How to run a script on specific actual time's in Autoit?
for example I start Autoit script at any time and it wait until my defined time (e.g. 01:00:00 & 02:00:00 & ...) reach's and then script resume and do any thing i want.
sorry for my poor language.
Say you want your script to beep at 22:31:15 then:
While 1
Sleep(250)
If #HOUR == 22 And #MIN == 31 And #SEC == 15 Then
Beep(500,500)
EndIf
WEnd
Following code sets different times (multiple hours, multiple minutes and multiple seconds) to execute your script at:
HotKeySet('{F10}', '_exit')
Func _exit()
Exit
EndFunc
While 1
Global $bIsHour = False
Global $bIsMinutes = False
Global $bIsSeconds = False
; check multiple hours
Switch Int(#HOUR)
Case 8, 15, 22
$bIsHour = True
; check multiple minutes
Switch Int(#MIN)
Case 20, 22, 30
$bIsMinutes = True
; check multiple seconds
Switch Int(#SEC)
Case 15, 55
$bIsSeconds = True
EndSwitch
EndSwitch
EndSwitch
If $bIsHour And $bIsMinutes And $bIsSeconds Then
; do your actions ...
ConsoleWrite('Time matches!' & #CRLF)
EndIf
Sleep(600)
WEnd
You can exit the loop by pressing F10 for the _exit() function.
Related
I have a script that has a GUI and I have been running with a start button using the below code:
Case $StartButton
I would also like to try scheduling this using Windows TaskScheduler to run every morning at 8 AM EST. What would be the best way to add a condition to either start with the start button OR when TaskScheduler runs at 8 AM EST (or any specific time)? I am hesitant to just do 8 AM condition as it may increase processing a lot always looking at the time.
Essentially what I am looking to have happen is for my computer to auto-unlock (login?) using task scheduler and run this AutoIt script which has been compiled to exe.
FilePath is: C:\Users\robert\OneDrive\Desktop\TempFile.exe
Block of relevant code is below:
While 1
$nMsg = GUIGetMsg()
Switch $nMsg
Case $GUI_EVENT_CLOSE
Exit
Case $Save
SaveOptions()
Case $StartButton
;TAB1 of GUI
If WinExists("[CLASS: QT373947473845]") Then
$oBlah = WinGetHandle("[CLASS: QT373947473845]")
$BSLoc = WinGetPos ("[CLASS: QT373947473845]")
If $BSLoc[0] <> 0 or $BSLoc[1] <> 0 or $BSLoc[2] <> 800 or $BSLoc[3] <> 600 Then
WinSetState ( $oBlah, "", #SW_MINIMIZE )
sleep(500)
WinActivate($oBlah)
WinWaitActive($oBlah)
WinMove($oBlah, "", 0, 0, 800, 600)
sleep(2000)
Else
WinActivate($oBlah)
WinWaitActive($oBlah)
sleep(2000)
EndIf
Endif
EndSwitch
WEnd
I have thousands of lines of other code within the case but I tried to limit it as that portion is irrelevant
The Case $StartButton is the line where I am trying to do an OR if run by TaskManager. I have read you cannot do an OR function within a switch case but if you do 2 cases without a break it is the same thing?
I read some documentation and saw I can add a “/prim1=value” to the end of the command line and it will pass the prim1 argument to $CmdLine[0] but I can’t seem to get it working properly.
Review the documentation.
Particularly this part:
So if you were to use the compiled executable by passing commandline
parameters:
myProg.exe param1 "This is a string parameter" 99
$CmdLine[0] ; this equals 3 (because there are 3 command line parameters)
$CmdLine[1] ; This contains "param1".
$CmdLine[2] ; This contains "This is a string parameter".
$CmdLine[3] ; This contains 99.
So then just modify the code so that it behaves differently if $CmdLine[1] = something.
As for the switch case: that is inside of a message loop for the GUI and the code in the Case $StartButton part of the switch block is run when the start button is pressed and $nMsg is equal to the control ID of the start button ($StartButton).
If you want to run this code at some other time what I would do it just move all of that code into its own function:
Func onStartClick()
; start button code here
Endfunc
And then just call onStartClick() in the switch block:
$nMsg = GUIGetMsg()
Switch $nMsg
Case $StartButton
onStartClick()
Case $someOtherButton
; someOtherButton code...etc
EndSwitch
And then you can also call this function if there is a particular command line param (place this code before the Switch...EndSwitch block, not inside it):
If $CmdLine[0] >= 1 And $CmdLine[1] = "param1" then
; other code to run when started with "program.exe param1"
onStartClick()
EndIf
So the entire thing would look like this:
Func onStartClick()
; start button code here
Endfunc
If $CmdLine[0] >= 1 And $CmdLine[1] = "param1" then
; other code to run when started with "param1"
onStartClick()
EndIf
$nMsg = GUIGetMsg()
Switch $nMsg
Case $StartButton
onStartClick()
Case $someOtherButton
; someOtherButton code...etc
EndSwitch
I am making a Roblox game and I want it to have a stopwatch. The stopwatch works, but it counts very slowly for some reason.
