Button.Click += new RoutedEventHandler(_click);
private void _click(object sender EventArgs e)
{
//...
}
In the code above, we're instantiating the RoutedEventHandler type, which is a delegate, with the Button.Click event. But the event is an abstracted delegate by itself, isn't it? I don't understand the difference between this and just instantiating the RoutedEventHandler to a variable, and then adding variables to the instance's invocation list. Am I making this too hard? How do all of the delegates involved here work?
Edit: so my main concern is just trying to bridge the gap between what I know about delegates and what I know about events. I know an event is a delegate wrapped in another layer of abstraction. So when you assign another delegate to its invocation list using the += operator, you're just assigning a delegate to another delegate, correct? But in the code I wrote above, you're not actually instantiating the RoutedEventHandler class, so I'm confused about how you're actually passing it into the invocation list of the Button.Click event. I also get confused because it seems like everything is actually pointing to something else with delegates and events, and the references get complicated.
Probably this answer will help you.He has explained it in good detail:-
Events
You can think of events as wrappers to a collection of delegates (with some syntactic sugar for adding / removing members). Events deal with multicasting the call to multiple delegates, you can add custom logic to allow (or not) a delegate to be added (the same way you can wrap a field in a property and add some logic on the getter / setter for the property). Having an event in a class "advertises" to the world that they can safely add handlers (which are implemented as delegates) to receive said events - and that allows for things such as design-time integration with IDEs such as Visual Studio.
When you use a delegate in the context of an event the compiler will generate both a provide backing field for the delegate and a add/remove public property for subscribers to attach to the event. You could just use the delegate as an event as you describe however you will not be able to limit the subscribers to just += and -=
private EventHandler _backingDelegate;
public event EventHandler Click {
add {
_backingDelegate += value;
}
remove {
_backingDelegate -= value;
}
}
I've been confused over the past weeks now about events. I understand how delegates work, not how it works in detail but enough to know that
delegate datatype is a single cast delegate.
delegate void is a multicast delegate - a list of references to methods.
I know a delegate type compiles to a class, but unfortunately I am still not sure how the method is referenced. For example
delegate void TestDelegate();
TestDelegate testDelegate = new TestDelegate(myObject.SomeMethod) ;
Question 1: I think myObject is the target, and SomeMethod is the method to reference, but I'm only passing one input.
So is myObject.SomeMethod compiled to a string and is the string split by the period? Ridiculous I know.
Question 2:
When you add to a multicast delegate
multicastdelegate+=newmethodtobereference
multicastdelegate() ;
Every method in the invocation list is called or notified?
If that's true, why the hell do I need events or the event keyword? Is it simply to tell the developers that Hey, this is acting as an event? Because I'm seriously confused, I just want to move on at this stage lol. This is a sample code I wrote to test it today whether I need event keyword or not.
using System;
namespace LambdasETs
{
public delegate void IsEvenNumberEventHandler(int numberThatIsEven);
public class IsEvenNumberFound
{
public IsEvenNumberEventHandler IsEvenNumberEvent;
private int number;
public void InputNumber(int n)
{
if(number %2 ==0)
{
if (IsEvenNumberEvent != null)
{
IsEvenNumberEvent(n);
}
}
}
public static void Main()
{
IsEvenNumberFound isEvenNumberFound = new IsEvenNumberFound();
isEvenNumberFound.IsEvenNumberEvent += IsEvenNumberAction;
isEvenNumberFound.InputNumber(10);
Console.ReadLine();
}
public static void IsEvenNumberAction(int number)
{
Console.WriteLine("{0} is an even number!", number);
}
}
}
Adding the event keyword to the field public IsEvenNumberEventHandler IsEvenNumberEvent; has no difference.
Please can some explain so that a noob can understand thanks.
An event is an accessor for a delegate, just like a property is an accessor for a field. With much the same goals, it prevents other code from messing with the delegate object. Like setting it null when a bunch of code you don't know about have subscribed a callback. An event restricts access to only adding and removing event handlers with the += and -= operators, external code cannot access the private delegate object at all.
