Event is null when delegates are added by accessing from dictionary - c#

I have declared an event and I can add delegates to it. However, I would like to have a dictionary of supported events, so that derived classes can state which events they implement and which they do not.
When I don't use the dictionary, my code works fine, I can add listeners in other classes and invoke the event in derived classes by calling OnPickup:
public delegate void EventDelegate();
protected static event EventDelegate pickupEvent;
public void AddListener(EventName name, EventDelegate listener)
{
pickupEvent += listener;
}
protected virtual void OnPickup()
{
if (pickupEvent != null)
{
pickupEvent();
}
}
But when I use the dictionary when adding the delegate, it doesn't work. pickupEvent is null when I call it in OnPickup():
public delegate void EventDelegate();
protected static event EventDelegate pickupEvent;
//dictionary of events supported by this class
protected Dictionary<EventName, EventDelegate> events = new Dictionary<EventName, EventDelegate>();
public void AddListener(EventName name, EventDelegate listener)
{
events.Add(name, pickupEvent);
if (events.ContainsKey(name))
{
//we support this event type, add the delegate
print("adding a listener");
events[name] += listener;
}
}
protected virtual void OnPickup()
{
if (pickupEvent != null)
{
pickupEvent();
}
}
It's not clear to me why this doesn't work - is this something about events and delegates that I'm missing?

Not sure what's going on here, but maybe what you want is something like this:
public delegate void EventDelegate();
//dictionary of events supported by this class
protected Dictionary<EventName, EventDelegate> events = new Dictionary<EventName, EventDelegate>();
public void AddListener(EventName name, EventDelegate listener)
{
if (!events.ContainsKey(name))
{
events[name] = listener;
}
else
{
events[name] += listener;
}
}
protected virtual void OnPickup(EventName name)
{
if (events.ContainsKey(name) && events[name] != null)
{
events[name]();
}
}
I really couldn't understand what you're trying to achieve, but the problem is that when you add pickupEvent to the dictionary, it's null. Then you add listener to nothing. If you really need that pickupEvent, add listener to it right before registering it to the Dictionary.

Related

c# dynamic event subscription and unsubscription

I want to be able to have an object add one of its methods to an EventHandler that is passed to it and give said method the ability to remove itself from the EventHandler.
public class EventRaiser {
public event EventHandler event1
public event EventHandler event2
public void fire() {
event1?.Invoke(this, null);
event2?.Invoke(this, null);
}
}
public class EventSubscriber {
EventHandler eh;
public EventSubscriber(EventHandler eh) {
this.eh = eh;
eh += receive;
}
public void receive(object obj, EventArgs data) {
// Do stuff.
if(condition) eh -= receive;
}
}
public class MainClass {
public void Main() {
EventRaiser er = new EventRaiser();
EventSubscriber es1 = new EventSubscriber(er.event1);
EventSubscriber es2 = new EventSubscriber(er.event2);
er.fire();
}
}
The above code does not compile as I cannot even pass er.event1 or er.event2 to EventSubscriber ("The event can only appear in the left hand side of +=..."). Removing the event keyword from the EventHandlers fixes this issue but unsubscribing does not work properly. Is there a way to make this work? Use pointers maybe?
The problem here comes from you passing an EventHandler, not the list holding the delegates behind it itsself. Basically the "list of method pointers" to your handlers.
As you can see, in the declaration of event1 you have the keyword event, which is missing when you pass it somewhere else.
Unfortunately you cannot extract the "delegate holder" of an event easily.
Basically at the time you want to register your handler to an event you somehow need a compile time reference to it, in order to be able to += and -= to it.
You could do the following:
public class EventRaiser
{
public delegate void Event1(string args);
public List<Event1> handlers = new List<Event1>();
public void register(Event1 handler)
{
handlers.Add(handler);
}
public void unregister(Event1 handler)
{
handlers.Remove(handler);
}
public void fire()
{
handlers.ForEach(handler => handler("myEventArgs"));
}
}
public class EventSubscriber
{
Action<Event1> registerAction;
Action<Event1> unregisterAction;
public EventSubscriber(Action<Event1> register, Action<Event1> unregister)
{
registerAction = register;
unregisterAction = unregister;
registerAction(receive);
}
public void receive(string args)
{
// Do stuff.
unregisterAction(receive);
}
}
public class MainClass
{
public void Main()
{
EventRaiser er = new EventRaiser();
EventSubscriber es1 = new EventSubscriber(er.register, er.unregister);
er.fire();
}
}

