.Write(COMMAND_COMMANDMODE + Environment.NewLine);
comport.DiscardInBuffer();
comport.Close();
recordingStopTrigger(status); //** Fire Recording Stopped Event
stopwatch.Stop();
}
//***********************************************************************************
//** Events Handlers
private void comDataReceived_Handler(object sender, SerialDataReceivedEventArgs e)
{
double force = -100000;
string temp = "-100000";
//timeOut.SynchronizingObject.Invoke(new Action(()=> {timeOut.Stop();}), new object[] {sender, e});
timeOut.Stop();
//** I removed my action code here, keep things simple.
timeOut.Start();
}
private void TimeOut_Elapsed(object sender, System.Timers.ElapsedEventArgs e)
{
timeOut.Stop();
updateTimer.Stop();
//** fire delegate that GUI will be listening to, to update graph.
if (eventComTimeOut != null && this.stop == false)
{
if (eventComTimeOut(this, new eventArgsComTimeOut(comport.PortName, "READ")))
{
//retry = true;
comport.Write(COMMAND_CONTINUOUSMODE + "\r");
updateTimer.Start();
timeOut.Start();
}
else
{
this.stop = true;
//retry = false;
this.WaitEventTest.Set();
status = eventArgsStopped.Status.failed;
}
}
}
void updateTimer_Elapsed(object sender, System.Timers.ElapsedEventArgs e)
{
//** fire delegate that GUI will be listening to, to update graph.
List<Reading> temp = new List<Reading>(report.Readings_Force);
eventNewData(this, new eventArgsNewData(temp));
}
This is well known behavior.
System.Timers.Timer
internally usesThreadPool
for execution. Runtime will queue theTimer
in threadpool. It would have already queued before you have calledStop
method. It will fire at the elapsed time.To avoid this happening set
Timer.AutoReset
to false and start the timer back in the elapsed handler if you need one. SettingAutoReset
false makes timer to fire only once, so in order to get timer fired on interval manually start timer again.I did a pause in timer with this code. for me that works.