And to customize the subscription with the add and remove accessors. You don't often do so because you are typically happy with the default accessors generated by the compiler. Including a hidden backing field that stores a delegate. But it is not uncommon in the framework code for example. Like all the event handlers for the many events that System.Windows.Forms.Control supports, they are all stored in a single EventHandlerList. Or the WPF equivalent, EventHandlersStore.
but enough to know that delegate datatype is a single cast delegate. delegate void is a multicast delegate - a list of references to methods.
Not true. All "normal" delegates are multicast, even if they have a non void return type.
Question 1: I think myObject is the target, and SomeMethod is the method to reference, but I'm only passing one input. So is myObject.SomeMethod compiled to a string and is the string split by the period? Ridiculous I know.
No, myObject.SomeMethod is a method group. This way of delegate instance creation involves a bit of compiler magic.
multicastdelegate+=newmethodtobereference
If multicastdelegate is a normal delegate variable, this is equivalent to multicastdelegate = multicastdelegate + newmethodtobereference i.e. it creates a new delegate that calls several methods, and assigns it to multicastdelegate.
Now to your main question: What's the purpose of events?
Events have delegate types. They behave similarly to properties. Their purpose is encapsulation, in particular they only allow consumers to subscribe(+=) and unsubscribe(-=) but not to read the value of the event.
Properties are a combination of two methods: get and set.
Events are a combination of two public methods subscribe and unsubscribe, and in the case of a field-like event also something similar to a private getter.
In all the .NET book I've read the guide line for implementing events explains that you need to subclass EventArgs and use EventHandler. I looked up more info on http://msdn.microsoft.com/en-us/library/ms229011.aspx, and it says "Do use System.EventHandler instead of manually creating new delegates to be used as event handlers." I understand that there are important reasons to use EventArgs, but my question is not "Should I do it this way?", but "Can I do it this way?".
Is there any reason that I can't use a generic delegate instead of an EventHandler with my events? For example, if I want a strongly-typed sender (anyone else get annoyed by that object sender?) .
To explain what I mean better, is there any reason the following won't work?
public class IoC
{
public AbstractFactory GetAbstractFactory()
{
var factory = new AbstractFactory();
factory.CreateObject += ()=>new object();
return factory;
}
}
public class AbstractFactory
{
public event Func<object> CreateObject;
private object OnObjectCreated()
{
if(CreateObject == null)
{
throw new Exception("Not injected.");
}
return CreateObject();
}
private object _injectedObject;
public object InjectedObject
{
get
{
if(_injectedObject == null)
{
_injectedObject = OnObjectCreated();
}
return _injectedObject;
}
}
}
It's just convention, and no requirement of the language. You can use any delegate type as an event.
The standard EventHandler<T> signature has a few advantages though:
You can extend the EventArgs parameter. This wouldn't work if you had one parameter for each thing you want to pass into the eventhandler.
An EventHandler which accepts the EventArgs base-class can subscribe to any event following the convention
You can add Extension methods to EventHandler<T> which appear on all events.
Return type is void. Other return types don't make much sense as eventhandlers.
You're following the convention. Following the convention is usually a good idea, unless you have compelling arguments not to.
All of the documentation from Microsoft is about the design of the base class libraries and/or general framework design guidelines. You can use whatever pattern you want.
That said, if people will be consuming your code it will be more familiar to them if you follow the patterns that Microsoft uses.
As far as I know, EventHandler and EventArgs are best practices, but there is nothing to to stop you from using any arbitrary delegate in an event declaration. The event keyword gives you the special functionality of being able to += and -= delegates to the event slot, as opposed to simply having a field or property of the delegate type, which will only accept a single delegate (unless you compose multiple delegates yourself).
Caveat: I'm unsure what happens to delegates with return values in an event slot. My guess is return values are discarded, since multiple delegates with return values assigned to the event would be hard to handle. This would require some experimentation though.
I've been trying to learn about events/delegates, but am confused about the relationship between the two. I know that delegates allow you to invoke different functions without needing to know what particular function is being invoked. (eg: a graphing function needs to accept inputs that are different functions to be graphed).
But I don't see how delegates are used in Events.
Can someone construct a simple example (in pseudocode or C# or Java) that illustrates the workings of Delegates as related to Events?
Thanks!
(This is all from a C# perspective.)
I have an article about the differences between events and delegates. That covers everything mentioned below in a lot more detail.