C# generic event handling - chaining/proxy

I'm trying to come up with a generic way to intercept C# events for processing (e.g. logging, filtering, distributing asynchronously etc.), before passing the event back on to its original consumer.
So to give an example, in the normal flow of things you'd have
class EventProducer
{
public event EventHandler<int> OnEvent;
internal void FireEvent()
{
if (OnEvent != null)
OnEvent(this, 1);
}
}
class EventConsumer
{
public EventConsumer(EventProducer producer)
{
producer.OnEvent += eventHandler;
}
public void eventHandler(object sender, int e)
{
Debug.WriteLine("Consumed " + e);
}
}
In my case, I'd want to insert an additional step between the two.. something like
//event consumer
class EventConsumer
{
//use this to handle one particular event (EventProducer.OnEvent)
InterceptEventHandler<int> EventHandler;
public EventConsumer(EventProducer producer)
{
//just one line of code to insert an event handler to do what I need
//but whoops - cant refer to OnEvent outside of the producer
EventHandler = new InterceptEventHandler<int>(producer.OnEvent, eventHandler);
}
public void eventHandler(object sender, int e)
{
Debug.WriteLine("Consumed " + e);
}
}
//intercepts events, does something with them, then forwards them to original consumer
class InterceptEventHandler<T>
{
public EventHandler<T> Callback;
public InterceptEventHandler(EventHandler<T> eventHook, EventHandler<T> callback)
{
//save callback
Callback = callback;
//subscribe ourselves to the specified event
eventHook += interceptHandler;
}
public void interceptHandler(object sender, T e)
{
//do something with the event here
Debug.WriteLine("Intercepted " + e.ToString());
//then pass callback back to original consumer
Callback(sender, e);
}
}
The problem (as commented above) is that the code doesn't compile because the events themselves are not accessible from outside the producer class. I understand this is because the event handling is implemented as a private class, so can't see any obvious way around this.
Is there any way to intercept and chain events that would allow me to keep the standard event syntax in producer classes?
I realise that I can abandon events, and just use my own equivalent producer/consumer code, but i'll lose the normal benefits of events (e.g. more readable/maintainable, proper syntax highlighting/autocomplete etc.)
EDIT - I also tried fiddling around with the MulticastDelegate class, but while I got the code to compile, I couldn't get the events to be subscribed (effectively OnEvent was always null).
Rather than accepting an EventHandler which is of course not the type of an event, accept an Action<EventHandler> which represents an action that subscribes to the event:
public class InterceptEventHandler
{
public static void Attach<T>(Action<EventHandler<T>> eventHook,
EventHandler<T> callback)
{
eventHook((sender, args) =>
{
doStuffOnFire(sender, args);
callback(sender, args);
});
}
private static void doStuffOnFire<T>(object sender, T e)
{
//...
}
}
You would then call it like so:
public EventConsumer(EventProducer producer)
{
InterceptEventHandler.Attach<int>(
handler => producer.OnEvent += handler,
eventHandler);
}

How to pass an event to a method?

