Is the implementation below thread-safe? If not what am I missing? Should I have the volatile keywords somewhere? Or a lock somewhere in the OnProcessingCompleted method? If so, where?
public abstract class ProcessBase : IProcess
{
private readonly object completedEventLock = new object();
private event EventHandler<ProcessCompletedEventArgs> ProcessCompleted;
event EventHandler<ProcessCompletedEventArgs> IProcess.ProcessCompleted
{
add
{
lock (completedEventLock)
ProcessCompleted += value;
}
remove
{
lock (completedEventLock)
ProcessCompleted -= value;
}
}
protected void OnProcessingCompleted(ProcessCompletedEventArgs e)
{
EventHandler<ProcessCompletedEventArgs> handler = ProcessCompleted;
if (handler != null)
handler(this, e);
}
}
Note: The reason why I have private event and explicit interface stuff, is because it is an abstract base class. And the classes that inherit from it shouldn't do anything with that event directly. Added the class wrapper so that it is more clear =)
You need to lock when you fetch the handler too, otherwise you may not have the latest value:
protected void OnProcessingCompleted(ProcessCompletedEventArgs e)
{
EventHandler<ProcessCompletedEventArgs> handler;
lock (completedEventLock)
{
handler = ProcessCompleted;
}
if (handler != null)
handler(this, e);
}
Note that this doesn't prevent a race condition where we've decided we're going to execute a set of handlers and then one handler unsubscribed. It will still be called, because we've fetched the multicast delegate containing it into the handler variable.
There's not a lot you can do about this, other than making the handler itself aware that it shouldn't be called any more.
It's arguably better to just not try to make the events thread-safe - specify that the subscription should only change in the thread which will raise the event.
There is no need for the private ProcessCompleted member to be an event - it could just be a field: private EventHandler<ProcessCompletedEventArgs> ProcessCompleted; - inside the class it always goes straight to the field, so the event stuff is lost anyway.
The approach you've shown with an explicit lock object isn't much more thread-safe than just having a field-like event (i.e. public event EventHandler<ProcessCompletedEventArgs> ProcessCompleted; - the only difference is that you aren't locking "this" (which is a good thing - you should ideally avoid locking on this).. The "handler variable" approach is the right one, but there are still side-effects you should be aware of.
Related
Is there any smart way to avoid the verbosity of testing the nullity on an event before calling it in a generic way ? It looks obvious that if I call a delegate, I want it to be assigned.
(If I Really want/need to test its nullity I could eventually do it explicitly, but putting this test systematically is kind of tedious and verbose.)
public delegate void ResetTradesDelegate();
public ResetTradesDelegate ResetTradesEvents;
public void OnSessionRxAdmMessage(IVfxFixAppSession session, FixMessage msg)
{
if (ResetTradesEvent != null) //<-- Is there "any" a way not to write this test explicitly for each delegate ?
ResetTradesEvent();
}
public event EventHandler NoDataEventHandler = delegate{};
Declaring an event in this way means it will never be null. It will always, at a minimum, have a single no-op event handler hooked up.
In your case, probably
public event ResetTradesDelegate ResetTradesEvents = delegate{};
Firing an event is always going to have a race condition associated with it. You're either going to risk trying to call a delegate when it's null, or calling a delegate after the event has been unhooked. Eric Lippert wrote a pretty comprehensive post on this topic here. The technique above still suffers from the second type of race condition, so the event handlers need to be robust to being called after the event has been unhooked.
static void CallIfNotNull(this Action action)
{
if (action != null) action();
}
As an extension method, this is quite convenient to use.
You can create your event-handler with an always-subscribed no-op event:
public class MyClass
{
public MyClass()
{
this.Event += (sender, e) => ();
}
public event EventHandler Event;
protected virtual void OnEvent()
{
this.Event(this, EventArgs.Empty);
}
}
However, this requires subscribing your event and will incur a performance penalty as the no-op delegate will still exist in the list of subscribed event handlers.