Basically I like to think of an event as being like a property - it's a pair of methods, that's all. Instead of get/set, an event has add/remove - meaning "add this event handler" and "remove this event handler". At the core, that's all an event is.
C# also has field-like events which are a shortcut:
public event EventHandler Foo;
declares both a field and an event, with a nearly trivial add/remove implementation. Within the class, referring to Foo refers to the field. Outside the class, referring to Foo refers to the event.
The basic idea is that an event allows other code to subscribe to and unsubscribe from it, by passing in a delegate (the event handler). Usually, subscription is implemented by creating a new multicast delegate containing the previous list of event handlers and the new one. So if you're storing the event handlers in a field called myEventHandlers, the subscription implementation might be:
myEventHandlers += value;
Similarly unsubscription usually involves creating a new multicast delegate without the specified handler:
myEventHandlers -= value;
Then when you want to raise/fire the event, you just call that multicast delegate - usually with a nullity check to avoid an exception being thrown if no-one has subscribed:
EventHandler handler = myEventHandlers;
if (handler != null)
{
// You could pass in a different "sender" and "args" of course
handler(this, EventArgs.Empty);
}
Using events, the subscribers don't know about each other, and can't raise the event themselves (usually). In other words, it's a pattern of encapsulation, which has been given status within both the language and the platform.
You'll need to be specific as to which language you want. As far as I know, Java doesn't have a concept of delegates (though I could be completely wrong); it tends to follow an observer pattern for event handling.
C#, however, does. An event in C# has the same relation to a delegate as a property has to its backing field. The delegate itself is what stores the pointer to the function that handles the event (or, more accurately, the list of pointers attached to the event; I use the term "pointer" loosely here).
If I declare this in C#:
public event EventHandler MyEvent;
And call the event like this:
MyEvent(this, EventArgs.Empty);
It's really just some shorthand for a full event implementation:
private EventHandler myEventHandler;
public event EventHandler MyEvent
{
add { myEventHandler += value; }
remove { myEventHandler -= value; }
}
And calling it...
myEventHandler(this, EventArgs.Empty);
All this is to say that an actual event exposes two operations: add and remove that are used by the consuming code to attach their event handlers to the event. In the default (shorthand) notation, the compiler creates a private instance member of the delegate type and uses it in the way that I described above. When you "invoke" the event, the compiler actually substitutes the name of the event for the name of the private backing delegate it created. This is why you can't invoke an event from a subclass--if the event is created in shorthand, then the backing member is private.
Difference is simple.
delegate is a class with two fields - object and MethodInfo.
event is a private field of type delegate and two public methods add and remove.
Usually under the hood of event MulticastDelegate is used - it's a class inherited from Delegate and containing list of Delegates. This allows event to have multiple subscribers.
You can look at:
http://msdn.microsoft.com/en-us/library/17sde2xt.aspx
The example is continued here:
http://msdn.microsoft.com/en-us/library/xwbwks95.aspx
Basically, as was mentioned, events are just special cases of delegates, but with the changes in .NET 3.5 you can write events without using delegates, though under the hood delegates are still written.
If you look at this article, they show how to use lambda expressions and anonymous functions for events:
http://msdn.microsoft.com/en-us/library/ms366768.aspx
.Net events are just delegates under the hood: They provide some syntactic sugar in the compiler.
You can set/reset a delegate, but you can only add or remove an event handler. The rationale is that you won't care who else subscribes to an event whereas plain delegates are more used in a "callback" scenario.
But at the end of all things they are very very similar.
