C#: Some ideas about application structure - c#

I have a project and am right now at a point, where it's growing complexity forces me to think about it's structure. To explain it in a few sentences:
I have a main application as UI. It allows the user to run different tests and should display status updates and results.
I have a whole bunch of classes containing different tests on some hardware. All those classes implement an iTest interface to ensure compatibility.
Where I am right now: I want to have status updates (which I don't get right now). I need some kind of StatusUpdate-Event fired in the Test-Classes and receive those events in my UI. I'm new to delegates and event handlers so I have no clue which way is the best to choose for this. Following the answer from here "How to add an event to a class" means I'd have to add a event handler each time I instantiate one of my test classes. That would generate a whole load of redundant code that I think is unnecessary.
I'd like to have one function in my UI named sth. like "StatusUpdateEventHandler(string textToDisplay)". It should not matter, which Test-Class invokes this event.
Can anyone give me some direction where to go at? Thank's a lot :)

I'll use a base class that have common properties/methods/events to report progress back to the UI. Quickly, this is how I would approach the problem:
Create an event Handler to report progress:
public delegate void StatusChangedEventHandler(object sender, StatusChangedEventArgs e);
Create an abstract base class:
public abstract class TestBase:ITest
{
// An event that clients can use to be notified whenever the
// elements of the list change.
public event StatusChangedEventHandler StatusChanged;
protected virtual void OnStatusChanged(StatusChangedEventArgs e)
{
if (StatusChanged != null)
StatusChanged(this, e);
}
protected virtual void ReportProgress (int percentage, string step)
{
OnStatusChanged(new StatusChangedEventArgs()
{
Percentage = percentage,
Step = step
});
}
public abstract void Execute();
}
Create a EventArgs that will be used to get data from the event in your UI:
public class StatusChangedEventArgs:EventArgs
{
public int Percentage { get; set; }
public string Step { get; set; }
}
Then make sure that your tests use the base test class:
public class SimpleTest : TestBase
{
public override void Execute()
{
ReportProgress(10, "STEP 1");
ReportProgress(25, "STEP 2");
ReportProgress(55, "STEP 3");
ReportProgress(70, "STEP 4");
ReportProgress(100, "STEP 5");
}
}
Then hook up the event to your UI, here's my implementation in a console application:
class Program
{
static void Main(string[] args)
{
SimpleTest simpleTest = new SimpleTest();
simpleTest.StatusChanged += SimpleTest_StatusChanged;
simpleTest.Execute();
Console.ReadLine();
}
private static void SimpleTest_StatusChanged(object sender, StatusChangedEventArgs e)
{
Console.WriteLine($"{e.Percentage} - {e.Step}");
}
}

I couldn't say you provided a lot of info to suggest a really helpful response. :-) It seems to me you look for something like generic events, see example within the article. You'd subscribe to the events which are fired by the test units, so the relevant string is passed along with each particular event. Besides, you could consider some class hierarchy to support your test units.
Hope it brings you some fresh thoughts to find the direction.