My preference here is to create a pair of extension methods to invoke any event handler, whilst performing a null-safe check:
public static void Raise(this EventHandler #event, object sender)
{
if(#event != null)
{
#event.Invoke(sender, EventArgs.Empty);
}
}
public static void Raise<TEventArgs>(
this EventHandler<TEventArgs> #event,
object sender,
TEventArgs args)
where TEventArgs : EventArgs
{
if(#event != null)
{
#event.Invoke(sender, args);
}
}
This can then be easily invoked anywhere in your library to safely raise the event:
this.ResetTradesEvent.Raise(this);
It's purely syntactic sugar; you're still doing the check on the delegate. It is however, a nice re-usable way to wrap up this smelly part of the C# language.
public static void Call(this Action action)
{
var safeAction = Interlocked.CompareExchange(ref action, null, null);
if (safeAction != null)
safeAction();
}
Using the null conditional operator keeps the test but is less verbose so works for me. I don't imagine it resolves the race condition that others have mentioned.
ResetTradesEvent?.Invoke();
This is suggested automatically in Visual Studio 2017.
Is is possible to delegate events from inner object instance to corrent object's event handlers with a syntax like this:
public class MyControl {
public event EventHandler Finish;
private Wizard wizard;
public MyControl( Wizard wizard ) {
this.wizard = wizard;
// some other initialization going on here...
// THIS is what I want to do to chain events
this.wizard.Finish += Finish;
}
}
The motivation for the above structure is that I have many wizard-like UI flows and wanted to separate the Back, Forward & Cancel handling to a single class to respect Open Closed Principle and Single Responsibility Principle in my design.
Adding a method OnFinish and doing the normal checking there is always possible but on case there are lot's of nested events, it's going to end up with lot's of boilerplate code.
Two options. First:
public event EventHandler Finish
{
add { wizard.Finish += value; }
remove { wizard.Finish -= value; }
}
Second, as you mentioned:
public event EventHandler Finish;
wizard.Finish += WizardFinished;
private void WizardFinished(object sender, EventArgs e)
{
EventHandler handler = Finish;
if (handler != null)
{
handler(this, e);
}
}
The benefit of the second form is that the source of the event then appears to be the intermediate class, not the wizard - which is reasonable as that's what the handlers have subscribed to.
I have a
BindingList<T>
which is bound to a datagridview. One property in my class takes long to calculate, so I threaded the action. After the calculation I raise the OnPropertyChanged() event to notify the grid that the value is ready.
At least, that's the theory. But since the OnPropertyChanged Method is called from a differend thread I get some weired exceptions in the OnRowPrePaint method of the grid.
Can anybody tell me how I fore the OnPropertyChanged event to be excecuted in the main thread? I can not use Form.Invoke, since the class MyClass is not aware that it runs in a Winforms application.
public class MyClass : INotifyPropertyChanged
{
public int FastMember {get;set;}
private int? slowMember;
public SlowMember
{
get
{
if (slowMember.HasValue)
return slowMember.Value;
else
{
Thread t = new Thread(getSlowMember);
t.Start();
return -1;
}
}
}
private void getSlowMember()
{
Thread.Sleep(1000);
slowMember = 5;
OnPropertyChanged("SlowMember");
}
public event PropertyChangedEventHandler PropertyChanged;
private void OnPropertyChanged(string propertyName)
{
PropertyChangingEventHandler eh = PropertyChanging;
if (eh != null)
{
eh(this, e);
}
}
}
People sometimes forget that the event handler is a MultiCastDelegate and, as such, has all the information regarding each subscriber that we need to handle this situation gracefully without imposing the Invoke+Synchronization performance penalty unnecessarily. I've been using code like this for ages:
using System.ComponentModel;
// ...
public event PropertyChangedEventHandler PropertyChanged;
protected virtual void OnPropertyChanged(string propertyName)
{
var handler = PropertyChanged;
if (handler != null)
{
var e = new PropertyChangedEventArgs(propertyName);
foreach (EventHandler h in handler.GetInvocationList())
{
var synch = h.Target as ISynchronizeInvoke;
if (synch != null && synch.InvokeRequired)
synch.Invoke(h, new object[] { this, e });
else
h(this, e);
}
}
}
What it does is simple, but I remember that I almost cracked my brain back then trying to find the best way to do it.
It first "grabs" the event handler on a local property to avoid any race conditions.
