How do static events compare to non-static events in C#? - c#

I just realized static events exist - and I'm curious how people use them. I wonder how the relative comparison holds up to static vs. instance methods. For instance, a static method is basically a global function. But I've always associated events with instances of objects and I'm having trouble thinking of them at the global level.
Here some code to refer to if it helps an explanation:
void Main()
{
var c1 = new C1();
c1.E1 += () => Console.WriteLine ("E1");
C1.E2 += () => Console.WriteLine ("E2");
c1.F1();
}
// <<delegate>>+D()
public delegate void D();
// +<<event>>E1
// +<<class>><<event>>E2
// +F()
// <<does>>
// <<fire>>E1
// <<fire>>E2
public class C1
{
public void F1()
{
OnE1();
OnE2();
}
public event D E1;
private void OnE1()
{
if(E1 != null)
{
E1();
}
}
static public event D E2;
static private void OnE2()
{
if(E2 != null)
{
E2();
}
}
}

Be wary of static events. Remember that, when an object subscribes to an event, a reference to that object is held by the publisher of the event. That means that you have to be very careful about explicitly unsubscribing from static events as they will keep the subscriber alive forever, i.e., you may end up with the managed equivalent of a memory leak.

Much of OOP can be thought of in terms of message passing.
A method call is a message from the caller to the callee (carrying the parameters) and a message back with the return value.
An event is a message from the source to the subscriber. There are thus potentially two instances involved, the one sending the message and the one receiving it.
With a static event, there is no sending instance (just a type, which may or may not be a class). There still can be a recipient instance encoded as the target of the delegate.

In case you're not familiar with static methods
You're probably already familiar with static methods. In case you're not, An easy-to-understand difference is that you don't need to create an instance of an object toi use a static method, but you DO need to create an instance of an object to call a non-static method.
A good example is the System.IO.Directory and System.IO.DirectoryInfo classes.
The Directory class offers static methods, while the DirectoryInfo class does not.
There are two articles describing them here for you to see the difference for yourself.
http://visualcsharptutorials.com/2011/01/system-io-directory-class/
http://visualcsharptutorials.com/2011/01/system-io-directoryinfo-class/
Now on to static events...
However, static events are seldom seen in the wild. There are very few cases that I can think opf where I'd actually want to use one, but there is a CodeProject article that does show one potential use.
http://www.codeproject.com/KB/cs/staticevent.aspx
The key thought here is taken from the explanation (bold added by me to point out the relevant text):
We saw this property as a separate object and we made sure that there
is only one instance of it at a time. And all instances of
transactions knew where to find it when needed. There is a fine
difference though. The transactions will not need to know about the
changes happening on the exchange rate, rather they will use the last
changed value at the time that they use it by requesting the current
value. This is not enough when, for example, we want to implement an
application where the user interface reacts immediately on changes in
the UI characteristics like font, as if it has to happen at
real-time. It would be very easy if we could have a static property
in the Font class called currentFont and a static method to change
that value and a static event to all instances to let them know when
they need to update their appearance.
As .NET developers we're trained to work with a disconnected model. Think of ADO.NET compared to classic ADO. IN a VB6 app, you could use data controls that would allow the following functionality: If you were running the app on your PC, the data in your grid would update when someone on another PC edited the data.
This isn't something that .NET developers are used to. We're very used to the disconnected model. Static events enable a more "connected" experience. (even if that experience is something we're not used to any more.)

for some insight check this link http://www.codeproject.com/KB/cs/staticevent.aspx
static event can be used
when no instance exists
to do some multicast event for all existing instances...
when you have a static class which can fire events...
BUT one should use them with cuation... see discussion http://groups.google.com/group/microsoft.public.dotnet.languages.csharp/browse_thread/thread/2ac862f346b24a15/8420fbd9294ab12a%238420fbd9294ab12a?sa=X&oi=groupsr&start=1&num=2
more info
http://msdn.microsoft.com/en-us/library/8627sbea.aspx
http://dylanbeattie.blogspot.com/2008/05/firing-static-events-from-instance.html
http://www.nivisec.com/2008/09/static-events-dont-release.html

Static members are not "global," they are simply members of the class, not of class instances. This is as true for events as it is for methods, properties, fields, etc.
I can't give an example for using a static event, because I generally don't find static members to be useful in most cases. (They tend to hint at anti-patterns, like Singleton.)

Related

Invoke in a static method?