Related

C# Separate GUI from Work logic

I'd like to find how to separate my GUI and work code.
The contrived example code, below, is the smallest starting point that
I can think of that covers the idea.
The example uses a Windows Form as the source of commands and as display
(consumer) of results. I want the work code to be capable of getting commands from, say, a command line interface instead. The work code should not depend on knowledge of the Form. The Form should know little about the work code. I'd like to have several consumers "see" when the property in the work code changes value.
I'm guessing this means using events for communication, and perhaps Interfaces as well, but I'm open to anything.
There are a million different suggestions out there. I've read the design pattern books, and I have tried many, and have yet to find a set that is well enough explained that I can fully implement it.
I don't want a universal solution. I want one as simple as possible
to implement and maintain for small, personal projects. I'm not
designing for a large corporation.
Most solutions I've found will hint at what to do, but not cover
the specifics like where an event is declared, and how the other
piece of code finds out about the event's existence so it can either issue
the event or respond to the event. I always end up needing, somewhere, what amounts to a global variable to hook things together.
The closest match I can find, here, to my question is this: C# Windows Forms App: Separate GUI from Business Logic But the solution uses the form to create an instance of the worker and returns a value directly, rather than informing any interested observers. The provided solution tightly bound the two classes.
The closest solution I've found anywhere is this: https://www.codeproject.com/Articles/14660/WinForms-Model-View-Presenter
which does some really cool work with interfaces and reflection, but didn't seem too maintainable nor flexible.
The comment lines in the source code below show the desired interaction
points but without the implementation.
File #1:
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private void button1_Click(object sender, EventArgs e)
{
// tell an instance of JustCounts to increment by 10
}
// Here, allow JustCounts to cause a call to this (or something
// similar, perhaps a property) to inform this code that the TotalCount
// property has changed.
public void ShowNewTotalCount(int NewTotal)
{
Console.WriteLine("New Total Count = {0}", NewTotal);
}
}
File #2
class JustCounts
{
private int m_TotalCount = 100;
// Inform other classes when the following property changes value,
// preferably including the value in the notification.
public int TotalCount { get => m_TotalCount; }
// The code in File #1 needs to result in a call to this method
// along with the correct argument value.
public void AddThisMuch(int increment)
{
m_TotalCount += increment;
}
}
I'm basing this on the current version of .Net (4.6.2).
If we implement INotifyPropertyChanged then we have an event that we can listen to for property changes. A bit like listening for key presses, we can filter then for the specific property that we want.
public class JustCounts : INotifyPropertyChanged
{
public event PropertyChangedEventHandler PropertyChanged;
private void NotifyPropertyChanged([CallerMemberName] String propertyName = "")
{
if (PropertyChanged != null)
{
PropertyChanged(this, new PropertyChangedEventArgs(propertyName));
}
}
private int m_totalCount = 100;
public int TotalCount
{
get { return m_totalCount; }
set
{
if (value != m_totalCount)
{
m_totalCount = value;
NotifyPropertyChanged();
}
}
}
}
There's no need to create a method to manipulate the TotalCount property as we're exposing it.
public class Form1 : Form
{
// justCounts is a reference to the object wherever it is coming from
justCounts.PropertyChanged += new PropertyChangedEventHandler(JustCountsChangedHandler);
private void JustCountsChangedHandler(object sender, PropertyChangingEventArgs e)
{
// process on event firing
Debug.WriteLine($"justCounts TotalCount changed value to {justCounts.TotalCount}");
}
// Example of where the handler will fire when called
private void button1_click(object sender, EventArgs e)
{
justCounts.TotalCount++;
}
}
In the code above, we've created an event in JustCounts to which listeners can subscribe.
Using the INotifyPropertyChanged interface, we fire the event each time TotalCount is changed.
In form 1 we create the handler to listen for property changes, and the handler then carries out any processing.
One note. You say
I'd like to have several consumers "see" when the property in the work
code changes value
so in order for this to work we have to assume that the work code can run independently of it's subscriber (something like a server). Otherwise, we'd have different instances for different subscribers.
You also mention interfaces, and they could be used but are not necessary in this instance.