If the handler is not null (at lease one subscriber does exist) it prepares the event args, and then iterates through the invocation list of this multicast delegate.
The invocation list has the target property, which is the event's subscriber. If this subscriber implements ISynchronizeInvoke (all UI controls implement it) we then check its InvokeRequired property, and it is true we just Invoke it passing the delegate and parameters. Calling it this way will synchronize the call into the UI thread.
Otherwise we simply call the event handler delegate directly.
By design, a control can only be updated by the thread it was created in. This is why you are getting exceptions.
Consider using a BackgroundWorker and only update the member after the long lasting operation has completed by subscribing an eventhandler to RunWorkerCompleted.
Here's something I wrote a while ago; it should work reasonably well, but note the cost of lots of updates...
using System.ComponentModel;
using System.Threading;
public class ThreadedBindingList<T> : BindingList<T> {
SynchronizationContext ctx = SynchronizationContext.Current;
protected override void OnAddingNew(AddingNewEventArgs e) {
if (ctx == null) { BaseAddingNew(e); }
else { ctx.Send(delegate { BaseAddingNew(e); }, null); }
}
protected override void OnListChanged(ListChangedEventArgs e) {
if (ctx == null) { BaseListChanged(e); }
else { ctx.Send(delegate { BaseListChanged(e); }, null); }
}
void BaseListChanged(ListChangedEventArgs e) { base.OnListChanged(e); }
void BaseAddingNew(AddingNewEventArgs e) { base.OnAddingNew(e); }
}
Consideration 1:
Take a look at UIThreadMarshal class and its usage in this article:
UI Thread Marshaling in the Model Layer
You can change the class from static to instance and inject it into your object. So your object will not know about Form class. It will know only about UIThreadMarshal class.
Consideration 2:
I don't think returning -1 from your property is good idea. It looks like a bad design to me.
Consideration 3:
Maybe your class shouldn't use antoher thread. Maybe it's consumer classes who should decide how to call your property: directly or in a separate thread. In this case maybe you need to provide additional property, such as IsSlowMemberInitialized.
I am sure that I am just not understanding something fundamental about events and/or delegates in C#, but why can't I do the Boolean tests in this code sample:
public class UseSomeEventBase {
public delegate void SomeEventHandler(object sender, EventArgs e);
public event SomeEventHandler SomeEvent;
protected void OnSomeEvent(EventArgs e) {
// CANONICAL WAY TO TEST EVENT. OF COURSE, THIS WORKS.
if (SomeEvent != null) SomeEvent(this, e);
}
}
public class UseSomeEvent : UseSomeEventBase {
public bool IsSomeEventHandlerNull() {
// "LEFT HAND SIDE" COMPILER ERROR
return SomeEvent == null;
}
}
class Program {
static void Main(string[] args) {
var useSomeEvent = new UseSomeEvent();
useSomeEvent.SomeEvent +=new UseSomeEventBase.SomeEventHandler(FuncToHandle);
// "LEFT HAND SIDE" COMPILER ERROR
if (useSomeEvent.SomeEvent == null) {
}
var useSomeEventBase = new UseSomeEventBase();
useSomeEventBase.SomeEvent += new UseSomeEventBase.SomeEventHandler(FuncToHandle);
// "LEFT HAND SIDE" COMPILER ERROR
if (useSomeEventBase.SomeEvent == null) {
}
}
static void FuncToHandle(object sender, EventArgs e) { }
}
An event is really just an "add" operation and a "remove" operation. You can't get the value, you can't set the value, you can't call it - you can just subscribe a handler for the event (add) or unsubscribe one (remove). This is fine - it's encapsulation, plain and simple. It's up to the publisher to implement add/remove appropriately, but unless the publisher chooses to make the details available, subscribers can't modify or access the implementation-specific parts.
Field-like events in C# (where you don't specify the add/remove bits) hide this - they create a variable of a delegate type and an event. The event's add/remove implementations just use the variable to keep track of the subscribers.
Inside the class you refer to the variable (so you can get the currently subscribed delegates, execute them etc) and outside the class you refer to the event itself (so only have add/remove abilities).