Some resources:
C# events vs. delegates
Delegates & Events - A short Q&A
I'm new to the java world but I have to admit I'm pretty delighted, but I still miss some C # stuff, so design this pattern that has given me good results, Java experts see some drawback in using this pattern? It only supports java 8:
#FunctionalInterface
public interface IEvent<TEventArgs extends Object> {
void invoke(TEventArgs eventArgs);
}
public class EventHandler<TEventArgs>
{
private ArrayList<IEvent<TEventArgs>> eventDelegateArray = new ArrayList<>();
public void subscribe(IEvent<TEventArgs> methodReference)
{
eventDelegateArray.add(methodReference);
}
public void unSubscribe(IEvent<TEventArgs> methodReference)
{
eventDelegateArray.remove(methodReference);
}
public void invoke(TEventArgs eventArgs)
{
if (eventDelegateArray.size()>0)
eventDelegateArray.forEach(p -> p.invoke(eventArgs));
}
}
public class DummyEventProducer
{
// The event
public EventHandler<String> myEvent = new EventHandler<>();
public void onMyEvent(String A)
{
myEvent.invoke(A);
}
}
public class DummySubscriber {
// The method will be subscribed to the event
public void methodCallWhenEventGetTriggered(String eventArgs)
{
System.out.println("event fired with eventargs: " + eventArgs);
}
}
public class Main {
public static void main(String[] args)
{
// A dummy producer
DummyEventProducer producer = new DummyEventProducer();
// A dummy subscribers
DummySubscriber testingInstanceA = new DummySubscriber();
DummySubscriber testingInstanceB = new DummySubscriber();
DummySubscriber testingInstanceC = new DummySubscriber();
// We create decoupled event links because we want to un-subscribe later
IEvent<String> EventSink1 = testingInstanceA::methodCallWhenEventGetTriggered;
IEvent<String> EventSink2 = testingInstanceB::methodCallWhenEventGetTriggered;
IEvent<String> EventSink3 = testingInstanceC::methodCallWhenEventGetTriggered;
// subscribe to the event on dummy producer
producer.myEvent.subscribe(EventSink1);
producer.myEvent.subscribe(EventSink2);
producer.myEvent.subscribe(EventSink3);
// fire the event on producer
producer.onMyEvent("Hola MUNDO with decoupled subscriptions!");
// unsubscribe to the event on dummy producer
producer.myEvent.unSubscribe(EventSink1);
producer.myEvent.unSubscribe(EventSink2);
producer.myEvent.unSubscribe(EventSink3);
// fire the event on producer again
producer.onMyEvent("Hola MUNDO! with no events subscriptions :(");
// IF YOU DON CARE ABOUT UNSUBSCRIBE YOU CAN LINK EVENTS DIRECTLY TO THE SUBSCRIBER
producer.myEvent.subscribe(testingInstanceA::methodCallWhenEventGetTriggered);
producer.myEvent.subscribe(testingInstanceB::methodCallWhenEventGetTriggered);
producer.myEvent.subscribe(testingInstanceC::methodCallWhenEventGetTriggered);
// fire the event on producer again
producer.onMyEvent("Hola MUNDO! with strong link subscriptions (cannot be un-subscribed");
}
}
Feel free to ask, corrections, suggestions =)
Best regards!
I understand the purpose of events, especially within the context of creating user interfaces. I think this is the prototype for creating an event:
public void EventName(object sender, EventArgs e);
What do event handlers do, why are they needed, and how do I to create one?
To understand event handlers, you need to understand delegates. In C#, you can think of a delegate as a pointer (or a reference) to a method. This is useful because the pointer can be passed around as a value.
The central concept of a delegate is its signature, or shape. That is (1) the return type and (2) the input arguments. For example, if we create a delegate void MyDelegate(object sender, EventArgs e), it can only point to methods which return void, and take an object and EventArgs. Kind of like a square hole and a square peg. So we say these methods have the same signature, or shape, as the delegate.
So knowing how to create a reference to a method, let's think about the purpose of events: we want to cause some code to be executed when something happens elsewhere in the system - or "handle the event". To do this, we create specific methods for the code we want to be executed. The glue between the event and the methods to be executed are the delegates. The event must internally store a "list" of pointers to the methods to call when the event is raised.* Of course, to be able to call a method, we need to know what arguments to pass to it! We use the delegate as the "contract" between the event and all the specific methods that will be called.
So the default EventHandler (and many like it) represents a specific shape of method (again, void/object-EventArgs). When you declare an event, you are saying which shape of method (EventHandler) that event will invoke, by specifying a delegate:
//This delegate can be used to point to methods
//which return void and take a string.
public delegate void MyEventHandler(string foo);
//This event can cause any method which conforms
//to MyEventHandler to be called.
public event MyEventHandler SomethingHappened;
//Here is some code I want to be executed
//when SomethingHappened fires.
void HandleSomethingHappened(string foo)
{
//Do some stuff
}
//I am creating a delegate (pointer) to HandleSomethingHappened
//and adding it to SomethingHappened's list of "Event Handlers".
myObj.SomethingHappened += new MyEventHandler(HandleSomethingHappened);
//To raise the event within a method.