Delegate example what's the point

Like many other posts I've found on SO, I'm trying to get my head around delegates. Hopefully this example is not classed a duplicate because I am asking a specific question about a particular example.
public delegate void HelloFunctionDelegate(string message);
public class Delegate
{
static void Main()
{
HelloFunctionDelegate del = new HelloFunctionDelegate(GoodNight); // delegate will point to the GoodNight method
del("Hello"); // invoke the delegate
}
public static void GoodMorning(string strMessage)
{
Console.WriteLine(strMessage + " and good morning!");
Console.ReadKey();
}
public static void GoodNight(string strMessage)
{
Console.WriteLine(strMessage + " and good night!");
Console.ReadKey();
}
}
So in my example I understand that my delegate is a reference to any function that matches its signature and if I pass in GoodMorning I will see:
Hello and good morning!
and if I pass in GoodNight I will see: Hello and good night!
So its kind of like going through a middle man...
I don't understand is what's the point, why wouldn't I just directly call my GoodMorning / GoodNight methods as and when I need to use them?
Maybe there are better examples for when a delegate is useful, but in this example, why don't I just bypass the middle man?
Since you are asking concretely about this example and not in general: There is no point to doing that in this particular piece of code. It teaches you the mechanics of delegates but it does not teach you the point of using them.
In short, the point is that some piece of code can take a reference to a method without knowing what method it will actually receive. It can later call that delegate at will. That enables more abstractions than otherwise possible.
Consider you have the following delegate:
public delegate void CarEvent(Car car);
And then you have an implementation like the following:
public class Car : DataRecord
{
// An event to execute when the record is deleted
public CarEvent OnDelete { get; set; }
public void Delete()
{
this.DeleteRecord(); // Deletes this record from ex. the database
if (OnDelete)
{
OnDelete(this); // Executes the event
}
}
}
By using a delegate you can subscribe different methods to the OnDelete allowing you to do different things when the record is deleted.
Ex. you can make it so when the record is deleted it's deleted from a "ListView" that holds it.
public class CarList : ListView
{
public CarList()
: base()
{
foreach (var car in CarRecords.LoadCars())
{
var listViewItem = new ListViewItem(car);
car.OnDelete = this.DeleteCarFromList;
this.Items.Add(listViewItem);
}
}
private void DeleteCarFromList(Car deletedCar)
{
this.Items.Remove(deletedCar);
}
}
Of course the above is a rough example and there is a lot more things and different kind of situations where you can use delegates and most notably if you want to use them for events you should consider implementing them using the event keyword. - https://msdn.microsoft.com/en-us/library/awbftdfh.aspx
All in all you want to use delegates when the behavior may differ depending on the overall implementation of something. Like you might want to do one thing in one situation and something else in another situation, but they should both over-all do the same thing.
If you do not need different behaviors based on implementation then there's no need to use delegates. You'd always want to call a method directly if possible.
I hope this explained it okay.

Returning updates from a method

I started a small app (C#, .Net4, console app) and it was a basic idea for moving files around at home based on rules.
This app has grown and become extremely useful. So my task is to break it into more reusable classes and smaller projects (class libraries).
I have a generic 'Show' function that accepts a string, and a error_level id. Based on that, I would output text to my console window in a certain colour. All is fine when it's all in one big class, but I want to move a method to it's own class libabry - however, I want it to report updates while it's processing, to my UI (Console window, for now). When I move it to the class, obviously, class to my 'Show' method', break.
Is there a way I can get messages sent from my class method, back to my UI? It's messages like, 'Opened Config file', 'Processing 12 new files', 'Success'.
And as it happens, the UI gets the messages and displays them, while the method finishes it's job.
At the moment, it's a Console App project. My plan is to rip out the working code, keeping the console app for testing, and later, change the 'UI' into a nice WPF desktop application. (I'm trying to learn WPF, and decided to use a small project I started ages ago, and 'skin it').
I would suggest that you add an interface, implement that interface in your UI, and pass a reference to the class that implements the interface to your new classes.
This approach should work if you are performing the work in a single thread or multiple threads.
For example, the interface:
public interface INotify
{
void Notify(string Msg);
}
the UI:
public class Form1 : INotify
{
// This is the method where you instantiate the new worker process
public void DoSomeWork() {
NewClass Worker = New NewClass(this);
}
public delegate void NotifyDelegate(string Msg);
public void Notify(string Msg)
{
txtLog.Text += Msg + Environment.NewLine;
}
void INotify.Notify(string Msg)
{
this.INotify_Notify(Msg);
}
private void INotify_Notify(string Msg)
{
if (this.InvokeRequired)
{
this.Invoke(new NotifyDelegate(Notify), Msg);
}
else
{
this.Notify(Msg);
}
}
}
and the new class (just call notify in this class to send the message):
public class NewClass
{
private INotify m_Notifier;
private void Notify(string Msg)
{
m_Notifier.Notify(Msg);
}
public NewClass(INotify oNotifier)
{
m_Notifier = oNotifier;
}
}
Update with alternate implementation
An alternate implementation, which will work with static classes, is to implement a delegate.
For example, here is the delegate:
public delegate void NotifyDelegate(string Msg);
Here is the sample static class for the console app:
static class Program
{
private static NotifyDelegate m_Notifier;
static void Main(string[] args)
{
m_Notifier = new NotifyDelegate(Notify);
NewClass oNewClass = new NewClass(m_Notifier);
// Your work code here
}
static void Notify(string Msg)
{
Console.WriteLine(Msg);
}
}
and a revised version of the work class:
public class NewClass
{
private NotifyDelegate m_Notifier;
public void Notify(string Msg)
{
m_Notifier.Invoke(Msg);
}
public NewClass(NotifyDelegate oNotifier)
{
m_Notifier = oNotifier;
}
}
If i understand your question correctly i would implement event handling so that your UI can subscribe to some sort of status event.
An alternative would be to use some kind of Logging Framework like NLog and log to a static method in your UI via the methodCall target.
Since you are using WPF it would make sense to use MVVM. This would probably be the best way to create powerful and maintainable UIs.
Well this is usually done with Binding, you bind your viewModel with the view, and any changes to the viewModel, will be directly displayed in your UI.
Could the class/es that do work raise an event that the class on the UI thread is listening to? The 'worker' class would raise an event with some parameters, the listener class would then write that information to the UI.

