C# Event Handler not Called when Triggered in F# - c#

I'm struggling with exposing an event to C# from a class written in F#. When the Event is defined using a let binding this is no problem:
let myFSharpEvent = new Event<EventArgs>()
[<CLIEvent>]
member this.FSharpEvent = myFSharpEvent.Publish
member this.RaiseFSharpEvent e = myFSharpEvent.Trigger e
But when the Event is defined as private member it's compiling, but the event handler added at runtime is not executed.
member private this.myFSharpEvent = new Event<EventArgs>()
[<CLIEvent>]
member this.FSharpEvent = this.myFSharpEvent.Publish
member this.RaiseFSharpEvent e = this.myFSharpEvent.Trigger e
The C# code registering and calling the event looks like this:
class Program
{
static void Main(string[] args)
{
var fsObject = new FSharpClass();
Console.WriteLine(fsObject.ToString());
fsObject.FSharpEvent += FsObject_FSharpEvent;
fsObject.RaiseFSharpEvent(EventArgs.Empty);
fsObject.FSharpEvent -= FsObject_FSharpEvent;
Console.ReadLine();
}
private static void FsObject_FSharpEvent(object sender, EventArgs args)
{
Console.WriteLine("F# event was raised.");
}
}
I found no way to work with the let binding however, becaus in my real-world scenario my class inherits from a class written in C# and has not only a default constructor, but also a copy-constructor and a deserialization constructor that I need to override.
So the question is: Why is the let binding working, but the member private not.

I like to use SharpLab.io to quickly see how some F# compiles to c#.
//Your F#
let myFSharpEvent = new Event<EventArgs>()
//To c#
internal FSharpEvent<EventArgs> myFSharpEvent;
-----------
//Your F#
member private this.myFSharpEvent = new Event<EventArgs>()
//To c#
internal FSharpEvent<EventArgs> myFSharpEvent
{
get
{
return new FSharpEvent<EventArgs>();
}
}
You can see that every time you call the private version, you're getting a new event handler which is then discarded to GC.
I find typical OO stuff confusing in F# as well, but I think the main pattern is to use let bindings for backing fields and wrap them with member bindings:
https://learn.microsoft.com/en-us/dotnet/fsharp/language-reference/members/let-bindings-in-classes

The problem is that every time you access myFsharpEvent as a member you are creating a new instance. The let binding is only creating it once.
So when you call Trigger it’s a different instance than the one you are publishing, which is why it’s in raising it in you c# code.

Related

Temporarily stop form events from either being raised or being handled?