I have the following code inside a public method, however how would I use it in a static method? o is a static TextBox?
Invoke((MethodInvoker)delegate {
o.Text = str + Environment.NewLine;
});
I have read up on the MethodInfo class in the System.Reflection namespace, but nothing seems to be working. Just to show you, I want something that does this:
public static void writeOut(string str)
{
Invoke((MethodInvoker)delegate {
o.Text = str + Environment.NewLine; // runs on UI thread
});
}
That code does not work, but I want to know how to do something that can call in invoke in a static method, like the snippet above.
The direct answer to your question is to use the o.Invoke() method:
public static void writeOut(string str)
{
o.Invoke((MethodInvoker)delegate {
o.Text = str + Environment.NewLine; // runs on UI thread
});
}
I.e. assuming that o is a valid identifier in this context, and assuming it does in fact refer to a TextBox object, then you can just call that TextBox object's Invoke() method.
That said, I agree with the comments that point out that having a static reference to a control instance in your form is a really bad idea. It's a hack that means you can only ever have one instance of your form, and it means it relies on correctly initializing the static field in an instance method (e.g. the constructor).
If you must have a static reference at all, make it to the form object itself. Even better, pass the form object reference to whatever object needs to deal with it. There's not enough context in your question for me to suggest what exactly that would look like, but the basic idea is to only make things static for things that are truly static, i.e. not related at all to a type that could be instantiated more than once.
As far as the suggestions to learn WPF go…
WPF is definitely a step up and worth learning but it's a much steeper curve than is Winforms. Winforms has a straightforward control object and event-driven model, with some minimal data binding features thrown in. WPF relies heavily on strong "separation of concerns" programming methodologies, data binding, and the use of an entirely different language to define the UI itself (i.e. XAML). These methodologies are very useful and when implemented correctly will lead to much better, more maintainable code. But it's a lot more work to learn to use them, and the WPF API itself is very complicated, and in many areas without a clear single choice for how to implement something.

