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Home/ Questions/Q 8721211
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Editorial Team
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Editorial Team
Asked: June 13, 20262026-06-13T07:11:07+00:00 2026-06-13T07:11:07+00:00

I have a method that returns a bool value, but should wait with returning

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I have a method that returns a bool value, but should wait with returning the value until the System.Timers.Timer raises the elapsed event, because the value I want to return is set in the elapsed event of the timer.

public static bool RecognizePushGesture()
{
    List<Point3D> shoulderPoints = new List<Point3D>();
    List<Point3D> handPoints = new List<Point3D>();
    shoulderPoints.Add(Mouse.shoulderPoint);
    handPoints.Add(Mouse.GetSmoothPoint());
    Timer dt = new Timer(1000);
    bool click = false;

    dt.Elapsed += (o, s) =>
    {
        shoulderPoints.Add(Mouse.shoulderPoint);
        handPoints.Add(Mouse.GetSmoothPoint());
        double i = shoulderPoints[0].Z - handPoints[0].Z;
        double j = shoulderPoints[1].Z - handPoints[1].Z;
        double k = j - i;
        if (k >= 0.04)
        {
            click = true;
            dt.Stop();
        }
    };

    dt.Start();

    //should wait with returning the value until timer raises elapsed event
    return click;
}

Thanks, Tim

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-13T07:11:08+00:00Added an answer on June 13, 2026 at 7:11 am

    Use AutoResetEvent

    public static bool RecognizePushGesture()
        {
            AutoResetEvent ar = new AutoResetEvent(false);
            List<Point3D> shoulderPoints = new List<Point3D>();
            List<Point3D> handPoints = new List<Point3D>();
            shoulderPoints.Add(Mouse.shoulderPoint);
            handPoints.Add(Mouse.GetSmoothPoint());
            Timer dt = new Timer(1000);
            bool click = false;
            dt.Elapsed += (o, s) =>
            {
                shoulderPoints.Add(Mouse.shoulderPoint);
                handPoints.Add(Mouse.GetSmoothPoint());
                double i = shoulderPoints[0].Z - handPoints[0].Z;
                double j = shoulderPoints[1].Z - handPoints[1].Z;
                double k = j - i;
                if (k >= 0.04)
                {
                    click = true;
                    dt.Stop();
                }
                ar.Set();
            };
            dt.Start();
    
            //should wait with returning the value until timer raises elapsed event
            ar.WaitOne();
            return click;
        }
    
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