I have a ton on controls on a form, and there is a specific time when I want to stop all of my events from being handled for the time being. Usually I just do something like this if I don't want certain events handled:
private bool myOpRunning = false;
private void OpFunction()
{
myOpRunning = true;
// do stuff
myOpRunning = false;
}
private void someHandler(object sender, EventArgs e)
{
if (myOpRunning) return;
// otherwise, do things
}
But I have A LOT of handlers I need to update. Just curious if .NET has a quicker way than having to update each handler method.
You will have to create your own mechanism to do this. It's not too bad though. Consider adding another layer of abstraction. For example, a simple class called FilteredEventHandler that checks the state of myOpRunning and either calls the real event handler, or suppresses the event. The class would look something like this:
public sealed class FilteredEventHandler
{
private readonly Func<bool> supressEvent;
private readonly EventHandler realEvent;
public FilteredEventHandler(Func<bool> supressEvent, EventHandler eventToRaise)
{
this.supressEvent = supressEvent;
this.realEvent = eventToRaise;
}
//Checks the "supress" flag and either call the real event handler, or skip it
public void FakeEventHandler(object sender, EventArgs e)
{
if (!this.supressEvent())
{
this.realEvent(sender, e);
}
}
}
Then when you hook up the event, do this:
this.Control.WhateverEvent += new FilteredEventHandler(() => myOpRunning, RealEventHandler).FakeEventHandler;
When WhateverEvent gets raised, it will call the FilteredEventHandler.FakeEventHandler method. That method will check the flag and either call, or not call the real event handler. This is pretty much logically the same as what you're already doing, but the code that checks the myOpRunning flag is in only one place instead of sprinkled all over your code.
Edit to answer question in the comments:
Now, this example is a bit incomplete. It's a little difficult to unsubscribe from the event completely because you lose the reference to the FilteredEventHandler that's hooked up. For example, you can't do:
this.Control.WhateverEvent += new FilteredEventHandler(() => myOpRunning, RealEventHandler).FakeEventHandler;
//Some other stuff. . .
this.Control.WhateverEvent -= new FilteredEventHandler(() => myOpRunning, RealEventHandler).FakeEventHandler; //Not gonna work!
because you're hooking up one delegate and unhooking a completely different one! Granted, both delegates are the FakeEventHandler method, but that's an instance method and they belong to two completely different FilteredEventHandler objects.
Somehow, you need to get a reference to the first FilteredEventHandler that you constructed in order to unhook. Something like this would work, but it involves keeping track of a bunch of FilteredEventHandler objects which is probably no better than the original problem you're trying to solve:
FilteredEventHandler filter1 = new FilteredEventHandler(() => myOpRunning, RealEventHandler);
this.Control.WhateverEvent += filter1.FakeEventHandler;
//Code that does other stuff. . .
this.Control.WhateverEvent -= filter1.FakeEventHandler;
What I would do, in this case, is to have the FilteredEventHandler.FakeEventHandler method pass its 'this' reference to the RealEventHandler. This involves changing the signature of the RealEventHandler to either take another parameter:
public void RealEventHandler(object sender, EventArgs e, FilteredEventHandler filter);
or changing it to take an EventArgs subclass that you create that holds a reference to the FilteredEventHandler. This is the better way to do it
public void RealEventHandler(object sender, FilteredEventArgs e);
//Also change the signature of the FilteredEventHandler constructor:
public FilteredEventHandler(Func<bool> supressEvent, EventHandler<FilteredEventArgs> eventToRaise)
{
//. . .
}
//Finally, change the FakeEventHandler method to call the real event and pass a reference to itself
this.realEvent(sender, new FilteredEventArgs(e, this)); //Pass the original event args + a reference to this specific FilteredEventHandler
Now the RealEventHandler that gets called can unsubscribe itself because it has a reference to the correct FilteredEventHandler object that got passed in to its parameters.
My final advice, though is to not do any of this! Neolisk nailed it in the comments. Doing something complicated like this is a sign that there's a problem with the design. It will be difficult for anybody who needs to maintain this code in the future (even you, suprisingly!) to figure out the non-standard plumbing involved.
Usually when you're subscribing to events, you do it once and forget it - especially in a GUI program.
You can do it with reflection ...
public static void UnregisterAllEvents(object objectWithEvents)
{
Type theType = objectWithEvents.GetType();
//Even though the events are public, the FieldInfo associated with them is private
foreach (System.Reflection.FieldInfo field in theType.GetFields(System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance))
{
//eventInfo will be null if this is a normal field and not an event.
System.Reflection.EventInfo eventInfo = theType.GetEvent(field.Name);
if (eventInfo != null)
{
MulticastDelegate multicastDelegate = field.GetValue(objectWithEvents) as MulticastDelegate;
if (multicastDelegate != null)
{
foreach (Delegate _delegate in multicastDelegate.GetInvocationList())
{
eventInfo.RemoveEventHandler(objectWithEvents, _delegate);
}
}
}
}
}
You could just disable the container where all these controls are put in. For example, if you put them in a GroupBox or Panel simply use: groupbox.Enabled = false; or panel.Enabled = false;. You could also disable the form From1.Enabled = false; and show a wait cursor. You can still copy and paste these controls in a container other than the form.