Regarding Events and Delegates in C#

What are the side-effects of considering Events as instances of Delegates Type?
Jon Skeet says, "Events aren't delegate instances.", here.. I would not have asked this if I had read this anywhere else.
I had always, for the past 2 months, visualized Events as special type of Delegate with the event keyword just helping in preventing the nullification of the Delegate being invoked via the Event.
Could someone please elaborate on how to properly visualize the whole concept for someone new to C# and event based programming?
EDIT 1:
I understood the concepts of delegates and consequently events turned out to be a very simple concept. I would like to go ahead and add an example conjured by me during my battle with these constructs. I have added a lot of comments for better understanding. This is meant for new guys like me:
THE LIBRARY DLL:
namespace DoSomethingLibrary
{
/*
*This is a public delegate declared at the base namespace level for global presence.
*The question is WHY do we need to have a DELEGATE here?
*The answer is: I do not want to implement the LOGGING logic. Why? Well, my consumers are many
*and all are equally demanding. They all need different types of logging. Some need HTML logging,
*some need XML logging for their custom log analyzer, some need plain text logging etc...
*This is hell for me. How am I going to support all their demands. I cannot. Thus, I ask them to
*implement LOGGING on their side. I am providing an INTERFACE(literal sense) in the guise of a DELEGATE.
*A DELEGATE is a HOOK.
*This is the hook that is needed for consumers to hook their custom loggers into the library.
*/
public delegate void Logger(string firstParam, string secondParam);
public class PrintingManiac
{
public Logger printingManiacConsumerLoggerHook;
public void StartPrintingLikeAManiac()
{
for (int iterator = 0; iterator <= 3; iterator++)
{
/*This loop is an emulator which I am using to emulate some huge processing or some huge job.
*Let us imagine that this is a library that does some heavy data crunching OR some
*extremely complex data access job etc..
*/
Console.WriteLine("Actual WORK - " + iterator.ToString());
/*After each step this library tries to LOG. But NOTE that this library
*has no LOGGER implemented. Instead, this library has judiciously DELEGATED
*the logging responsibilty to the CONSUMER of this library.
*/
printingManiacConsumerLoggerHook("Actual Work", "Step " + iterator.ToString());
}
}
}
}
THE CONSUMER EXECUTABLE:
/*
* Let us assume that I have purchased the DoSomethingLibrary DLL from a vendor.
* I have to add the DLL as a reference to my executable's project in Visual Studio.
* I also have to use the DoSomethingLibrary namespace to access the Logic in the DLL.
*/
using DoSomethingLibrary;
namespace UnderstandingDelegates
{
class Program
{
static void Main(string[] args)
{
/*
* Creating an object of the lone class PrintingManiac in the DoSomethingLibrary
*/
PrintingManiac newManiac = new PrintingManiac();
/*
* HOOKING my custom logger to the DoSomethingLibrary DLL.
* I get the best of both the worlds. I have a well-tested and efficient library working for me
* AND I have the best logging avaliable.
* The DoSomethingLibrary DLL has no knowledge of what logging this executable is going to use.
* This executable has to just satisfy the requirements of the DELEGATE signature of DoSomethingLibrary DLL.
*/
newManiac.printingManiacConsumerLoggerHook += new Logger(ClientsCustomizedLoggerTwo);
newManiac.StartPrintingLikeAManiac();
Console.ReadLine();
}
public static void ClientsCustomizedLoggerOne(string firstParam, string secondParam)
{
/*
*This logger has '=' used as a decorator
*In real scenarios the logger may be very complex.
*Let us assume this is an HTML logger
*/
Console.WriteLine("=============================");
Console.WriteLine("Delegated Logging IN CONSUMER code " + firstParam + " - " + secondParam);
Console.WriteLine("=============================");
}
public static void ClientsCustomizedLoggerTwo(string firstParam, string secondParam)
{
/*
*This logger has '-' used as a decorator
*Let us assume this is an XML logger
*/
Console.WriteLine("------------------------------");
Console.WriteLine("Delegated Logging IN CONSUMER code " + firstParam + " - " + secondParam);
Console.WriteLine("------------------------------");
}
}
}
EDIT 2:
I have written an article in CodeProject to clearly explain the whole concept of delegates.
how to properly visualize the whole concept
Nobody ever has much trouble visualizing properties in C#. A property is an accessor to a field, it prevents other code from directly manipulating the field value. Such code is forced to call the get and the set accessors to access the field. You can put arbitrary code in the accessor methods, throwing an exception when you are not happy with the value passed to the setter for example, very common. The underlying storage for the property doesn't have to be a field either, you can expose the field or property of another class object for example. Etcetera.
A good way to visualize an event is to compare it to a property. With the exact same intent, it prevents other code from directly manipulating a delegate object. They have to go through the add and remove accessors. The calls to these methods are generated by syntax sugar in the client code, the += operator calls add(), -= calls remove(). Comparable to the syntax sugar for accessing properties, you don't explicitly write the call to the get or set method either.
What is confusing about events and makes them seem so different from properties is that the event accessor methods are optional. If you don't write them then the C# compiler will auto-generate them for you. Including the backing store, a delegate object. Properties can also have auto-generated accessors and backing store, automatic properties do. But the syntax is different, you still have to declare them.
Using the auto-generated accessors is very common. That code is almost always good enough, it already provides the guarantee that arbitrary code cannot remove the event subscriptions of other code. Not that many good reasons to write your own. One is cutting down on the size of your class object if you support a lot of events. Instead of having a delegate object for each individual event, you can store them in an EventHandlerList instead. Very common in .NET framework code for example. The extra indirection is also taken advantage of in WPF's attached events and WinRT's eventing model with isn't based on delegates.
An event consists of two special methods, called accessors, namely add and remove. Both take in one value parameter value of the same delegate type, and return void.
For example this is an event:
public event Action Exploded
{
add
{
Console.WriteLine("Hello from 'add'. Type of 'value' is '{0}'.", value);
}
remove
{
Console.WriteLine("Hello from 'remove'. Type of 'value' is '{0}'.", value);
}
}
A "field-like" event is a compiler-generated type of event where there is a private generated backing field of the delegate type in question, and where the add accessor adds value to the invocation list of that backing field (delegate combination) whereas the remove accessor removes value from that list. This is done in a smart thread-safe way.
I think one of the biggest sources of confusion regarding events in C# stems from the fact that an event declaration which does not specify explicit add and remove methods creates a delegate with the same name as the event (a design I dislike, btw; VB.NET by default gives the delegate a different name). Thus, declaring an event foo actually declares both an event named foo and a delegate named foo; the name foo will sometimes refer to the delegate and sometimes return to the event.
An event in .NET is really nothing more than a pair of methods, each of which accepts a delegate. One of the methods is called "add", and should cause the method to cause the supplied delegate to be invoked if/when/whenever some particular condition arises. The other method is called "remove", and should ask that a "subscription" associated with a particular delegate be cancelled. Note that nothing about the general event contract requires that an event do anything with a passed-in delegate. An immutable collection could implement an "observable collection" interface but simply ignore any requests to add or remove change notifications [the observable-collection contract would require that all delegates added to the "collection change" event be called when the collection changes, but since there would be no circumstance where the collection could actually change, there would be no circumstance where it would need to call the passed-in delegates].
By default, when a class one declares an event eventName in C#, the compiler also declares a variable eventName of the delegate type associate with the event. Any statements of the form eventName += someDelegate will get translated as eventName_add(someDelegate) and statements of the form eventName -= someDelegate will get translated as eventName_remove(someDelegate). All other references to eventName will be regarded as references to the delegate of that name. Note that in older versions of C#, if the delegate was in scope, statements of the += and -= forms would operate directly on the delegate rather than on the event. This meant that while subscription requests received from outside a class would go through add/remove methods (which would use locking or interlocked methods to provide thread-safety), those processed within a class would not be thread-safe. Later versions of C# always regard eventName += someDelegate and eventName -= someDelegate as add/remove requests, however, even when the delegate is in scope.

