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Home/ Questions/Q 9321349
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Editorial Team
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Editorial Team
Asked: June 19, 20262026-06-19T03:50:13+00:00 2026-06-19T03:50:13+00:00

I’m trying to create a realistic console type game with C#, and what I

  • 0

I’m trying to create a realistic console type game with C#, and what I need it to do is append text like this:

hi
hello
awesome
nice

but instead of it going ALL at once, I want it to do this:

hi
(2 second pause)
hello
(4 second pause)
awesome
(1 second pause)
nice

I have tried this:

delegate void _pause(int time);
    void pause(int time)
    {
        if (txtInput.Text != "")
        {
            txtInput.Clear();
        }

        Stopwatch s = new Stopwatch();
        s.Start();
        while (s.Elapsed < TimeSpan.FromSeconds(time))
        {
        }
        s.Stop();
        return;
    }

And then I can call it like this Invoke(new _pause(pause),3); but that basically freezes the thread! So it pastes all at once anyway, just a delay before
the montage of paste!

How can I do a smooth delay type system like I have described?

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  1. Editorial Team
    Editorial Team
    2026-06-19T03:50:14+00:00Added an answer on June 19, 2026 at 3:50 am

    You should avoid busy-waiting and instead use a timer such as Task.Delay.

    One possible way of doing that is by leveraging C# 4.5’s new async feature:

    async void converse() {
        txtInput.Text = "hi\n";
        await Task.Delay(2000);
        txtInput.Append("hello\n");
        await Task.Delay(4000);
        txtInput.Append("awesome\n");
        await Task.Delay(1000);
        txtInput.Append("nice\n");
    }
    

    By using the async syntax you are instructing the machine to run your code interleaved with other code – so that it can still do screen updates in the meantime, for instance. It automatically returns to the same SynchronizationContext, so in your case since you started on the GUI thread, you’ll stay on it; this is important since only that thread may alter your text-box.

    To summarize why you want to do it similar to this like this:

    • you avoid CPU-hogging busy waiting what wastes energy.
    • you avoid blocking the GUI thread so your updates appear on time (unlike CPU hogging, and unlike Thread.Sleep, for instance)
    • you don’t need to particularly worry about thread scheduling as the async feature does that for you.

    If you need to support .NET 2.0, you may want to look at the windows forms Timer. In short, this exposes event handlers you can hook which fire after a delay. However, as the example on the MSDN page illustrates, it’s not as easy to use and will take much more manual orchestration.

    Additionally, you could use a thread. If you do so, you are responsible for ensuring thread safety: you may NOT execute txtInput.Append on any thread other than the GUI thread:

    void startConversation() {
        (new Thread(converse) {IsBackground = true}).Start();
    }
    void converse() { //called a different thread
        UI(() => txtInput.Text = "hi\n");
        Thread.Sleep(2000);
        UI(() => txtInput.Append("hello\n"));
        Thread.Sleep(4000);
        UI(() => txtInput.Append("awesome\n"));
        Thread.Sleep(1000);
        UI(() => txtInput.Append("nice\n"));
    }
    void UI(Action action) { this.BeginInvoke(action); }
    

    This model is almost as simple as the async model. Two pitfalls are that you should avoid busy waiting (use Thread.Sleep) and that you must make sure you properly use BeginInvoke for all UI-affecting code. It’s possibly even slightly faster than async. However, threads have a fairly large overhead (mostly in terms of memory), so this solution won’t scale to large amounts of delayed interaction.

    Summary

    • Use async if you can.
    • Alternatively, use a windows forms Timer, which is a hassle.
    • Or use a background thread – but beware of scaling issues and busy waiting.
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