storing/passing delegates as variables

I am fairly new to C# and was working on a a way to implement a dynamic GUI which uses the serial communication. I originally come from C, so the concept of function pointer is familiar.
Basically I want to invoke a answerFunction() function when the serial command has been processed.
In Theory:
I have a Class lbl_txtBox_Pair which is dynamically created on runtime.
I have a Class comObject which communicates with the serial Port.
I have a third class comPacket which holds all information regarding one serial command.
in an Object of Class lbl_txtBox_Pair I instantiate a Packet and tell it which function should be called when the serial command is finished.
I give the packet Object to the comObject Instance.
after being processed the comObject wants to signal the original sender of the packet by calling the delegate which is stored in the Packet Object.
For some reason I can't get it to work. It tells me that the Attribute of Packet is not callable. Am I doing something terribly wrong?
Here is the Code:
first the code in Class "lbl_txtBox_Pair". I create the comPacket here and give it to the comObject.
public delegate void answerHandler( comPacket packet);
public void txb_value_KeyPress(object sender, KeyPressEventArgs e)
{
if (e.KeyChar == (char)Keys.Return)
{
answerHandler answerMethod = new answerHandler(this.processAnswer);
comPacket question = new comPacket(this.command, answerMethod, 1);
comObject.addPacket(question);
}
}
The constructor of comPacket. Here the delegate gets stored to be called later.
public Delegate answerFunction;
public comPacket(string cmd, Delegate func, int prio)
{
this.cmd = cmd;
answerFunction = func;
this.prio = prio;
}
In the comObject the Packets get processed. When finished I want to call the function stored in the Packet. The comObject runs in a different Thread by the way.
if (this.isEndtocken(inputline))
{
listen = false;
packet.answerFunction(packet);
}
And here it is were it breaks. packet.answerFunction(packet); wont execute and says it can't be called as Method.
Can anybody see where it goes wrong? I think it seems like the delegate looses the information that it is a delegate or something.
Or do I have to completely restructure the code to use other types of callback / Event Methods?
Change your comPacket to take a strongly typed delegate:
public answerHandler answerFunction;
public comPacket(string cmd, answerHandler func, int prio)
{
this.cmd = cmd;
answerFunction = func;
this.prio = prio;
}
If you still want to keep the delegate reference weakly typed, you can leverage DynamicInvoke instead: http://msdn.microsoft.com/en-us/library/system.delegate.dynamicinvoke.aspx
EDIT: Another option if you want to maintain strongly typed delegates yet have different usages is to leverage generics. Your delegate can be housed in a generic class and tie its signature against that generic type.
I can't leave a comment so I have to post this as an answer instead.
Delegates (and events and stuff) can usually only be "invoked" by the object that contains them.
So if you have
class MyClass {
public event Action someEvent;
// you can also replace Action with the name of your delegate type
}
and you try to do
MyClass x = new MyClass();
x.someEvent.Invoke();
Then that's an error. If you want other objects to be able to invoke the event, you'll have do add a method to MyClass like this:
public void InvokeMyEvent() {
someEvent.Invoke();
}
(I forget whether you still have to do this for static events)