The alternative to field-like events is where you explicitly implement the add/remove yourself, e.g.
private EventHandler clickHandler; // Normal private field
public event EventHandler Click
{
add
{
Console.WriteLine("New subscriber");
clickHandler += value;
}
remove
{
Console.WriteLine("Lost a subscriber");
clickHandler -= value;
}
}
See my article on events for more information.
Of course the event publisher can also make more information available - you could write a property like ClickHandlers to return the current multi-cast delegate, or HasClickHandlersto return whether there are any or not. That's not part of the core event model though.
You can easily use a very simple approach here to not repeatedly subscribe to an event.
Either of the 2 approaches below can be used:
Flag approach : _getWarehouseForVendorCompletedSubscribed is a private variable initialized to false.
if (!_getWarehouseForVendorCompletedSubscribed)
{
_serviceClient.GetWarehouseForVendorCompleted += new EventHandler<GetWarehouseForVendorCompletedEventArgs>(_serviceClient_GetWarehouseForVendorCompleted);
_getWarehouseForVendorCompletedSubscribed = true;
}
Unsubscribe Approach :Include an unsubscribe everytime you want to subscribe.
_serviceClient.GetWarehouseForVendorCompleted -= new
EventHandler<GetWarehouseForVendorCompletedEventArgs>
(_serviceClient_GetWarehouseForVendorCompleted);
_serviceClient.GetWarehouseForVendorCompleted += new
EventHandler<GetWarehouseForVendorCompletedEventArgs>
(_serviceClient_GetWarehouseForVendorCompleted);
Here the answer:
using System;
delegate void MyEventHandler();
class MyEvent
{
string s;
public event MyEventHandler SomeEvent;
// This is called to raise the event.
public void OnSomeEvent()
{
if (SomeEvent != null)
{
SomeEvent();
}
}
public string IsNull
{
get
{
if (SomeEvent != null)
return s = "The EventHandlerList is not NULL";
else return s = "The EventHandlerList is NULL"; ;
}
}
}
class EventDemo
{
// An event handler.
static void Handler()
{
Console.WriteLine("Event occurred");
}
static void Main()
{
MyEvent evt = new MyEvent();
// Add Handler() to the event list.
evt.SomeEvent += Handler;
// Raise the event.
//evt.OnSomeEvent();
evt.SomeEvent -= Handler;
Console.WriteLine(evt.IsNull);
Console.ReadKey();
}
}
Here's a slightly different question
What value is there in testing an externally defined event for null?
As an external consumer of an event you can only do 2 operations
Add a handler
Remove a handler
The null or non-nullness of the event has no bearing on these 2 actions. Why do you want to run a test which provides no perceivable value?
It's a rule in place when using the 'event' keyword. When you create an event, you are restricting outside class interaction with the delegate to a "subscribe / unsubscribe" relationship, this includes cases of inheritance. Remember an event is essentially a property, but for method calls, it isn't really an object itself, so really it looks more like this:
public event SomeEventHandler SomeEvent
{
add
{
//Add method call to delegate
}
remove
{
//Remove method call to delegate
}
}
You'd have to do that from the base class. That's the exact reason that you did this:
protected void OnSomeEvent(EventArgs e) {
// CANONICAL WAY TO TEST EVENT. OF COURSE, THIS WORKS.
if (SomeEvent != null) SomeEvent(this, e);
}
You can't access events from a derived class. Also, you should make that method virtual, so that it can be overridden in a derived class.
Publisher of the event implicitly overload only += and -= operations, and other operations are not implemented in the publisher because of the obvious reasons as explained above, such as don't want to give control to subscriber to change events.
If we want to validate if a particular event is subscribed in the subscriber class, better publisher will set a flag in its class when event is subscriber and clear the flag when it is unsubscriber.
If subscriber can access the flag of publisher, very easily identifiable whether the particular event is subscriber or not by checking the flag value.
Some text before the code so that the question summary isn't mangled.
class Tree
{
public event EventHandler MadeSound;
public void Fall() { MadeSound(this, new EventArgs()); }
static void Main(string[] args)
{
Tree oaky = new Tree();
oaky.Fall();
}
}
I haven't used events much in C#, but the fact that this would cause a NullRefEx seems weird. The EventHandler reference is considered null because it currently has no subsribers - but that doesn't mean that the event hasn't occurred, does it?