Is this an Observer Anti-Pattern? (with bonus state machine question)

I am wondering if the following is bad use of the Observer pattern. I know the Subject is supposed to be the one and the listener the many. However, I could end up with more subjects in my application than listeners!
The Players
Form1: Self explanatory
DocumentCreator: Contains a Factory Method and a Strategy for picking a file from a list
Document: Contains information about the document file and a Template method for children
Proposed
IErrorProne: interface for the above players to implement an event, turning them into subjects
Reporting: listens for IErrorProne objects and handles logging/emailing
DocumentState: This is a bonus that Im a bit iffy on. I havent quite settled on a good flow outside of the template. Currently I have a state machine inside the Document class. I want to pull the state machine out of the Document class and into Form1, decoupling the two from each other.
public interface IErrorProne
{
public delegate void ErrorEventDelegate(
object sender,
ErrorEventArgs e
);
public event ErrorEventDelegate ReportError;
}
public abstract class Document : IDisposable, IErrorProne // My Template
{
public void Process()
{
//Error Occured
OnReportError(); // safely triggers error reporting
}
}
public class Reporting
{
static Reporting instance = new Reporting();
public void HandleError(object sender, ErrorEventArgs e);
}
public partial class Form1
{
private DocumentCreator docFactory
= new DocumentCreator(new RandomPicking());
private Document theDoc = null;
private Reporting reporting = Reporting.Instance;
private DocState state = new InitialState();
//DocState not in this example but demonstrates how it might work
public Form1()
{
docFactory.ReportError += reporting.HandleError;
theDoc.ReportError += reporting.HandleError;
docFactory.ReportError += state.HandleError;
theDoc.ReportError += state.HandleError;
}
void BackgroundWork(...)
{
using (theDoc = DocumentFactory.Instance.CreateDocument())
{
if (theDoc != null)
theDoc.Process();
}
}
}
I guess my question is it an Anti-Pattern if I have a Many to One, rather than a One to Many?
If you think of it as publish-subscribe, then it really doesn't matter. If you take the Domain Event style, you can have anything and any number of things publish any given domain event, and anything and any number of things subscribe to domain events.
Many->Many, many->one, one->many are all valid.

Event vs Delegates [duplicate]