SomethingHappened("bar");
(*This is the key to events in .NET and peels away the "magic" - an event is really, under the covers, just a list of methods of the same "shape". The list is stored where the event lives. When the event is "raised", it's really just "go through this list of methods and call each one, using these values as the parameters". Assigning an event handler is just a prettier, easier way of adding your method to this list of methods to be called).
C# knows two terms, delegate and event. Let's start with the first one.
Delegate
A delegate is a reference to a method. Just like you can create a reference to an instance:
MyClass instance = myFactory.GetInstance();
You can use a delegate to create an reference to a method:
Action myMethod = myFactory.GetInstance;
Now that you have this reference to a method, you can call the method via the reference:
MyClass instance = myMethod();
But why would you? You can also just call myFactory.GetInstance() directly. In this case you can. However, there are many cases to think about where you don't want the rest of the application to have knowledge of myFactory or to call myFactory.GetInstance() directly.
An obvious one is if you want to be able to replace myFactory.GetInstance() into myOfflineFakeFactory.GetInstance() from one central place (aka factory method pattern).
Factory method pattern
So, if you have a TheOtherClass class and it needs to use the myFactory.GetInstance(), this is how the code will look like without delegates (you'll need to let TheOtherClass know about the type of your myFactory):
TheOtherClass toc;
//...
toc.SetFactory(myFactory);
class TheOtherClass
{
public void SetFactory(MyFactory factory)
{
// set here
}
}
If you'd use delegates, you don't have to expose the type of my factory:
TheOtherClass toc;
//...
Action factoryMethod = myFactory.GetInstance;
toc.SetFactoryMethod(factoryMethod);
class TheOtherClass
{
public void SetFactoryMethod(Action factoryMethod)
{
// set here
}
}
Thus, you can give a delegate to some other class to use, without exposing your type to them. The only thing you're exposing is the signature of your method (how many parameters you have and such).
"Signature of my method", where did I hear that before? O yes, interfaces!!! interfaces describe the signature of a whole class. Think of delegates as describing the signature of only one method!
Another large difference between an interface and a delegate is that when you're writing your class, you don't have to say to C# "this method implements that type of delegate". With interfaces, you do need to say "this class implements that type of an interface".
Further, a delegate reference can (with some restrictions, see below) reference multiple methods (called MulticastDelegate). This means that when you call the delegate, multiple explicitly-attached methods will be executed. An object reference can always only reference to one object.
The restrictions for a MulticastDelegate are that the (method/delegate) signature should not have any return value (void) and the keywords out and ref is not used in the signature. Obviously, you can't call two methods that return a number and expect them to return the same number. Once the signature complies, the delegate is automatically a MulticastDelegate.
Event
Events are just properties (like the get;set; properties to instance fields) which expose subscription to the delegate from other objects. These properties, however, don't support get;set;. Instead, they support add; remove;
So you can have:
Action myField;
public event Action MyProperty
{
add { myField += value; }
remove { myField -= value; }
}
Usage in UI (WinForms,WPF,UWP So on)
So, now we know that a delegate is a reference to a method and that we can have an event to let the world know that they can give us their methods to be referenced from our delegate, and we are a UI button, then: we can ask anyone who is interested in whether I was clicked, to register their method with us (via the event we exposed). We can use all those methods that were given to us and reference them by our delegate. And then, we'll wait and wait.... until a user comes and clicks on that button, then we'll have enough reason to invoke the delegate. And because the delegate references all those methods given to us, all those methods will be invoked. We don't know what those methods do, nor we know which class implements those methods. All we do care about is that someone was interested in us being clicked, and gave us a reference to a method that complied with our desired signature.
Java
Languages like Java don't have delegates. They use interfaces instead. The way they do that is to ask anyone who is interested in 'us being clicked', to implement a certain interface (with a certain method we can call), then give us the whole instance that implements the interface. We keep a list of all objects implementing this interface and can call their 'certain method we can call' whenever we get clicked.