I would like to create a method that takes an event as an argument and adds eventHandler to it to handle it properly. Like this:
I have two events:
public event EventHandler Click;
public event EventHandler Click2;
Now I would like to pass a particular event to my method like this (pseudocode):
public AttachToHandleEvent(EventHandler MyEvent)
{
MyEvent += Item_Click;
}
private void Item_Click(object sender, EventArgs e)
{
MessageBox.Show("lalala");
}
ToolStripMenuItem tool = new ToolStripMenuItem();
AttachToHandleEvent(tool.Click);
Is it possible?
I've noticed that this code worked fine, and returned to my project and noticed that when I pass an event declared in my class, it works, but when I pass event from other class it still does not work.
What I get is this error:
The event
'System.Windows.Forms.ToolStripItem.Click'
can only appear on the left hand side
of += or -=
My original answer was suitable from within the class that defined the event, but you've since updated your question to reflect that you wish to accomplish this from outside the defining class, so I've stricken that.
Only the class that defines an event can refer to the implicit delegate variable that the event uses. From outside that class, you only have access to the add and remove methods, via += and -=. This means that you can't do what you're asking, directly. You can, however, use a functional approach.
class A{
public event EventHandler Event1;
public void TriggerEvent1(){
if(Event1 != null)
Event1(this, EventArgs.Empty);
}
}
class B{
static void HandleEvent(object o, EventArgs e){
Console.WriteLine("Woo-hoo!");
}
static void AttachToEvent(Action<EventHandler> attach){
attach(HandleEvent);
}
static void Main(){
A a = new A();
AttachToEvent(handler=>a.Event1 += handler);
a.TriggerEvent1();
}
}
I did it like this:
public AttachToHandleEvent(Object obj, string EventName)
{
EventInfo mfi = obj.GetType().GetEvent(EventName);
MethodInfo mobj = mfi.GetAddMethod();
mobj.Invoke(obj, new object[] { Item_Click});
}
private void Item_Click(object sender, EventArgs e)
{
MessageBox.Show("lalala");
}
ToolStripMenuItem tool = new ToolStripMenuItem();
AttachToHandleEvent(tool "Click");
Thank you all for advice. This solution could not be done without your help.
It's not possible. You can use a delegate instead of an event if that meets your needs.
Just write tool.Click += Item_Click;
Edit: From MSDN "Events can only be invoked from within the class or struct where they (it) are declared". So what you are trying to do is not possible. Could you elaborate more on your needs? Why would you want to pass an event as a parameter?
delegate void doIt(object sender, object data);
event doIt OnDoIt;
void add(doIt theDel)
{
OnDoIt += theDel;
}
void doIt1(object a, object b)
{
}
void doIt2(object a, object b)
{
}
void add()
{
add(doIt1);
add(doIt2);
}
Your question suggests that you got some mechanisms wrong:
You can't pass events!
You most probably want to pass a function as a parameter, so the calling method will call that other method at some point. In technical terms this is a delegate. I suggest using the already defined Action class. Here's an example snippet:
void MyFunction (string otherArguments, Action onFinished){
...
if (onFinished != null)
onFinished.Invoke();
}
The nice thing about this is that when calling MyFunction you can declare the Action using the inline syntax:
MyFunction("my other argument", ()=>{
///do stuff here, which will be execuded when the action is invoked
});
I pass functions/methods (instead of events) like this:
class A
{
public void something()
{
var myAction =
new Action<object, object>((sender, evArgs) => {
MessageBox.Show("hiii, event happens " + (evArgs as as System.Timers.ElapsedEventArgs).SignalTime);
});
B.timer(myAction);
}
}
class B
{
public static void timer( Action<object, System.Timers.ElapsedEventArgs> anyMethod)
{
System.Timers.Timer myTimer = new System.Timers.Timer();
myTimer.Elapsed += new System.Timers.ElapsedEventHandler(anyMethod);
myTimer.Interval = 2000;
myTimer.Start();
}
}
Giving an update to this question with an object oriented solution.
Instead of using an Action<EventHandler> that registers the event, you could create an object handling that for you
public class AEvent
{
private readonly A aInstance;
private AEvent(A instance) {
aInstance = instance;
}
public void Add(EventHandler eventHandler)
=> a.Event1 += eventHandler;
public void Remove(EventHandler eventHandler)
=> a.Event1 -= eventHandler;
public EventHandler Invoke => aInstance.Event1;
}
Then later on use that object like this:
static void Main(){
A a = new A();
AEvent aEvent = new AEvent(A)
aEvent.Add(handler);
a.Invoke();
}
One approach I haven't seen here would be to create an object which has delegates for subscribe and unsubscribe. Here is a complete example program.
class Program
{
private event EventHandler<EventArgs> eventHandler;
public static void Main(string[] args)
{
Program program = new Program();
Thing thing = new Thing(new EventWrapper<EventArgs>(
delegate(EventHandler<EventArgs> handler) { program.eventHandler += handler; },
delegate(EventHandler<EventArgs> handler) { program.eventHandler -= handler; }
));
// events are fired
program.eventHandler?.Invoke(program, EventArgs.Empty);
thing.Unsubscribe();
}
}
class Thing
{
private readonly Action<EventHandler<EventArgs>> _unsubscribeEventHandler;
public Thing(EventWrapper<EventArgs> eventHandler)
{
this._unsubscribeEventHandler = eventHandler.Unsubscribe;
eventHandler.Subscribe?.Invoke(OnEvent);
Console.WriteLine("subscribed");
}
private void OnEvent(object? sender, EventArgs e)
{
Console.WriteLine("event fired");
}
public void Unsubscribe()
{
_unsubscribeEventHandler?.Invoke(OnEvent);
Console.WriteLine("unsubscribed");
}
}
class EventWrapper<T> where T : EventArgs
{
public Action<EventHandler<T>> Subscribe { get; private set; }
public Action<EventHandler<T>> Unsubscribe { get; private set; }
public EventWrapper(Action<EventHandler<T>> subscribe, Action<EventHandler<T>> unsubscribe)
{
Subscribe = subscribe;
Unsubscribe = unsubscribe;
}
}
In this example, we created a new class called EventWrapper<T> which wraps delegates for += and -= and exposes them with Subscribe and Unsubscribe methods. The delegates will need to be created by the class which created the event.