What are the differences between delegates and an events? Don't both hold references to functions that can be executed?
An Event declaration adds a layer of abstraction and protection on the delegate instance. This protection prevents clients of the delegate from resetting the delegate and its invocation list and only allows adding or removing targets from the invocation list.
To understand the differences you can look at this 2 examples
Example with Delegates (in this case, an Action - that is a kind of delegate that doesn't return a value)
public class Animal
{
public Action Run {get; set;}
public void RaiseEvent()
{
if (Run != null)
{
Run();
}
}
}
To use the delegate, you should do something like this:
Animal animal= new Animal();
animal.Run += () => Console.WriteLine("I'm running");
animal.Run += () => Console.WriteLine("I'm still running") ;
animal.RaiseEvent();
This code works well but you could have some weak spots.
For example, if I write this:
animal.Run += () => Console.WriteLine("I'm running");
animal.Run += () => Console.WriteLine("I'm still running");
animal.Run = () => Console.WriteLine("I'm sleeping") ;
with the last line of code, I have overridden the previous behaviors just with one missing + (I have used = instead of +=)
Another weak spot is that every class which uses your Animal class can invoke the delegate directly. For example, animal.Run() or animal.Run.Invoke() are valid outside the Animal class.
To avoid these weak spots you can use events in c#.
Your Animal class will change in this way:
public class ArgsSpecial : EventArgs
{
public ArgsSpecial (string val)
{
Operation=val;
}
public string Operation {get; set;}
}
public class Animal
{
// Empty delegate. In this way you are sure that value is always != null
// because no one outside of the class can change it.
public event EventHandler<ArgsSpecial> Run = delegate{}
public void RaiseEvent()
{
Run(this, new ArgsSpecial("Run faster"));
}
}
to call events
Animal animal= new Animal();
animal.Run += (sender, e) => Console.WriteLine("I'm running. My value is {0}", e.Operation);
animal.RaiseEvent();
Differences:
You aren't using a public property but a public field (using events, the compiler protects your fields from unwanted access)
Events can't be assigned directly. In this case, it won't give rise to the previous error that I have showed with overriding the behavior.
No one outside of your class can raise or invoke the event. For example, animal.Run() or animal.Run.Invoke() are invalid outside the Animal class and will produce compiler errors.
Events can be included in an interface declaration, whereas a field cannot
Notes:
EventHandler is declared as the following delegate:
public delegate void EventHandler (object sender, EventArgs e)
it takes a sender (of Object type) and event arguments. The sender is null if it comes from static methods.
This example, which uses EventHandler<ArgsSpecial>, can also be written using EventHandler instead.
Refer here for documentation about EventHandler
In addition to the syntactic and operational properties, there's also a semantical difference.
Delegates are, conceptually, function templates; that is, they express a contract a function must adhere to in order to be considered of the "type" of the delegate.
Events represent ... well, events. They are intended to alert someone when something happens and yes, they adhere to a delegate definition but they're not the same thing.
Even if they were exactly the same thing (syntactically and in the IL code) there will still remain the semantical difference. In general I prefer to have two different names for two different concepts, even if they are implemented in the same way (which doesn't mean I like to have the same code twice).
Here is another good link to refer to.
http://csharpindepth.com/Articles/Chapter2/Events.aspx
Briefly, the take away from the article - Events are encapsulation over delegates.
Quote from article:
Suppose events didn't exist as a concept in C#/.NET. How would another class subscribe to an event? Three options:
A public delegate variable
A delegate variable backed by a property
A delegate variable with AddXXXHandler and RemoveXXXHandler methods
Option 1 is clearly horrible, for all the normal reasons we abhor public variables.
Option 2 is slightly better, but allows subscribers to effectively override each other - it would be all too easy to write someInstance.MyEvent = eventHandler; which would replace any existing event handlers rather than adding a new one. In addition, you still need to write the properties.
Option 3 is basically what events give you, but with a guaranteed convention (generated by the compiler and backed by extra flags in the IL) and a "free" implementation if you're happy with the semantics that field-like events give you. Subscribing to and unsubscribing from events is encapsulated without allowing arbitrary access to the list of event handlers, and languages can make things simpler by providing syntax for both declaration and subscription.