I don't understand the difference between pure delegate and event fields

Delegate : I understand. But when I move to event, many things I don't understand so much. I read book, MSDN and some simple examples on Network, they both have same structures. For example, here is the link : Event Example
I take the first example, that the author said it's the most easiest example about C# Event.
Here is his code :
public class Metronome
{
public event TickHandler Tick;
public EventArgs e = null;
public delegate void TickHandler(Metronome m, EventArgs e);
public void Start()
{
while (true)
{
System.Threading.Thread.Sleep(3000);
if (Tick != null)
{
Tick(this, e);
}
}
}
}
public class Listener
{
public void Subscribe(Metronome m)
{
m.Tick += new Metronome.TickHandler(HeardIt);
}
private void HeardIt(Metronome m, EventArgs e)
{
System.Console.WriteLine("HEARD IT");
}
}
class Test
{
static void Main()
{
Metronome m = new Metronome();
Listener l = new Listener();
l.Subscribe(m);
m.Start();
}
}
You can notice line: public event TickHandler Tick. When I change to public TickHandler Tick, program still run the same. But new line I understand because it's just a pure delegate.
So, my question is : what is the real purpose of event keyword in line : public event TickHandler Tick. This is very important, because all examples always use like this, but I cannot explain why.
Thanks :)
Delegates and events are related concepts, but they are not the same thing. The term "delegate" tends to have two meanings (often glossed over):
A delegate type which is similar to a single method interface. (There are significant differences, but that's a reasonable starting point.)
An instance of that type, often created via a method group, such that when the delegate is "invoked", the method is called.
An event is neither of those. It's a kind of member in a type - a pair of add/remove methods, taking a delegate to subscribe to or unsubscribe from the event. The add and remove methods are used when you use foo.SomeEvent += handler; or foo.SomeEvent -= handler;.
This is very similar to how a property is really a pair of get/set methods (or possibly just one of the two).
When you declare a field-like event like this:
public event TickHandler Tick;
the compiler adds members to your class which are somewhat like this:
private TickHandler tick;
public event TickHandler
{
add { tick += value; }
remove { tick -= value; }
}
It's a bit more complicated than that, but that's the basic idea - it's a simple implementation of the event, just like an automatically implemented property. From inside the class, you can access the backing field, whereas outside the class you'll always end up just using the event.
Personally I think it's a pity that the declaration of a field-like event looks so much like a field of a delegate type - it leads to some of the misleading (IMO) statements found in some of the answers, as if the event keyword "modifies" a field declaration - when actually it means you're declaring something entirely different. I think it would have been clearer if field-like events looked more like automatically-implemented properties, e.g.
// Not real C#, but I wish it were...
public event TickHandler Tick { add; remove; }
I have a whole article going into rather more detail, which you may find useful.
The event keyword basically restricts the operation on your delegate.
You can no longer assign it manually using the = operator.
You can only add (using +=) or remove (using -=) delegates from your event, one by one. This is done in order to prevent some subscriber to "overwrite" other subscriptions.
Consequently, you cannot do: m.Tick = new Metronome.TickHandler(HeardIt)
"event" is a modifier. What's the benefit?
you can use events in interfaces
only the class declaring it can invoke an event
events expose an add and remove accessor that you can override and do custom stuff
events limit you to a specific signature of the assigned method SomeMethod(object source, EventArgs args) which provide you with additional information about the event.
You're correct - the addition of the event keyword seems to be almost redundant. However, there's a key difference between fields that are events and fields that are typed to a pure delegate. Using the event keyword means that objects external to the containing object can subscribe to the delegate, but they cannot invoke it. When you drop the event keyword, external objects can subscribe AND invoke the delegate (visibility permitting.)
When you add a listener to your program you add the event, not the delegate
see your code m.Tick +=
you see that part right there is you are asking for the property (type event) and you are adding to it a listener with the +=. Now you can only add to that Tick property a TickHandler type and if you override it you have to make your own that is the same format as TickHandler.
much like when you add to a string, or int.
string stringTest = string.Empty;
stringTest += "this works";
stringTest += 4; //this doesn't though
int intTest = 0;
intTest += 1; //works because the type is the same
intTest += "This doesn't work";
Metronome m = new Metronome();
Metronome.TickHandler myTicker = new Metronome.TickHandler(function);
m.Tick += myTicker; //works because it is the right type
m.Tick += 4; //doesn't work... wrong type
m.Tick += "This doesnt work either"; //string type is not TickHandler type
does that clear it up some?
As far as i'm informed an event is basically a multicast delegate, but with different access rules for the basic operations, that can be performed on delegates and events from within or outside the class they are defined in.
The operations are:
assign using the = operator
add/remove using the += and -= operator
invoke using the () operator
Operation | delegate | event
------------------+------------+--------
Inside class += / -= | valid | valid
------------------+------------+--------
Inside class = | valid | valid
------------------+------------+--------
Inside class () | valid | valid
------------------+------------+--------
Outside class += / -= | valid | valid
------------------+------------+--------
Outside class = | valid | not valid
------------------+------------+--------
Outside class () | valid | not valid
This gives you encapsulation which is always good OOP style. :-)
I think the main difference between using delegate and event is that the event can be only raised by the Server (means the author of the class)
If you remove the event keyword now you can raise the m.Tick(sender,e) in the Listener otherwise not.
public class Listener
{
public void Subscribe(Metronome m)
{
m.Tick += new Metronome.TickHandler(HeardIt);
}
private void RaisTick(object sender, EventArgs e)
{
m.Tick(sender,e);
}
private void HeardIt(Metronome m, EventArgs e)
{
System.Console.WriteLine("HEARD IT");
}
}

Are there any pitfalls for making an event handling method static?

I have the following code (from https://github.com/timabell/PageStructureBuilder ) and the ever knowledgeable ReSharper is suggesting that I make the DataFactoryCreatingPage() method static.
Is this safe, or would I be introducing a potential fault when used as an event handler?
public void Initialize(InitializationEngine context)
{
DataFactory.Instance.CreatingPage += DataFactoryCreatingPage;
DataFactory.Instance.MovedPage += DataFactoryMovedPage;
}
void DataFactoryCreatingPage(object sender, PageEventArgs e)
{
var parentLink = e.Page.ParentLink;
var page = e.Page;
parentLink = GetNewParent(parentLink, page);
e.Page.ParentLink = parentLink;
}
I can't think of any issues, but I'm wondering if I have a gap in my knowledge.
Thanks!
there's no reason why that handler should be static; the reason ReSharper suggests to make it static is probably because you're not using any instance variables within its body, so there's no harm, but event handlers shouldn't be static as they should be able to modify/use internal fields of the class that provides the handler's implementation
Resharper would do that if your method only uses the parameters passed in and does not access any member variables.
You dont have to do it.