Here's my ScreenGui in StarterGui:
Here's the code inside the LocalScript:
local timer = script.Parent.Timer
local tms = 00
local ts = 00
local tm = 00
local tt
local tts
local y = 0
local whichtower = game.Players.LocalPlayer:FindFirstChild("WhichTower")
while true do
wait(0.01)
if whichtower.Value == "" then
tms = 00
ts = 00
tm = 00
tts = 0
else
tms = tms + 1
if tms == 100 then
ts = ts + 1
tms = 0
tts = tts + 1
if ts == 60 then
tm = tm + 1
ts = 0
end
end
tt = tostring(tm)..":"..tostring(ts)..":"..tostring(tms)
timer.Text = tt
game.Players.LocalPlayer:FindFirstChild("Time").Value = tt
end
end
The arbitrary wait() and loop is a possible cause of timing issues, although I can't see anything specific that might be slowing it down. Are you sure that :FindFirstChild on WHichTower is always returning results? Add a print statement there, so your debug window has a constant stream of values, and you can confirm if it's finding a suitable tower.
Also, you are only updating the text if there's a Tower; for the code where you set the values to 0, there's no timer.Text update.
But if you don't think that's the issue:
I'd try put your code in a Heartbeat function, called regularly and tied to the refresh rate (I think). Then you don't need the while loop, nor the wait() commands. The Heartbeat only runs as fast as the refresh rate, therefore, there's no point trying to running anything quicker than that because the screen won't update.
local lPlayers = game:GetService("Players")
local lRunSvc = game:GetService("RunService")
local function onPlayerAdded(pPlayer) -- pPlayer (variable name is up to you) is the ref to the joined player.
print(pPlayer.Name .. " joined the game.")
lRunSvc.Heartbeat:Connect(function()
print("whichtower.value is:" .. whichtower.Value) -- View prints in the Output console
if whichtower.Value == "" then
tms = 00
ts = 00
tm = 00
tts = 0
else
tms = tms + 1
if tms == 100 then
ts = ts + 1
tms = 0
tts = tts + 1
if ts == 60 then
tm = tm + 1
ts = 0
end
end
tt = tostring(tm)..":"..tostring(ts)..":"..tostring(tms)
timer.Text = tt
game.Players.LocalPlayer:FindFirstChild("Time").Value = tt
end
end)
end
lPlayers.PlayerAdded:Connect(onPlayerAdded) -- This is called when a player joins
Just as Vexen Crabtree has pointed out, the time that wait() will actually pause a script is based on a system clock's best guess of how much time has passed. Rather than counting up the milliseconds, a more reliable method for calculating passed time is to use the tick() function.
tick() will give you the current epoch time, which is the number of milliseconds that have passed since January 1st, 1970.
So, if you know a starting time, you can subtract it from the current time and get the number of milliseconds that have passed. This method doesn't rely on loop timings and will give a more accurate measure of the actual time that has passed. The amount of time that you chose with wait() will only reflect the speed at which the value will be updated.
local timer = script.Parent.Timer
local whichtower = game.Players.LocalPlayer:FindFirstChild("WhichTower")
local playerTime = game.Players.LocalPlayer:FindFirstChild("Time")
local startingTime = 0
local isTiming = false
-- attach a listener to know when to start the clock
whichTower.Changed:Connect(function(newValue)
-- reset the clock to zero when the value is empty
isTiming = newValue ~= ""
if not isTiming then
startingTime = 0
else
-- start the clock!
startingTime = tick()
end
end)
local refreshTime = 0.01
while true do
wait(refreshTime)
if isTiming then
-- calculate the time that has passed
local ms = tick() - startingTime
-- calculate how many minutes have passed
local tm = ms - (ms % (60 * 1000))
ms = ms - tm
tm = tm / 1000
-- calculate how many seconds have passed
local ts = ms - (ms % 1000)
ms = ms - ts
ts = ts / 1000
-- format the remainder
local tms = ms / 1000
if #tostring(tms) > 2 then
tms = string.sub(tostring(tms), 3)
else
tms = "0"
end
-- format the time into mm:ss.ss ex) 123:01.123
local tt = string.format("%.2d:%.2d.%s", tm, ts, tms)
timer.Text = tt
playerTime.Value = tt
end
end
I have figured it out using a different set of code. Roblox limits the wait parameters to a minimum of 0.03 seconds, so that is why my previous code was not working.
I am trying to implement a single stepping using GDB command file. I would like to stop executing the command file whenever I encounter any breakpoint.
Is there a way to detect that a breakpoint was hit? and also how can I stop executing the command file after that.
I checked the documantation and it seems like I only can have break commands for certain breakpoints. But not for a random breakpoint.