How to release anonymous delegates / closures correctly in C#?

I'm working on a GUI application, which relies heavily on Action<> delegates to customize behavior of our UI tools. I'm wondering if the way we are doing this has any potential issues, e.g. whether the implementation keeps references to captured variables, class instances that declare the delegates etc?
So let's say we have this class MapControl, which wraps a stateful GUI control. The map has different kinds of tools (Drawing, Selection, etc.), represented by ITool interface. You can set the tool with StartTool(), but you can only have one tool active at a time, so when another tool is set previous one is stopped using StopTool(). When tool is stopped, a caller-specified callback delegate is executed.
public class MapControl
{
ITool _currentTool;
Action<IResult> _onComplete;
public void StartTool(ToolEnum tool, Action<IResult> onComplete) {
//If tool is active, stop it first
if (_currentTool != null) StopTool();
_onComplete = onComplete;
//Creates a tool class, etc.
_currentTool = CreateTool(tool) as ITool;
}
public void StopTool() {
//Execute callback delegate
IResult result = _currentTool.GetResult();
if (_onComplete != null)
_onComplete(result);
//Nix the references to callback and tool
_onComplete = null;
_currentTool = null;
}
}
In the application's ViewModel class we set some tool like this:
class ViewModel
{
private MapControl _mapControl = new MapControl();
public void SetSomeTool()
{
//These variables will be captured in the closure
var someClassResource = this.SomeClassResource;
var someLocalResource = new object();
//Start tool, specify callback delegate as lambda
_mapControl.StartTool(ToolEnum.SelectTool, (IResult result) => {
//Do something with result and the captured variables
someClassResource.DoSomething(result, someLocalResource);
});
}
}
In our case the ViewModel class is attached to the main window of a WPF application, and there can only be one instance of ViewModel during the application lifetime. Would it change anything if this weren't the case, and the classes which declare the delegates would be more transient?
My question is, am I disposing of the callback delegates correctly? Are there any scenarios, where this can cause memory bloat by holding on to references it shouldn't?
More generally, what's the safe and correct way of disposing anonymous delegates?
IMHO, it is ok and you are not holding on to any references you don't need. With clearing the references in StopTool you no longer hold them.
You are doing fine with removing the Reference to methods that way.
One more thing you asked:
My question is, am I disposing of the callback delegates correctly?
You don't dispose methods (or pointers to methods for that matter), only classes.
I think a more proper way would be:
_onComplete = (Action<IResult>)Delegate.Remove(null, _onComplete);
If you want to make sure you are disposing correctly of all unused objects, I'd suggest you use tools like the CLR Profiler so that you can have a complete view of how your application is allocating/freeing memory.

why do we need delegates [duplicate]