That is actually the declaration for an event handler - a method that will get called when an event is fired. To create an event, you'd write something like this:
public class Foo
{
public event EventHandler MyEvent;
}
And then you can subscribe to the event like this:
Foo foo = new Foo();
foo.MyEvent += new EventHandler(this.OnMyEvent);
With OnMyEvent() defined like this:
private void OnMyEvent(object sender, EventArgs e)
{
MessageBox.Show("MyEvent fired!");
}
Whenever Foo fires off MyEvent, then your OnMyEvent handler will be called.
You don't always have to use an instance of EventArgs as the second parameter. If you want to include additional information, you can use a class derived from EventArgs (EventArgs is the base by convention). For example, if you look at some of the events defined on Control in WinForms, or FrameworkElement in WPF, you can see examples of events that pass additional information to the event handlers.
Here is a code example which may help:
using System;
using System.Collections.Generic;
using System.Text;
namespace Event_Example
{
// First we have to define a delegate that acts as a signature for the
// function that is ultimately called when the event is triggered.
// You will notice that the second parameter is of MyEventArgs type.
// This object will contain information about the triggered event.
public delegate void MyEventHandler(object source, MyEventArgs e);
// This is a class which describes the event to the class that receives it.
// An EventArgs class must always derive from System.EventArgs.
public class MyEventArgs : EventArgs
{
private string EventInfo;
public MyEventArgs(string Text) {
EventInfo = Text;
}
public string GetInfo() {
return EventInfo;
}
}
// This next class is the one which contains an event and triggers it
// once an action is performed. For example, lets trigger this event
// once a variable is incremented over a particular value. Notice the
// event uses the MyEventHandler delegate to create a signature
// for the called function.
public class MyClass
{
public event MyEventHandler OnMaximum;
private int i;
private int Maximum = 10;
public int MyValue
{
get { return i; }
set
{
if(value <= Maximum) {
i = value;
}
else
{
// To make sure we only trigger the event if a handler is present
// we check the event to make sure it's not null.
if(OnMaximum != null) {
OnMaximum(this, new MyEventArgs("You've entered " +
value.ToString() +
", but the maximum is " +
Maximum.ToString()));
}
}
}
}
}
class Program
{
// This is the actual method that will be assigned to the event handler
// within the above class. This is where we perform an action once the
// event has been triggered.
static void MaximumReached(object source, MyEventArgs e) {
Console.WriteLine(e.GetInfo());
}
static void Main(string[] args) {
// Now lets test the event contained in the above class.
MyClass MyObject = new MyClass();
MyObject.OnMaximum += new MyEventHandler(MaximumReached);
for(int x = 0; x <= 15; x++) {
MyObject.MyValue = x;
}
Console.ReadLine();
}
}
}
Just to add to the existing great answers here - building on the code in the accepted one, which uses a delegate void MyEventHandler(string foo)...
Because the compiler knows the delegate type of the SomethingHappened event, this:
myObj.SomethingHappened += HandleSomethingHappened;
Is totally equivalent to:
myObj.SomethingHappened += new MyEventHandler(HandleSomethingHappened);
And handlers can also be unregistered with -= like this:
// -= removes the handler from the event's list of "listeners":
myObj.SomethingHappened -= HandleSomethingHappened;
For completeness' sake, raising the event can be done like this, only in the class that owns the event:
//Firing the event is done by simply providing the arguments to the event:
var handler = SomethingHappened; // thread-local copy of the event
if (handler != null) // the event is null if there are no listeners!
{
handler("Hi there!");
}
The thread-local copy of the handler is needed to make sure the invocation is thread-safe - otherwise a thread could go and unregister the last handler for the event immediately after we checked if it was null, and we would have a "fun" NullReferenceException there.
C# 6 introduced a nice short hand for this pattern. It uses the null propagation operator.
SomethingHappened?.Invoke("Hi there!");
My understanding of the events is;
Delegate:
A variable to hold reference to method / methods to be executed. This makes it possible to pass around methods like a variable.
Steps for creating and calling the event:
The event is an instance of a delegate
Since an event is an instance of a delegate, then we have to first define the delegate.