I have something like this:
printf "single stepping\n"
set $steps_count = 0
while ($steps_count < 5)
set $steps_count = $steps_count + 1
printf "program counter 0x%x\n", $pc
printf "next #%d\n", $steps_count
next
end
And this is what I want to achieve:
printf "single stepping\n"
set $steps_count = 0
while (# breakpoint is not hit)
set $steps_count = $steps_count + 1
printf "program counter 0x%x\n", $pc
printf "next #%d\n", $steps_count
next
end
# end the execution of the command file.
update:
I tried to use the follwing:
# set the end breakpoint
break *0x199e
commands
stop 1
quit
end
break *0x1980
# set a certain once we encounter the first breakpoint
commands
set $count = 0
while $count < 5
printf "#PC: 0x%x", $pc
set $count = $count + 1
stepi
end
end
This should start logging the program counter once the first breakpoint is hit. But I don't know why this break command doesn't work. Once the breakpoint is hit the program stops and the while loop is not entered!
Update:
according to the gdb documentation:
Any other commands in the command list, after a command that resumes execution, are ignored. This is because any time you resume execution (even with a simple next or step), you may encounter another breakpoint--which could have its own command list, leading to ambiguities about which list to execute.
so I don't think it is a good idea to put a loop that has step or next in break commands.
Try something like:
commands 1-10 # for breakpoints number 1 through 10
set $breakpoint_hit = 1
end
Then check for that in your loop.
I am automating a software installation in Windows7 using AutoIt.
During the installation, in between if a error window appears. I want to click ENTER.
If the error window not appears then I should NOT do anything. Simply its should go to the next section.
I have tried "WinActive and WinWaitActive" But its waiting for the window to appear. If window not appears its not going to the next screen.
Any idea how to handle this situation?
Do a while loop:
$w = 0
While($w = 0)
If(WinActive("ERROR WINDOW"))Then
Send("{ENTER}")
$w = 1
ElseIf(ControlGetText("YOUR WINDOW", "", "[CLASS:Static; INSTANCE:2]") <> "SOME TEXT") Then
$w = 1
;and something else
EndIf
Sleep(1000)
WEnd
AdlibRegister() is the right choice. From the help file:
"... typically to check for unforeseen errors. For example, you could use adlib in a script which causes an error window to pop up unpredictably."
Each 100 ms (may be adjusted) the function is called to check the appearing of your error dialog:
Global $sErrorWindow = 'ErrorDialogName'
Global $iDelayHowOftenDoTheFunctionCall = 100
AdlibRegister('_isErrorWindowDisplayed', $iDelayHowOftenDoTheFunctionCall)
Func _isErrorWindowDisplayed()
If WinActive($sErrorWindow) <> 0 Then
WinActivate($sErrorWindow) ; just to be sure that the ENTER command is on the correct window/dialog
; either do
Send('{ENTER}')
; or
ControlClick('title', 'text', 'controlID')
EndIf
EndFunc
; do your software installation processing here
; ...
; ...
; don't forget to unregister the function at the end
AdlibUnRegister('_isErrorWindowDisplayed')
I am making AutoIt code and one of the items on the GUI needs to be updated every few seconds, and I can seem to get it to do it. To make it simple I have written some code that shows the problem:
$num = 0
GUICreate("Example")
$Pic1 = GUICtrlCreateLabel($num, 10, 10)
GUISetState()
While 1
sleep(1000)
$num = $num + "1"
WEnd
If the code was working then the number would change, but it does not. How do I make it refresh?
The number is updating, but your data is not. Plus, you are mixing integers with strings.
Luckily AutoIt converts them automatically. But take care, because you will have problems in other programming languages.
Here you go:
Local $num = 0
Local $hGUI = GUICreate("Example")
Local $Pic1 = GUICtrlCreateLabel($num, 10, 10)
GUISetState()
Local $hTimer = TimerInit()
While 1
;sleep(1000)
If TimerDiff($hTimer) > 1000 Then
$num += 1
GUICtrlSetData($Pic1, $num)
$hTimer = TimerInit()
EndIf
If GUIGetMsg() = -3 Then ExitLoop
WEnd
P.S.: Avoid using sleep in these situations while they will pause your script.
This is easily done with AdLibRegister passing the function name and then 1000 milliseconds (1 second).
Local $num = 0
Local $hGUI = GUICreate("Example")
Local $Pic1 = GUICtrlCreateLabel($num, 10, 10)
Local $msg
GUISetState()
AdLibRegister("addOne", 1000)
While 1
$msg = GUIGetMsg()
Switch $msg
Case $GUI_EVENT_CLOSE
Exit
EndSwitch
WEnd
Func addOne ()
$num += 1
GUICtrlSetData($Pic1, $num)
EndFunc
You need to set the new data in the GUI using GUICtrlSetData. Simply modify your loop like this:
While 1
sleep(1000)
$num += 1
GUICtrlSetData($Pic1, $num)
WEnd
Note that I removed the double-quotes so that AutoIt handles the values as integers.