I'm looking to implement the Observer pattern in VB.NET or C# or some other first-class .NET language. I've heard that delegates can be used for this, but can't figure out why they would be preferred over plain old interfaces implemented on observers. So,
Why should I use delegates instead of defining my own interfaces and passing around references to objects implementing them?
Why might I want to avoid using delegates, and go with good ol'-fashioned interfaces?
When you can directly call a method, you don't need a delegate.
A delegate is useful when the code calling the method doesn't know/care what the method it's calling is -- for example, you might invoke a long-running task and pass it a delegate to a callback method that the task can use to send notifications about its status.
Here is a (very silly) code sample:
enum TaskStatus
{
Started,
StillProcessing,
Finished
}
delegate void CallbackDelegate(Task t, TaskStatus status);
class Task
{
public void Start(CallbackDelegate callback)
{
callback(this, TaskStatus.Started);
// calculate PI to 1 billion digits
for (...)
{
callback(this, TaskStatus.StillProcessing);
}
callback(this, TaskStatus.Finished);
}
}
class Program
{
static void Main(string[] args)
{
Task t = new Task();
t.Start(new CallbackDelegate(MyCallbackMethod));
}
static void MyCallbackMethod(Task t, TaskStatus status)
{
Console.WriteLine("The task status is {0}", status);
}
}
As you can see, the Task class doesn't know or care that -- in this case -- the delegate is to a method that prints the status of the task to the console. The method could equally well send the status over a network connection to another computer. Etc.
You're an O/S, and I'm an application. I want to tell you to call one of my methods when you detect something happening. To do that, I pass you a delegate to the method of mine which I want you to call. I don't call that method of mine myself, because I want you to call it when you detect the something. You don't call my method directly because you don't know (at your compile-time) that the method exists (I wasn't even written when you were built); instead, you call whichever method is specified by the delegate which you receive at run-time.
Well technically, you don't have to use delegates (except when using event handlers, then it's required). You can get by without them. Really, they are just another tool in the tool box.
The first thing that comes to mind about using them is Inversion Of Control. Any time you want to control how a function behaves from outside of it, the easiest way to do it is to place a delegate as a parameter, and have it execute the delegate.
You're not thinking like a programmer.
The question is, Why would you call a function directly when you could call a delegate?
A famous aphorism of David Wheeler
goes: All problems in computer science
can be solved by another level of
indirection.
I'm being a bit tongue-in-cheek. Obviously, you will call functions directly most of the time, especially within a module. But delegates are useful when a function needs to be invoked in a context where the containing object is not available (or relevant), such as event callbacks.
There are two places that you could use delegates in the Observer pattern. Since I am not sure which one you are referring to, I will try to answer both.
The first is to use delegates in the subject instead of a list of IObservers. This approach seems a lot cleaner at handling multicasting since you basically have
private delegate void UpdateHandler(string message);
private UpdateHandler Update;
public void Register(IObserver observer)
{
Update+=observer.Update;
}
public void Unregister(IObserver observer)
{
Update-=observer.Update;
}
public void Notify(string message)
{
Update(message);
}
instead of
public Subject()
{
observers = new List<IObserver>();
}
public void Register(IObserver observer)
{
observers.Add(observer);
}
public void Unregister(IObserver observer)
{
observers.Remove(observer);
}
public void Notify(string message)
{
// call update method for every observer
foreach (IObserver observer in observers)
{
observer.Update(message);
}
}
Unless you need to do something special and require a reference to the entire IObserver object, I would think the delegates would be cleaner.
The second case is to use pass delegates instead of IObervers for example
public delegate void UpdateHandler(string message);
private UpdateHandler Update;
public void Register(UpdateHandler observerRoutine)
{
Update+=observerRoutine;
}
public void Unregister(UpdateHandler observerRoutine)
{
Update-=observerRoutine;
}
public void Notify(string message)
{
Update(message);
}
With this, Observers don't need to implement an interface. You could even pass in a lambda expression. This changes in the level of control is pretty much the difference. Whether this is good or bad is up to you.
A delegate is, in effect, passing around a reference to a method, not an object... An Interface is a reference to a subset of the methods implemented by an object...
If, in some component of your application, you need access to more than one method of an object, then define an interface representing that subset of the objects' methods, and assign and implement that interface on all classes you might need to pass to this component... Then pass the instances of these classes by that interface instead of by their concrete class..
If, otoh, in some method, or component, all you need is one of several methods, which can be in any number of different classes, but all have the same signature, then you need to use a delegate.
I'm repeating an answer I gave to this question.