Assign the method / methods to be executed when the event is fired (Calling the delegate)
Fire the event (Call the delegate)
Example:
using System;
namespace test{
class MyTestApp{
//The Event Handler declaration
public delegate void EventHandler();
//The Event declaration
public event EventHandler MyHandler;
//The method to call
public void Hello(){
Console.WriteLine("Hello World of events!");
}
public static void Main(){
MyTestApp TestApp = new MyTestApp();
//Assign the method to be called when the event is fired
TestApp.MyHandler = new EventHandler(TestApp.Hello);
//Firing the event
if (TestApp.MyHandler != null){
TestApp.MyHandler();
}
}
}
}
//This delegate can be used to point to methods
//which return void and take a string.
public delegate void MyDelegate(string foo);
//This event can cause any method which conforms
//to MyEventHandler to be called.
public event MyDelegate MyEvent;
//Here is some code I want to be executed
//when SomethingHappened fires.
void MyEventHandler(string foo)
{
//Do some stuff
}
//I am creating a delegate (pointer) to HandleSomethingHappened
//and adding it to SomethingHappened's list of "Event Handlers".
myObj.MyEvent += new MyDelegate (MyEventHandler);
publisher: where the events happen. Publisher should specify which delegate the class is using and generate necessary arguments, pass those arguments and itself to the delegate.
subscriber: where the response happen. Subscriber should specify methods to respond to events. These methods should take the same type of arguments as the delegate. Subscriber then add this method to publisher's delegate.
Therefore, when the event happen in publisher, delegate will receive some event arguments (data, etc), but publisher has no idea what will happen with all these data. Subscribers can create methods in their own class to respond to events in publisher's class, so that subscribers can respond to publisher's events.
I recently made an example of how to use events in c#, and posted it on my blog. I tried to make it as clear as possible, with a very simple example. In case it might help anyone, here it is: http://www.konsfik.com/using-events-in-csharp/
It includes description and source code (with lots of comments), and it mainly focuses on a proper (template - like) usage of events and event handlers.
Some key points are:
Events are like "sub - types of delegates", only more constrained (in a good way). In fact an event's declaration always includes a delegate (EventHandlers are a type of delegate).
Event Handlers are specific types of delegates (you may think of them as a template), which force the user to create events which have a specific "signature". The signature is of the format: (object sender, EventArgs eventarguments).
You may create your own sub-class of EventArgs, in order to include any type of information the event needs to convey. It is not necessary to use EventHandlers when using events. You may completely skip them and use your own kind of delegate in their place.
One key difference between using events and delegates, is that events can only be invoked from within the class that they were declared in, even though they may be declared as public. This is a very important distinction, because it allows your events to be exposed so that they are "connected" to external methods, while at the same time they are protected from "external misuse".
Another thing to know about, in some cases, you have to use the Delegates/Events when you need a low level of coupling !
If you want to use a component in several place in application, you need to make a component with low level of coupling and the specific unconcerned LOGIC must be delegated OUTSIDE of your component ! This ensures that you have a decoupled system and a cleaner code.
In SOLID principle this is the "D", (Dependency inversion principle).
Also known as "IoC", Inversion of control.
You can make "IoC" with Events, Delegates and DI (Dependency Injection).
It's easy to access a method in a child class. But more difficult to access a method in a parent class from child. You have to pass the parent reference to the child ! (or use DI with Interface)
Delegates/Events allows us to communicate from the child to the parent without reference !
In this diagram above, I do not use Delegate/Event and the parent component B has to have a reference of the parent component A to execute the unconcerned business logic in method of A. (high level of coupling)
With this approach, I would have to put all the references of all components that use component B ! :(
In this diagram above, I use Delegate/Event and the component B doesn't have to known A. (low level of coupling)
And you can use your component B anywhere in your application !
I agree with KE50 except that I view the 'event' keyword as an alias for 'ActionCollection' since the event holds a collection of actions to be performed (ie. the delegate).
using System;
namespace test{
class MyTestApp{
//The Event Handler declaration
public delegate void EventAction();
//The Event Action Collection
//Equivalent to
// public List<EventAction> EventActions=new List<EventAction>();
//
public event EventAction EventActions;
//An Action
public void Hello(){
Console.WriteLine("Hello World of events!");
}
//Another Action
public void Goodbye(){
Console.WriteLine("Goodbye Cruel World of events!");
}
public static void Main(){
MyTestApp TestApp = new MyTestApp();
//Add actions to the collection
TestApp.EventActions += TestApp.Hello;
TestApp.EventActions += TestApp.Goodbye;
//Invoke all event actions
if (TestApp.EventActions!= null){
//this peculiar syntax hides the invoke
TestApp.EventActions();
//using the 'ActionCollection' idea:
// foreach(EventAction action in TestApp.EventActions)
// action.Invoke();
}
}
}
}
Great technical answers in the post! I have nothing technically to add to that.