How to dispatch events in C#

I wish to create own events and dispatch them.
I never done this before in C#, only in Flex.. I guess there must be a lot of differencies.
Can anyone provide me a good example?
There is a pattern that is used in all library classes. It is recommended for your own classes too, especially for framework/library code. But nobody will stop you when you deviate or skip a few steps.
Here is a schematic based on the simplest event-delegate, System.Eventhandler.
// The delegate type. This one is already defined in the library, in the System namespace
// the `void (object, EventArgs)` signature is also the recommended pattern
public delegate void Eventhandler(object sender, Eventargs args);
// your publishing class
class Foo
{
public event EventHandler Changed; // the Event
protected virtual void OnChanged() // the Trigger method, called to raise the event
{
// make a copy to be more thread-safe
EventHandler handler = Changed;
if (handler != null)
{
// invoke the subscribed event-handler(s)
handler(this, EventArgs.Empty);
}
}
// an example of raising the event
void SomeMethod()
{
if (...) // on some condition
OnChanged(); // raise the event
}
}
And how to use it:
// your subscribing class
class Bar
{
public Bar()
{
Foo f = new Foo();
f.Changed += Foo_Changed; // Subscribe, using the short notation
}
// the handler must conform to the signature
void Foo_Changed(object sender, EventArgs args) // the Handler (reacts)
{
// the things Bar has to do when Foo changes
}
}
And when you have information to pass along:
class MyEventArgs : EventArgs // guideline: derive from EventArgs
{
public string Info { get; set; }
}
class Foo
{
public event EventHandler<MyEventArgs> Changed; // the Event
...
protected virtual void OnChanged(string info) // the Trigger
{
EventHandler handler = Changed; // make a copy to be more thread-safe
if (handler != null)
{
var args = new MyEventArgs(){Info = info}; // this part will vary
handler(this, args);
}
}
}
class Bar
{
void Foo_Changed(object sender, MyEventArgs args) // the Handler
{
string s = args.Info;
...
}
}
Update
Starting with C# 6 the calling code in the 'Trigger' method has become a lot easier, the null test can be shortened with the null-conditional operator ?. without making a copy while keeping thread-safety:
protected virtual void OnChanged(string info) // the Trigger
{
var args = new MyEventArgs{Info = info}; // this part will vary
Changed?.Invoke(this, args);
}
Events in C# use delegates.
public static event EventHandler<EventArgs> myEvent;
static void Main()
{
//add method to be called
myEvent += Handler;
//call all methods that have been added to the event
myEvent(this, EventArgs.Empty);
}
static void Handler(object sender, EventArgs args)
{
Console.WriteLine("Event Handled!");
}
Using the typical .NET event pattern, and assuming you don't need any special arguments in your event. Your typical event and dispatch pattern looks like this.
public class MyClassWithEvents
{
public event EventHandler MyEvent;
protected void OnMyEvent(object sender, EventArgs eventArgs)
{
if (MyEvent != null)
{
MyEvent(sender, eventArgs);
}
}
public void TriggerMyEvent()
{
OnMyEvent(sender, eventArgs);
}
}
Tying something into the event can be as simple as:
public class Program
{
public static void Main(string[] args)
{
MyClassWithEvents obj = new MyClassWithEvents();
obj.MyEvent += obj_myEvent;
}
private static void obj_myEvent(object sender, EventArgs e)
{
//Code called when my event is dispatched.
}
}
Take a look at the links on this MSDN page
Look into 'delegates'.
Define a delegate
Use the delegate type as field/property (adding the 'Event' keyword)
You are now exposing events that users can hook into with "+= MyEventMethod;"
Hope this helps,