I've always like the Radio Station metaphor.
When a radio station wants to broadcast something, it just sends it out. It doesn't need to know if there is actually anybody out there listening. Your radio is able to register itself with the radio station (by tuning in with the dial), and all radio station broadcasts (events in our little metaphor) are received by the radio who translates them into sound.
Without this registration (or event) mechanism. The radio station would have to contact each and every radio in turn and ask if it wanted the broadcast, if your radio said yes, then send the signal to it directly.
Your code may follow a very similar paradigm, where one class performs an action, but that class may not know, or may not want to know who will care about, or act on that action taking place. So it provides a way for any object to register or unregister itself for notification that the action has taken place.
Delegates are strong typing for function/method interfaces.
If your language takes the position that there should be strong typing, and that it has first-class functions (both of which C# does), then it would be inconsistent to not have delegates.
Consider any method that takes a delegate. If you didn't have a delegate, how would you pass something to it? And how would the the callee have any guarantees about its type?
I've heard some "events evangelists" talk about this and they say that as more decoupled events are, the better it is.
Preferably, the event source should never know about the event listeners and the event listener should never care about who originated the event. This is not how things are today because in the event listener you normally receive the source object of the event.
With this said, delegates are the perfect tool for this job. They allow decoupling between event source and event observer because the event source doesn't need to keep a list of all observer objects. It only keeps a list of "function pointers" (delegates) of the observers.
Because of this, I think this is a great advantage over Interfaces.
Look at it the other way. What advantage would using a custom interface have over using the standard way that is supported by the language in both syntax and library?
Granted, there are cases where it a custom-tailored solution might have advantages, and in such cases you should use it. In all other cases, use the most canonical solution available. It's less work, more intuitive (because it's what users expect), has more support from tools (including the IDE) and chances are, the compiler treats them differently, resulting in more efficient code.
Don't reinvent the wheel (unless the current version is broken).
Actually there was an interesting back-and-forth between Sun and Microsoft about delegates. While Sun made a fairly strong stance against delegates, I feel that Microsoft made an even stronger point for using delegates. Here are the posts:
http://java.sun.com/docs/white/delegates.html
http://msdn.microsoft.com/en-us/vjsharp/bb188664.aspx
I think you'll find these interesting reading...
i think it is more related to syntatic sugar and a way to organize your code, a good use would be to handle several methods related to a common context which ones belong to a object or a static class.
it is not that you are forced to use them, you can programme sth with and without them, but maybe using them or not might affect how organized, readable and why not cool the code would be, maybe bum some lines in your code.
Every example given here is a good one where you could implement them, as someone said it, is just another feature in the language you can play with.
greetings
Here is something that i can write down as a reason of using delegate.
The following code is written in C# And please follow the comments.
public delegate string TestDelegate();
protected void Page_Load(object sender, EventArgs e)
{
TestDelegate TD1 = new TestDelegate(DiaplayMethodD1);
TestDelegate TD2 = new TestDelegate(DiaplayMethodD2);
TD2 = TD1 + TD2; // Make TD2 as multi-cast delegate
lblDisplay.Text = TD1(); // invoke delegate
lblAnotherDisplay.Text = TD2();
// Note: Using a delegate allows the programmer to encapsulate a reference
// to a method inside a delegate object. Its like the function pointer
// in C or C++.
}
//the Signature has to be same.
public string DiaplayMethodD1()
{
//lblDisplay.Text = "Multi-Cast Delegate on EXECUTION"; // Enable on multi-cast
return "This is returned from the first method of delegate explanation";
}
// The Method can be static also
public static string DiaplayMethodD2()
{
return " Extra words from second method";
}
Best Regards,
Pritom Nandy,
Bangladesh
Here is an example that might help.
There is an application that uses a large set of data. A feature is needed that allows the data to be filtered. 6 different filters can be specified.
The immediate thought is to create 6 different methods that each return the data filtered. For example
public Data FilterByAge(int age)
public Data FilterBySize(int size)
.... and so on.
This is fine but is a very limited and produces rubbish code because it's closed for expansion.
A better way is to have a single Filter method and to pass information on how the data should be filtered. This is where a delegate can be used. The delegate is a function that can be applied to the data in order to filter it.
public Data Filter(Action filter)
then the code to use this becomes
Filter(data => data.age > 30);
Filter(data => data.size = 19);
The code data => blah blah becomes a delegate. The code becomes much more flexible and remains open.