One of the main reasons why new features appear in languages and software in general is marketing or company politics! :-) This must not be under estimated!
I think this applies to certain extend to delegates and events too! i find them useful and add value to the C# language, but on the other hand the Java language decided not to use them! they decided that whatever you are solving with delegates you can already solve with existing features of the language i.e. interfaces e.g.
Now around 2001 Microsoft released the .NET framework and the C# language as a competitor solution to Java, so it was good to have NEW FEATURES that Java doesn't have.
DELEGATES, EVENTS(EVENT HANDLERS/EVENT LISTENERS), CONCEPTS(MULTICASTING/BROADCASTING), ACTION & FUNC
This will be a long one but its the simplest explanation, the problem this is such a nuisance of a topic is because people are just using different words to explain the same thing
First of all, you should know a few things
DELEGATES: It's nothing but a list of methods, why create a list? because when your code is being executed, that list is taken and every method there is executed one by one, just don't listen to textbook definitions take this and you will be all right
also called :
a pointer to a function
a wrapper for a method that can send and receive methods just like a variable
to create a delegate you go
[[access modifier] delegate [return type] [delegate name]([parameters])]
example: public delegate int demo(int a);
now to execute all these methods stored in a list called delegate, you go
1. demo.invoke(a);
2. demo(a); ..... both are valid
using the dot and explicitly saying invoke shines in async programming where you use beginInvoke, but that is out of the scope of this topic
there is one more thing called "Creating an object of the delegate/instantiate Delegate" which is pretty much as it sounds but just to avoid confusion it goes like (for the above example )
example : demo del = new demo(); (or) Public demo del = null;
to add any method to the list called delegate you go += and you also need to remove it once the "requirements of the methods are met" you go -=
(requirements of the methods are met mean you no longer need the method to be active or aka "listening") if you don't remove it, it could cause a "memory leak" meaning your computers ram will be eaten alive, technically allocated memory will not be released
example: say there is a method
public int calculate (int c)
to add this method to delegate you go
1. del = calculate;
2. del += calculate; .... all are valid
to remove
del -= calculate
first of all notice the similarities between the delegate and the method, the return type(output) and the input/parameters are the same, and that is a rule you just cannot add any random or a bunch of methods in a delegate it needs to follow the input-output rule
now why are there 2 different ways to do one thing, the only thing different is the assignment operators (+, =), this introduces a new topic called
EVENTS
which is nothing but a constrained version of a Delegate, It's still a List of methods don't confuse when people explain these terminologies, they change the name, so stick with this to understand
what is the constraint? you cannot do this del = calculate;
what's the harm in it, say a bunch of methods are added to the Delegate(List), you do that 👆 all are wiped out and only a single method "calculate" remains, so to prevent that Events are used,
Event Syntax
Public Event demo del = null;
One more thing you cannot do with events is invoke the delegate directly like demo.invoke since its public it can be accessed and invoked but with events, it can't
now you just add the methods to the event (a special type of delegate)
when to use an event vs a delegate, depends on your situation but pragmatically events are popular
few more keywords
MULTICASTING: nothing but adding more than one method to a delegate
BROADCASTING: adding more than one method to an event
PUBLISHER: the one that executes the method (term used in broadcasting), only a single entity
SUBSCRIBER: The methods that are being executed, can be multiple
LISTENER: the same thing as a subscriber but the term is used in multicasting
EVENT HANDLER: same thing as a subscriber/event listener so what the difference? it's basically the same thing, some say an eventlistener detect for the event to occur and the event handler "handles" or execute the code, ITS THE SAME THING PRACTICALLY!
action and func are just delegates that have been created and instantiated so 2 lines of code in a word, the difference is just in return types
ACTION: does not return anything while taking 0 or more than 1 input
FUNC: returns one thing and takes in parameters
if you don't do good with reading here is the best video on this topic
https://www.youtube.com/playlist?list=PLFt_AvWsXl0dliMtpZC8Qd_ru26785Ih_