What a great misunderstanding between events and delegates!!! A delegate specifies a TYPE (such as a class, or an interface does), whereas an event is just a kind of MEMBER (such as fields, properties, etc). And, just like any other kind of member an event also has a type. Yet, in the case of an event, the type of the event must be specified by a delegate. For instance, you CANNOT declare an event of a type defined by an interface.
Concluding, we can make the following Observation: the type of an event MUST be defined by a delegate. This is the main relation between an event and a delegate and is described in the section II.18 Defining events of ECMA-335 (CLI) Partitions I to VI:
In typical usage, the TypeSpec (if present) identifies a delegate whose signature matches the arguments passed to the event’s fire method.
However, this fact does NOT imply that an event uses a backing delegate field. In truth, an event may use a backing field of any different data structure type of your choice. If you implement an event explicitly in C#, you are free to choose the way you store the event handlers (note that event handlers are instances of the type of the event, which in turn is mandatorily a delegate type---from the previous Observation). But, you can store those event handlers (which are delegate instances) in a data structure such as a List or a Dictionary or any other else, or even in a backing delegate field. But don’t forget that it is NOT mandatory that you use a delegate field.
NOTE: If you have access to C# 5.0 Unleashed, read the "Limitations on Plain Use of Delegates" in Chapter 18 titled "Events" to understand better the differences between the two.
It always helps me to have a simple, concrete example. So here's one for the community. First I show how you can use delegates alone to do what Events do for us. Then I show how the same solution would work with an instance of EventHandler. And then I explain why we DON'T want to do what I explain in the first example. This post was inspired by an article by John Skeet.
Example 1: Using public delegate
Suppose I have a WinForms app with a single drop-down box. The drop-down is bound to an List<Person>. Where Person has properties of Id, Name, NickName, HairColor. On the main form is a custom user control that shows the properties of that person. When someone selects a person in the drop-down the labels in the user control update to show the properties of the person selected.
Here is how that works. We have three files that help us put this together:
Mediator.cs -- static class holds the delegates
Form1.cs -- main form
DetailView.cs -- user control shows all details
Here is the relevant code for each of the classes:
class Mediator
{
public delegate void PersonChangedDelegate(Person p); //delegate type definition
public static PersonChangedDelegate PersonChangedDel; //delegate instance. Detail view will "subscribe" to this.
public static void OnPersonChanged(Person p) //Form1 will call this when the drop-down changes.
{
if (PersonChangedDel != null)
{
PersonChangedDel(p);
}
}
}
Here is our user control:
public partial class DetailView : UserControl
{
public DetailView()
{
InitializeComponent();
Mediator.PersonChangedDel += DetailView_PersonChanged;
}
void DetailView_PersonChanged(Person p)
{
BindData(p);
}
public void BindData(Person p)
{
lblPersonHairColor.Text = p.HairColor;
lblPersonId.Text = p.IdPerson.ToString();
lblPersonName.Text = p.Name;
lblPersonNickName.Text = p.NickName;
}
}
Finally we have the following code in our Form1.cs. Here we are Calling OnPersonChanged, which calls any code subscribed to the delegate.
private void comboBox1_SelectedIndexChanged(object sender, EventArgs e)
{
Mediator.OnPersonChanged((Person)comboBox1.SelectedItem); //Call the mediator's OnPersonChanged method. This will in turn call all the methods assigned (i.e. subscribed to) to the delegate -- in this case `DetailView_PersonChanged`.
}
Ok. So that's how you would get this working without using events and just using delegates. We just put a public delegate into a class -- you can make it static or a singleton, or whatever. Great.
BUT, BUT, BUT, we do not want to do what I just described above. Because public fields are bad for many, many reason. So what are our options? As John Skeet describes, here are our options:
A public delegate variable (this is what we just did above. don't do this. i just told you above why it's bad)