event Action<> vs event EventHandler<>

Is there any different between declaring event Action<> and event EventHandler<>.
Assuming it doesn't matter what object actually raised an event.
for example:
public event Action<bool, int, Blah> DiagnosticsEvent;
vs
public event EventHandler<DiagnosticsArgs> DiagnosticsEvent;
class DiagnosticsArgs : EventArgs
{
public DiagnosticsArgs(bool b, int i, Blah bl)
{...}
...
}
usage would be almost the same in both cases:
obj.DiagnosticsEvent += HandleDiagnosticsEvent;
There are several things that I don’t like about event EventHandler<> pattern:
Extra type declaration derived from
EventArgs
Compulsory passing of object source –
often no one cares
More code means more code to maintain without any clear advantage.
As a result, I prefer event Action<>
However, only if there are too many type arguments in Action<>, then an extra class would be required.
Based on some of the previous answers, I'm going to break my answer down into three areas.
First, physical limitations of using Action<T1, T2, T2... > vs using a derived class of EventArgs. There are three: First, if you change the number or types of parameters, every method that subscribes to will have to be changed to conform to the new pattern. If this is a public facing event that 3rd party assemblies will be using, and there is any possiblity that the event args would change, this would be a reason to use a custom class derived from event args for consistencies sake (remember, you COULD still use an Action<MyCustomClass>) Second, using Action<T1, T2, T2... > will prevent you from passing feedback BACK to the calling method unless you have a some kind of object (with a Handled property for instance) that is passed along with the Action. Third, you don't get named parameters, so if you're passing 3 bool's an int, two string's, and a DateTime, you have no idea what the meaning of those values are. As a side note, you can still have a "Fire this event safely method while still using Action<T1, T2, T2... >".
Secondly, consistency implications. If you have a large system you're already working with, it's nearly always better to follow the way the rest of the system is designed unless you have an very good reason not too. If you have publicly facing events that need to be maintained, the ability to substitute derived classes can be important. Keep that in mind.
Thirdly, real life practice, I personally find that I tend to create a lot of one off events for things like property changes that I need to interact with (Particularly when doing MVVM with view models that interact with each other) or where the event has a single parameter. Most of the time these events take on the form of public event Action<[classtype], bool> [PropertyName]Changed; or public event Action SomethingHappened;. In these cases, there are two benefits. First, I get a type for the issuing class. If MyClass declares and is the only class firing the event, I get an explicit instance of MyClass to work with in the event handler. Secondly, for simple events such as property change events, the meaning of the parameters is obvious and stated in the name of the event handler and I don't have to create a myriad of classes for these kinds of events.
The main difference will be that if you use Action<> your event will not follow the design pattern of virtually any other event in the system, which I would consider a drawback.
One upside with the dominating design pattern (apart from the power of sameness) is that you can extend the EventArgs object with new properties without altering the signature of the event. This would still be possible if you used Action<SomeClassWithProperties>, but I don't really see the point with not using the regular approach in that case.
The advantage of a wordier approach comes when your code is inside a 300,000 line project.
Using the action, as you have, there is no way to tell me what bool, int, and Blah are. If your action passed an object that defined the parameters then ok.
Using an EventHandler that wanted an EventArgs and if you would complete your DiagnosticsArgs example with getters for the properties that commented their purpose then you application would be more understandable. Also, please comment or fully name the arguments in the DiagnosticsArgs constructor.
I realize that this question is over 10 years old, but it appears to me that not only has the most obvious answer not been addressed, but that maybe its not really clear from the question a good understanding of what goes on under the covers. In addition, there are other questions about late binding and what that means with regards to delegates and lambdas (more on that later).
First to address the 800 lb elephant/gorilla in the room, when to choose event vs Action<T>/Func<T>:
Use a lambda to execute one statement or method. Use event when you
want more of a pub/sub model with multiple
statements/lambdas/functions that will execute (this is a major
difference right off the bat).
Use a lambda when you want to compile statements/functions to expression trees. Use delegates/events when you want to participate in more traditional late binding such as used in reflection and COM interop.
As an example of an event, lets wire up a simple and 'standard' set of events using a small console application as follows:
public delegate void FireEvent(int num);
public delegate void FireNiceEvent(object sender, SomeStandardArgs args);
public class SomeStandardArgs : EventArgs
{
public SomeStandardArgs(string id)
{
ID = id;
}
public string ID { get; set; }
}
class Program
{
public static event FireEvent OnFireEvent;
public static event FireNiceEvent OnFireNiceEvent;
static void Main(string[] args)
{
OnFireEvent += SomeSimpleEvent1;
OnFireEvent += SomeSimpleEvent2;
OnFireNiceEvent += SomeStandardEvent1;
OnFireNiceEvent += SomeStandardEvent2;
Console.WriteLine("Firing events.....");
OnFireEvent?.Invoke(3);
OnFireNiceEvent?.Invoke(null, new SomeStandardArgs("Fred"));