C# event handling (compared to Java)

I am currently having a hardtime understanding and implementing events in C# using delagates. I am used to the Java way of doing things:
Define an interface for a listener type which would contain a number of method definitions
Define adapter class for that interface to make things easier if I'm not interested in all the events defined in a listener
Define Add, Remove and Get[] methods in the class which raises the events
Define protected fire methods to do the dirty work of looping through the list of added listeners and calling the correct method
This I understand (and like!) - I know I could do this exactly the same in c#, but it seems that a new (better?) system is in place for c#. After reading countless tutorials explaining the use of delegates and events in c# I still am no closer to really understanding what is going on :S
In short, for the following methods how would I implement the event system in c#:
void computerStarted(Computer computer);
void computerStopped(Computer computer);
void computerReset(Computer computer);
void computerError(Computer computer, Exception error);
^ The above methods are taken from a Java application I once made which I'm trying to port over to c#.
Many many thanks!
You'd create four events, and methods to raise them, along with a new EventArgs-based class to indicate the error:
public class ExceptionEventArgs : EventArgs
{
private readonly Exception error;
public ExceptionEventArgs(Exception error)
{
this.error = error;
}
public Error
{
get { return error; }
}
}
public class Computer
{
public event EventHandler Started = delegate{};
public event EventHandler Stopped = delegate{};
public event EventHandler Reset = delegate{};
public event EventHandler<ExceptionEventArgs> Error = delegate{};
protected void OnStarted()
{
Started(this, EventArgs.Empty);
}
protected void OnStopped()
{
Stopped(this, EventArgs.Empty);
}
protected void OnReset()
{
Reset(this, EventArgs.Empty);
}
protected void OnError(Exception e)
{
Error(this, new ExceptionEventArgs(e));
}
}
Classes would then subscribe to the event using either a method or a an anonymous function:
someComputer.Started += StartEventHandler; // A method
someComputer.Stopped += delegate(object o, EventArgs e)
{
Console.WriteLine("{0} has started", o);
};
someComputer.Reset += (o, e) => Console.WriteLine("{0} has been reset");
A few things to note about the above:
The OnXXX methods are protected so that derived classes can raise the events. This isn't always necessary - do it as you see fit.
The delegate{} piece on each event declaration is just a trick to avoid having to do a null check. It's subscribing a no-op event handler to each event
The event declarations are field-like events. What's actually being created is both a variable and an event. Inside the class you see the variable; outside the class you see the event.
See my events/delegates article for much more detail on events.
You'll have to define a single delegate for that
public delegate void ComputerEvent(object sender, ComputerEventArgs e);
ComputerEventArgs would be defined like this:
public class ComputerEventArgs : EventArgs
{
// TODO wrap in properties
public Computer computer;
public Exception error;
public ComputerEventArgs(Computer aComputer, Exception anError)
{
computer = aComputer;
error = anError;
}
public ComputerEventArgs(Computer aComputer) : this(aComputer, null)
{
}
}
The class that fires the events would have these:
public YourClass
{
...
public event ComputerEvent ComputerStarted;
public event ComputerEvent ComputerStopped;
public event ComputerEvent ComputerReset;
public event ComputerEvent ComputerError;
...
}
This is how you assign handlers to the events:
YourClass obj = new YourClass();
obj.ComputerStarted += new ComputerEvent(your_computer_started_handler);
Your handler is:
private void ComputerStartedEventHandler(object sender, ComputerEventArgs e)
{
// do your thing.
}
The main difference is that in C# the events are not interface-based. Instead, the event publisher declares the delegate which you can think of as a function pointer (although not exactly the same :-)). The subscriber then implements the event prototype as a regular method and adds a new instance of the delegate to the event handler chain of the publisher. Read more about delegates and events.