Put the delegate into a property with a get/set (problem here is that subscribers could override each other -- so we could subscribe a bunch of methods to the delegate and then we could accidentally say PersonChangedDel = null, wiping out all of the other subscriptions. The other problem that remains here is that since the users have access to the delegate, they can invoke the targets in the invocation list -- we don't want external users having access to when to raise our events.
A delegate variable with AddXXXHandler and RemoveXXXHandler methods
This third option is essentially what an event gives us. When we declare an EventHandler, it gives us access to a delegate -- not publicly, not as a property, but as this thing we call an event that has just add/remove accessors.
Let's see what the same program looks like, but now using an Event instead of the public delegate (I've also changed our Mediator to a singleton):
Example 2: With EventHandler instead of a public delegate
Mediator:
class Mediator
{
private static readonly Mediator _Instance = new Mediator();
private Mediator() { }
public static Mediator GetInstance()
{
return _Instance;
}
public event EventHandler<PersonChangedEventArgs> PersonChanged; //this is just a property we expose to add items to the delegate.
public void OnPersonChanged(object sender, Person p)
{
var personChangedDelegate = PersonChanged as EventHandler<PersonChangedEventArgs>;
if (personChangedDelegate != null)
{
personChangedDelegate(sender, new PersonChangedEventArgs() { Person = p });
}
}
}
Notice that if you F12 on the EventHandler, it will show you the definition is just a generic-ified delegate with the extra "sender" object:
public delegate void EventHandler<TEventArgs>(object sender, TEventArgs e);
The User Control:
public partial class DetailView : UserControl
{
public DetailView()
{
InitializeComponent();
Mediator.GetInstance().PersonChanged += DetailView_PersonChanged;
}
void DetailView_PersonChanged(object sender, PersonChangedEventArgs e)
{
BindData(e.Person);
}
public void BindData(Person p)
{
lblPersonHairColor.Text = p.HairColor;
lblPersonId.Text = p.IdPerson.ToString();
lblPersonName.Text = p.Name;
lblPersonNickName.Text = p.NickName;
}
}
Finally, here's the Form1.cs code:
private void comboBox1_SelectedIndexChanged(object sender, EventArgs e)
{
Mediator.GetInstance().OnPersonChanged(this, (Person)comboBox1.SelectedItem);
}
Because the EventHandler wants and EventArgs as a parameter, I created this class with just a single property in it:
class PersonChangedEventArgs
{
public Person Person { get; set; }
}
Hopefully that shows you a bit about why we have events and how they are different -- but functionally the same -- as delegates.
You can also use events in interface declarations, not so for delegates.
Delegate is a type-safe function pointer. Event is an implementation of publisher-subscriber design pattern using delegate.
An event in .net is a designated combination of an Add method and a Remove method, both of which expect some particular type of delegate. Both C# and vb.net can auto-generate code for the add and remove methods which will define a delegate to hold the event subscriptions, and add/remove the passed in delegagte to/from that subscription delegate. VB.net will also auto-generate code (with the RaiseEvent statement) to invoke the subscription list if and only if it is non-empty; for some reason, C# doesn't generate the latter.
Note that while it is common to manage event subscriptions using a multicast delegate, that is not the only means of doing so. From a public perspective, a would-be event subscriber needs to know how to let an object know it wants to receive events, but it does not need to know what mechanism the publisher will use to raise the events. Note also that while whoever defined the event data structure in .net apparently thought there should be a public means of raising them, neither C# nor vb.net makes use of that feature.
To define about event in simple way:
Event is a REFERENCE to a delegate with two restrictions
Cannot be invoked directly
Cannot be assigned values directly (e.g eventObj = delegateMethod)
Above two are the weak points for delegates and it is addressed in event. Complete code sample to show the difference in fiddler is here https://dotnetfiddle.net/5iR3fB .
Toggle the comment between Event and Delegate and client code that invokes/assign values to delegate to understand the difference
Here is the inline code.
/*
This is working program in Visual Studio. It is not running in fiddler because of infinite loop in code.
This code demonstrates the difference between event and delegate
Event is an delegate reference with two restrictions for increased protection
1. Cannot be invoked directly
2. Cannot assign value to delegate reference directly
Toggle between Event vs Delegate in the code by commenting/un commenting the relevant lines
*/
public class RoomTemperatureController
{
private int _roomTemperature = 25;//Default/Starting room Temperature