//Console.WriteLine($"{HeightSensorTypes.Keyence_IL030}:{(int)HeightSensorTypes.Keyence_IL030}");
Console.ReadLine();
}
private static void SomeSimpleEvent1(int num)
{
Console.WriteLine($"{nameof(SomeSimpleEvent1)}:{num}");
}
private static void SomeSimpleEvent2(int num)
{
Console.WriteLine($"{nameof(SomeSimpleEvent2)}:{num}");
}
private static void SomeStandardEvent1(object sender, SomeStandardArgs args)
{
Console.WriteLine($"{nameof(SomeStandardEvent1)}:{args.ID}");
}
private static void SomeStandardEvent2(object sender, SomeStandardArgs args)
{
Console.WriteLine($"{nameof(SomeStandardEvent2)}:{args.ID}");
}
}
The output will look as follows:
If you did the same with Action<int> or Action<object, SomeStandardArgs>, you would only see SomeSimpleEvent2 and SomeStandardEvent2.
So whats going on inside of event?
If we expand out FireNiceEvent, the compiler is actually generating the following (I have omitted some details with respect to thread synchronization that isn't relevant to this discussion):
private EventHandler<SomeStandardArgs> _OnFireNiceEvent;
public void add_OnFireNiceEvent(EventHandler<SomeStandardArgs> handler)
{
Delegate.Combine(_OnFireNiceEvent, handler);
}
public void remove_OnFireNiceEvent(EventHandler<SomeStandardArgs> handler)
{
Delegate.Remove(_OnFireNiceEvent, handler);
}
public event EventHandler<SomeStandardArgs> OnFireNiceEvent
{
add
{
add_OnFireNiceEvent(value)
}
remove
{
remove_OnFireNiceEvent(value)
}
}
The compiler generates a private delegate variable which is not visible to the class namespace in which it is generated. That delegate is what is used for subscription management and late binding participation, and the public facing interface is the familiar += and -= operators we have all come to know and love : )
You can customize the code for the add/remove handlers by changing the scope of the FireNiceEvent delegate to protected. This now allows developers to add custom hooks to the hooks, such as logging or security hooks. This really makes for some very powerful features that now allows for customized accessibility to subscription based on user roles, etc. Can you do that with lambdas? (Actually you can by custom compiling expression trees, but that's beyond the scope of this response).
To address a couple of points from some of the responses here:
There really is no difference in the 'brittleness' between changing
the args list in Action<T> and changing the properties in a class
derived from EventArgs. Either will not only require a compile
change, they will both change a public interface and will require
versioning. No difference.
With respect to which is an industry standard, that depends on where
this is being used and why. Action<T> and such is often used in IoC
and DI, and event is often used in message routing such as GUI and
MQ type frameworks. Note that I said often, not always.
Delegates have different lifetimes than lambdas. One also has to be
aware of capture... not just with closure, but also with the notion
of 'look what the cat dragged in'. This does affect memory
footprint/lifetime as well as management a.k.a. leaks.
One more thing, something I referenced earlier... the notion of late binding. You will often see this when using framework like LINQ, regarding when a lambda becomes 'live'. That is very different than late binding of a delegate, which can happen more than once (i.e. the lambda is always there, but binding occurs on demand as often as is needed), as opposed to a lambda, which once it occurs, its done -- the magic is gone, and the method(s)/property(ies) will always bind. Something to keep in mind.
On the most part, I'd say follow the pattern. I have deviated from it, but very rarely, and for specific reasons. In the case in point, the biggest issue I'd have is that I'd probably still use an Action<SomeObjectType>, allowing me to add extra properties later, and to use the occasional 2-way property (think Handled, or other feedback-events where the subscriber needs to to set a property on the event object). And once you've started down that line, you might as well use EventHandler<T> for some T.
If you follow the standard event pattern, then you can add an extension method to make the checking of event firing safer/easier. (i.e. the following code adds an extension method called SafeFire() which does the null check, as well as (obviously) copying the event into a separate variable to be safe from the usual null race-condition that can affect events.)
(Although I am in kind of two minds whether you should be using extension methods on null objects...)
public static class EventFirer
{
public static void SafeFire<TEventArgs>(this EventHandler<TEventArgs> theEvent, object obj, TEventArgs theEventArgs)
where TEventArgs : EventArgs
{
if (theEvent != null)
theEvent(obj, theEventArgs);
}
}
class MyEventArgs : EventArgs
{
// Blah, blah, blah...
}
class UseSafeEventFirer
{
event EventHandler<MyEventArgs> MyEvent;
void DemoSafeFire()
{
MyEvent.SafeFire(this, new MyEventArgs());
}
static void Main(string[] args)
{
var x = new UseSafeEventFirer();
Console.WriteLine("Null:");
x.DemoSafeFire();
Console.WriteLine();
x.MyEvent += delegate { Console.WriteLine("Hello, World!"); };
Console.WriteLine("Not null:");
x.DemoSafeFire();
}
}
Looking at Standard .NET event patterns we find
The standard signature for a .NET event delegate is:
void OnEventRaised(object sender, EventArgs args);
[...]
The argument list contains two arguments: the sender, and the event arguments. The compile time type of sender is System.Object, even though you likely know a more derived type that would always be correct. By convention, use object.
Below on same page we find an example of the typical event definition which is something like
public event EventHandler<EventArgs> EventName;
Had we defined
class MyClass
{
public event Action<MyClass, EventArgs> EventName;
}
the handler could have been
void OnEventRaised(MyClass sender, EventArgs args);
where sender has the correct (more derived) type.

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