You can also read short comparison of C# vs. Java events here.
First of all, there is a standard method signature in .Net that is typically used for events. The languages allow any sort of method signature at all to be used for events, and there are some experts who believe the convention is flawed (I mostly agree), but it is what it is and I will follow it for this example.
Create a class that will contain the event’s parameters (derived from EventArgs).
public class ComputerEventArgs : EventArgs
{
Computer computer;
// constructor, properties, etc.
}
Create a public event on the class that is to fire the event.
class ComputerEventGenerator // I picked a terrible name BTW.
{
public event EventHandler<ComputerEventArgs> ComputerStarted;
public event EventHandler<ComputerEventArgs> ComputerStopped;
public event EventHandler<ComputerEventArgs> ComputerReset;
...
}
Call the events.
class ComputerEventGenerator
{
...
private void OnComputerStarted(Computer computer)
{
EventHandler<ComputerEventArgs> temp = ComputerStarted;
if (temp != null) temp(this, new ComputerEventArgs(computer)); // replace "this" with null if the event is static
}
}
Attach a handler for the event.
void OnLoad()
{
ComputerEventGenerator computerEventGenerator = new ComputerEventGenerator();
computerEventGenerator.ComputerStarted += new EventHandler<ComputerEventArgs>(ComputerEventGenerator_ComputerStarted);
}
Create the handler you just attached (mostly by pressing the Tab key in VS).
private void ComputerEventGenerator_ComputerStarted(object sender, ComputerEventArgs args)
{
if (args.Computer.Name == "HAL9000")
ShutItDownNow(args.Computer);
}
Don't forget to detach the handler when you're done. (Forgetting to do this is the biggest source of memory leaks in C#!)
void OnClose()
{
ComputerEventGenerator.ComputerStarted -= ComputerEventGenerator_ComputerStarted;
}
And that's it!
EDIT: I honestly can't figure out why my numbered points all appear as "1." I hate computers.
there are several ways to do what you want. The most direct way would be to define delegates for each event in the hosting class, e.g.
public delegate void ComputerStartedDelegate(Computer computer);
protected event ComputerStartedDelegate ComputerStarted;
public void OnComputerStarted(Computer computer)
{
if (ComputerStarted != null)
{
ComputerStarted.Invoke(computer);
}
}
protected void someMethod()
{
//...
computer.Started = true; //or whatever
OnComputerStarted(computer);
//...
}
any object may 'listen' for this event simply by:
Computer comp = new Computer();
comp.ComputerStarted += new ComputerStartedDelegate(
this.ComputerStartedHandler);
protected void ComputerStartedHandler(Computer computer)
{
//do something
}
The 'recommended standard way' of doing this would be to define a subclass of EventArgs to hold the Computer (and old/new state and exception) value(s), reducing 4 delegates to one. In this case that would be a cleaner solution, esp. with an Enum for the computer states in case of later expansion. But the basic technique remains the same:
the delegate defines the signature/interface for the event handler/listener
the event data member is a list of 'listeners'
listeners are removed using the -= syntax instead of +=
In c# events are delegates. They behave in a similar way to a function pointer in C/C++ but are actual classes derived from System.Delegate.
In this case, create a custom EventArgs class to pass the Computer object.
public class ComputerEventArgs : EventArgs
{
private Computer _computer;
public ComputerEventArgs(Computer computer) {
_computer = computer;
}
public Computer Computer { get { return _computer; } }
}
Then expose the events from the producer:
public class ComputerEventProducer
{
public event EventHandler<ComputerEventArgs> Started;
public event EventHandler<ComputerEventArgs> Stopped;
public event EventHandler<ComputerEventArgs> Reset;
public event EventHandler<ComputerEventArgs> Error;
/*
// Invokes the Started event */
private void OnStarted(Computer computer) {
if( Started != null ) {
Started(this, new ComputerEventArgs(computer));
}
}
// Add OnStopped, OnReset and OnError
}
The consumer of the events then binds a handler function to each event on the consumer.
public class ComputerEventConsumer
{
public void ComputerEventConsumer(ComputerEventProducer producer) {