C# Delegates and Events logic and syntax issues

As my code suggests, I'm trying to create a delegate which will point to the StringBuff method BuffString, which creates a StringBuilder that is going to have a fair amount of settings, etc.
My problem is that, for some reason, no matter what it is I try I can't pass the reference to the StringBuff class I made within my Sprite class to the delegate's constructor without receiving an error. Ontop of that, I feel like creating an event may be useful to help initiate the delegate.
The main problem is that I'm just now barely grasping these two concepts, as well as how to use them as replacements for function pointers which are allowed in other programming languages.
If anyone has any idea on what it is I need to do to make this work, I would definitely appreciate it.
Here's the code:
public class StringBuff
{
private static StringBuilder stringBuffer = new StringBuilder();
public static StringBuilder BuffString(string _string) //--may possibly have to use IntPtr to reference stringBuffer here.
//This is the equivalent to the "strbuff_new" C++ method variant, designed to update the stringBuffer.
{
int iCounter = 0;
stringBuffer.Append(_string + " ");
iCounter += _string.Length + 1;
if (iCounter == stringBuffer.Capacity - 1)
{
stringBuffer.Capacity += stringBuffer.Capacity;
}
return stringBuffer;
}
}
public delegate void UpdateStringBuffer(StringBuff sender);
public class Sprite : SpriteInterface.ISprite
{
private StringBuff stringBuff = new StringBuff();
public event UpdateStringBuffer stringBuffEvent
{
add
{
Console.WriteLine("Adding");
stringBuffEvent += value;
}
remove
{
Console.WriteLine("Removing...");
stringBuffEvent -= value;
}
}
static void Main()
{
new Sprite().stringBuffEvent += new UpdateStringBuffer(stringBuff);
}
}
I believe you are in need for some reading. Refer to the following:
Events Tutorial
Introduction to Delegates and Events
Events and Delegates simplified
You are misunderstanding the use of events and delegate.
When you want to add an Event Handler to an event, you pass a delegate of the same type as the event (which you did correctly)
But when you create a delegate, what you should pass in the constructor (most of the time) is a Method Name and not some variable, since a delegate is a kind of pointer to a (list of) functions.
I reccomend you to read more about delegates as Akram Shahda suggested but just for now i'll tell you that the method that you should pass as parameter to the delegate constructor should have the same signature - means return the same value and accept the same parameters. so for example you could have:
// This method have the same signature as UpdateStringBufferDelegate
public void SomeMethod (StringBuff buff)
{
// Doing somthing here
}
And then you can do in your main:
// Passing method's name and not a variable!!
new Sprite().stringBuffEvent += new UpdateStringBuffer(SomeMethod);
The Actuall parameters that will be passed to the function itself (some StringBuff) only determined at the time of the invokation of the event.
You should read more about that.
Good Luck!
you are doing it wrong,
new Sprite().stringBuffEvent += new UpdateStringBuffer(stringBuff);
Above code is invalid due to following reasons.
1. stringBuff that your UpdateStringBuffer is taking is an instance of StringBuff within Sprite.
2. You are accessing stringBuff from the static Main method which does not have any idea about stringBuff where it is located.
1- The delegate's constructor can only have a parameter Method. Ex
public delegate void UpdateStringBuffer(StringBuff sender);
2- You can declare ur event and add a method to define ur method in ur Splite class. Ex:
public event UpdateStringBuffer stringBuffEvent;
public ProcessUpdateStringBuffer(UpdateStringBuffer yourMethod)
{
stringBuffEvent += yourMethod
}
3- and from ur main u can define ur method to the event and invoke it like this:
Sprite sprite = new Sprite();
sprite.ProcessUpdateStringBuffer(UpdateStringBuffer(urMethod));
sprite.stringBuffEvent(ur parameters);

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