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);
}
Timer
up and until 15ms). I use theThread
example below now (which seems to work for 1ms as well). I know this is stretching the limits on a not real time OS. On the other hand, the world doesn't burn down to ashes when we miss a few tacts now and then. So the question I have left for you is: is there a better alternative then relying onThread.Sleep(1)
? – Sisto