producer.Started += new EventHandler<ComputerEventArgs>(ComputerStarted);
// Add other event handlers
}
private void ComputerStarted(object sender, ComputerEventArgs e) {
}
}
When the ComputerEventProducer calls OnStarted the Started event is invoked which in turn will call the ComputerEventConsumer.ComputerStarted method.
The delegate declares a function signature, and when it's used as an event on a class it also acts as a collection of enlisted call targets. The += and -= syntax on an event is used to adding a target to the list.
Given the following delegates used as events:
// arguments for events
public class ComputerEventArgs : EventArgs
{
public Computer Computer { get; set; }
}
public class ComputerErrorEventArgs : ComputerEventArgs
{
public Exception Error { get; set; }
}
// delegates for events
public delegate void ComputerEventHandler(object sender, ComputerEventArgs e);
public delegate void ComputerErrorEventHandler(object sender, ComputerErrorEventArgs e);
// component that raises events
public class Thing
{
public event ComputerEventHandler Started;
public event ComputerEventHandler Stopped;
public event ComputerEventHandler Reset;
public event ComputerErrorEventHandler Error;
}
You would subscribe to those events with the following:
class Program
{
static void Main(string[] args)
{
var thing = new Thing();
thing.Started += thing_Started;
}
static void thing_Started(object sender, ComputerEventArgs e)
{
throw new NotImplementedException();
}
}
Although the arguments could be anything, the object sender and EventArgs e is a convention that's used very consistently. The += thing_started will first create an instance of the delegate pointing to target method, then add it to the event.
On the component itself you would typically add methods to fire the events:
public class Thing
{
public event ComputerEventHandler Started;
public void OnStarted(Computer computer)
{
if (Started != null)
Started(this, new ComputerEventArgs {Computer = computer});
}
}
You must test for null in case no delegates have been added to the event. When you make the method call however all delegates which have been added will be called. This is why for events the return type is void - there is no single return value - so to feed back information you would have properties on the EventArgs which the event handlers would alter.
Another refinement would be to use the generic EventHandler delegate rather than declaring a concrete delegate for each type of args.
public class Thing
{
public event EventHandler<ComputerEventArgs> Started;
public event EventHandler<ComputerEventArgs> Stopped;
public event EventHandler<ComputerEventArgs> Reset;
public event EventHandler<ComputerErrorEventArgs> Error;
}
Thank you all so much for your answers! Finally I'm starting to understand what is going on. Just one thing; It seems that if each event had a different number/type of arguments I'd need to create a different :: EventArgs class to deal with it:
public void computerStarted(Computer computer);
public void computerStopped(Computer computer);
public void computerReset(Computer computer);
public void breakPointHit(Computer computer, int breakpoint);
public void computerError(Computer computer, Exception exception);
This would require three classses to deal with the events!? (Well two custom, and one using the default EventArgs.Empty class)
Cheers!
Ok, FINAL clarification!: So this is pretty much the best I can do code-wise to implement those events?
public class Computer {
public event EventHandler Started;
public event EventHandler Stopped;
public event EventHandler Reset;
public event EventHandler<BreakPointEvent> BreakPointHit;
public event EventHandler<ExceptionEvent> Error;
public Computer() {
Started = delegate { };
Stopped = delegate { };
Reset = delegate { };
BreakPointHit = delegate { };
Error = delegate { };
}
protected void OnStarted() {
Started(this, EventArgs.Empty);
}
protected void OnStopped() {
Stopped(this, EventArgs.Empty);
}
protected void OnReset() {
Reset(this, EventArgs.Empty);
}
protected void OnBreakPointHit(int breakPoint) {
BreakPointHit(this, new BreakPointEvent(breakPoint));
}
protected void OnError(System.Exception exception) {
Error(this, new ExceptionEvent(exception));
}
}
}

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