private bool _isAirConditionTurnedOn = false;//Default AC is Off
private bool _isHeatTurnedOn = false;//Default Heat is Off
private bool _tempSimulator = false;
public delegate void OnRoomTemperatureChange(int roomTemperature); //OnRoomTemperatureChange is a type of Delegate (Check next line for proof)
// public OnRoomTemperatureChange WhenRoomTemperatureChange;// { get; set; }//Exposing the delegate to outside world, cannot directly expose the delegate (line above),
public event OnRoomTemperatureChange WhenRoomTemperatureChange;// { get; set; }//Exposing the delegate to outside world, cannot directly expose the delegate (line above),
public RoomTemperatureController()
{
WhenRoomTemperatureChange += InternalRoomTemperatuerHandler;
}
private void InternalRoomTemperatuerHandler(int roomTemp)
{
System.Console.WriteLine("Internal Room Temperature Handler - Mandatory to handle/ Should not be removed by external consumer of ths class: Note, if it is delegate this can be removed, if event cannot be removed");
}
//User cannot directly asign values to delegate (e.g. roomTempControllerObj.OnRoomTemperatureChange = delegateMethod (System will throw error)
public bool TurnRoomTeperatureSimulator
{
set
{
_tempSimulator = value;
if (value)
{
SimulateRoomTemperature(); //Turn on Simulator
}
}
get { return _tempSimulator; }
}
public void TurnAirCondition(bool val)
{
_isAirConditionTurnedOn = val;
_isHeatTurnedOn = !val;//Binary switch If Heat is ON - AC will turned off automatically (binary)
System.Console.WriteLine("Aircondition :" + _isAirConditionTurnedOn);
System.Console.WriteLine("Heat :" + _isHeatTurnedOn);
}
public void TurnHeat(bool val)
{
_isHeatTurnedOn = val;
_isAirConditionTurnedOn = !val;//Binary switch If Heat is ON - AC will turned off automatically (binary)
System.Console.WriteLine("Aircondition :" + _isAirConditionTurnedOn);
System.Console.WriteLine("Heat :" + _isHeatTurnedOn);
}
public async void SimulateRoomTemperature()
{
while (_tempSimulator)
{
if (_isAirConditionTurnedOn)
_roomTemperature--;//Decrease Room Temperature if AC is turned On
if (_isHeatTurnedOn)
_roomTemperature++;//Decrease Room Temperature if AC is turned On
System.Console.WriteLine("Temperature :" + _roomTemperature);
if (WhenRoomTemperatureChange != null)
WhenRoomTemperatureChange(_roomTemperature);
System.Threading.Thread.Sleep(500);//Every second Temperature changes based on AC/Heat Status
}
}
}
public class MySweetHome
{
RoomTemperatureController roomController = null;
public MySweetHome()
{
roomController = new RoomTemperatureController();
roomController.WhenRoomTemperatureChange += TurnHeatOrACBasedOnTemp;
//roomController.WhenRoomTemperatureChange = null; //Setting NULL to delegate reference is possible where as for Event it is not possible.
//roomController.WhenRoomTemperatureChange.DynamicInvoke();//Dynamic Invoke is possible for Delgate and not possible with Event
roomController.SimulateRoomTemperature();
System.Threading.Thread.Sleep(5000);
roomController.TurnAirCondition (true);
roomController.TurnRoomTeperatureSimulator = true;
}
public void TurnHeatOrACBasedOnTemp(int temp)
{
if (temp >= 30)
roomController.TurnAirCondition(true);
if (temp <= 15)
roomController.TurnHeat(true);
}
public static void Main(string []args)
{
MySweetHome home = new MySweetHome();
}
}
For people live in 2020, and want a clean answer...
Definitions:
delegate: defines a function pointer.
event: defines
(1) protected interfaces, and
(2) operations(+=, -=), and
(3) advantage: you don't need to use new keyword anymore.
Regarding the adjective protected:
// eventTest.SomeoneSay = null; // Compile Error.
// eventTest.SomeoneSay = new Say(SayHello); // Compile Error.
Also notice this section from Microsoft: https://learn.microsoft.com/en-us/dotnet/standard/events/#raising-multiple-events
Code Example:
with delegate:
public class DelegateTest
{
public delegate void Say(); // Define a pointer type "void <- ()" named "Say".
private Say say;
public DelegateTest() {
say = new Say(SayHello); // Setup the field, Say say, first.
say += new Say(SayGoodBye);
say.Invoke();
}
public void SayHello() { /* display "Hello World!" to your GUI. */ }
public void SayGoodBye() { /* display "Good bye!" to your GUI. */ }
}
with event:
public class EventTest
{
public delegate void Say();
public event Say SomeoneSay; // Use the type "Say" to define event, an
// auto-setup-everything-good field for you.
public EventTest() {
SomeoneSay += SayHello;
SomeoneSay += SayGoodBye;
SomeoneSay();
}
public void SayHello() { /* display "Hello World!" to your GUI. */ }
public void SayGoodBye() { /* display "Good bye!" to your GUI. */ }
}
Reference:
Event vs. Delegate - Explaining the important differences between the Event and Delegate patterns in C# and why they're useful.: https://dzone.com/articles/event-vs-delegate

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