EventHandlers are differentiated from standard delegates by the event keyword. Why didn't the language designers set them up to fire silently in to the void when they have no subscribers? (I gather you can do this manually by explicitly adding an empty delegate).
Well, the canonical form is:
void OnMadeSound()
{
if (MadeSound != null)
{
MadeSound(this, new EventArgs());
}
}
public void Fall() { OnMadeSound(); }
which is very slightly faster that calling an empty delegate, so speed won out over programming convenience.
Another good way I've seen to get around this, without having to remember to check for null:
class Tree
{
public event EventHandler MadeSound = delegate {};
public void Fall() { MadeSound(this, new EventArgs()); }
static void Main(string[] args)
{
Tree oaky = new Tree();
oaky.Fall();
}
}
Note the anonymous delegate - probably a slight performance hit, so you have to figure out which method (check for null, or empty delegate) works best in your situation.
The recommended pattern is (.net 2.0+)
public class MyClass
{
public event EventHandler<EventArgs> MyEvent; // the event
// protected to allow subclasses to override what happens when event raised.
protected virtual void OnMyEvent(object sender, EventArgs e)
{
// prevent race condition by copying reference locally
EventHandler<EventArgs> localHandler = MyEvent;
if (localHandler != null)
{
localHandler(sender, e);
}
}
public void SomethingThatGeneratesEvent()
{
OnMyEvent(this, EventArgs.Empty);
}
}
I see a lot of recommendations for an empty delegate{} in an initializer, but I totally disagree with it. If you follow the above pattern you only check the event != null in one place. The empty delegate{} initializer is a waste because it's an extra call per event, it wastes memory, and it still can fail if MyEvent was set to null elsewhere in my class.
* If your class is sealed, you wouldn't make OnMyEvent() virtual.
You need to understand what your event declaration is actually doing. It's declaring both an event and a variable, When you refer to it within the class, you're just referring to the variable, which will be null when there are no subscribers.
Very Zen, eh?
You have to test for null when you want to raise an event:
protected void OnMyEvent()
{
if (this.MyEvent != null) this.MyEvent(this, EventArgs.Empty);
}
It would be nice if you didn't have to bother with this, but them's the breaks.
James provided a good technical reasoning, I would also like to add that I have seen people use this an advantage, if no subscribers are listening to an event, they will take action to log it in the code or something similar. A simpl example, but fitting in this context.
What is the point of raising an event if no one is listening? Technically, its just how C# chose to implement it.
In C#, an event is a delegate with some special feathers. A delegate in this case can be viewed as a linked list of function pointers (to handler methods of subscribers). When you 'fire the event' each function pointer is invoked in turn. Initially the delegate is a null object like anything else. When you do a += for the first subscribe action, Delegate.Combine is called which instantiates the list. (Calling null.Invoke() throws the null exception - when the event is fired.)
If you still feel that "it must not be", use a helper class EventsHelper as mentioned here with old and improved 'defensive event publishing' http://weblogs.asp.net/rosherove/articles/DefensiveEventPublishing.aspx
Using an extension method would be helpful in this scenario.
public static class EventExtension
{
public static void RaiseEvent<T>(this EventHandler<T> handler, object obj, T args) where T : EventArgs
{
if (handler != null)
{
handler(obj, args);
}
}
}
It can then be used like below.
public event EventHandler<YourEventArgs> YourEvent;
...
YourEvent.RaiseEvent(this, new YourEventArgs());
Thank you for the responses. I do understand why the NullReferenceException happens and how to get around it.
Gishu said
What is the point of raising an event if no one is listening?
Well, maybe it's a terminology thing. The appeal of an "event" system seems to me that all the responsibility of the fallout of the event that took place should be on the watchers and not the performer.
Perhaps a better thing to ask is: If a delegate field is declared with the event keyword in front of it, why doesn't the compiler translate all instances of:
MadeSound(this, EventArgs.Empty)
to
if (MadeSound != null) { MadeSound(this, EventArgs.Empty); }
behind the scenes in the same manner that other syntax shortcuts are? The number of boilerplate OnSomeEvent null checking methods that people have to write manually must be colossal.