I am building a simple class to hold related methods. Part of this code includes synchronising to a database. The built in SyncOrchestrator class includes a SessionProgress event handler which I can wire up an event to.
What I would like to do is instance my class and then hook up an some code to this event so that I can display a progress bar (ill be using BGWorker).
So, my question is probably c# 101, but how do I expose this event through my class the correct way so that I can wire it up?
Thanks
I think you're looking for something like this:
(I also suggest you read the Events tutorial on MSDN.)
public class SyncOrchestrator
{
// ...
public event EventHandler<MyEventArgs> SessionProgress;
protected virtual void OnSessionProgress(MyEventArgs e)
{
// Note the use of a temporary variable here to make the event raisin
// thread-safe; may or may not be necessary in your case.
var evt = this.SessionProgress;
if (evt != null)
evt (this, e);
}
// ...
}
where the MyEventArgs type is derived from the EventArgs base type and contains your progress information.
You raise the event from within the class by calling OnSessionProgress(...).
Register your event handler in any consumer class by doing:
// myMethodDelegate can just be the name of a method of appropiate signature,
// since C# 2.0 does auto-conversion to the delegate.
foo.SessionProgress += myMethodDelegate;
Similarly, use -= to unregister the event; often not explicitly required.
Like this:
public event EventHandlerDelegate EventName;
EventHandlerDelegate should obviously be the name of a delegate type that you expect people to provide to the event handler like so:
anObject.EventName += new EventHandlerDelegate(SomeMethod);
When calling the event, make sure you use this pattern:
var h = EventName;
if (h != null)
h(...);
Otherwise you risk the event handler becoming null in between your test and actually calling the event.
Also, see the official documentation on MSDN.
Related
Consider the "application" where an object (Thrower) is throwing a ball to another object (Receiver). The event (BallIsThrowed) happens when the ball is thrown.
Here are the 2 classes :
then the entry point :
And finally the methods pointed by the delegate when events are fired :
This is working well.
Now I want to comment this line :
because I want to say that the ball was not thrown.
The result is a null Exception :
This is normal because at this point BallIsThrowed is null
To solve this, I initilise my event :
But then my problem is that my code is never taking the event when I decomment "receiver.Register(thrower)"
My questions are :
How can I have the 2 method EventMethod fired ?
The best practice way to fire an event looks like this:
EventHandler ballIsThrowed = BallIsThrowed;
if (ballIsThrowed != null)
{
ballIsThrowed(this, EventArgs.Empty);
}
The reason for the temporary variable is to prevent race conditions between the null check and the execution.
Bear with me: you are setting an event handler to BallIsThrowed, then you use IthrowTheBall() to actually trigger the event, with this code:
BallIsThrowed(this, EventArgs.Empty);
When you try to call an event handler, in this case the BallIsThrowed, it must exists or it will throw a NullReferenceException. So, in order for this to work, it must exists an event handler BallIsThrowed. It actually does, until you comment this line:
//BallIsThrowed += new EventHandler(method.EventMethod2);
So basically you need to verify if the EventHandler exists before firing it:
if (BallIsThrowed != null)
BallIsThrowed(this, EventArgs.Empty);
Another (more elegant, if you ask me) way of doing this is:
(BallIsThrowed??delegate{})(this, EventArgs.Empty);
Compact, thread safe...
Two things that need to be corrected:
In your Event Invoker, check EventHandler != null because you dont know if anyone registered to your handler.
var ballThrown = BallIsThrowed;
if (ballThrown != null)
{
ballThrown(this, EventArgs.Empty);
}
For general knowledge, In order to register more then one delegate to your
EventHandler, dont register it via the = operator, but via the
+= operator, meaning you want to append a new delegate:
public void IThrowTheBall()
{
// Do stuff
// You dont have to register this delegate, you can append it to the current
// delegates already registered
BallIsThrowed += method.EventMethod1;
}
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.
I am attempting to subscribe two events to an object. But the object is not instantiated before I try to add the events. Is there a way I can subscribe these two events and instantiate afterwards? I already have the delegates, event, event args and event handler working.
Sample Code:
Ares a;
public B()
{
a.up += new upEventHandler(doUp);
a.down += new downEventHandler(doDown);
a = new Ares();
}
I am attempting to subscribe two events to an object. But the object is not instantiated before I try to add the events. Is there a way I can subscribe these two events and instantiate afterwards?
No, absolutely not. It's exactly like trying to set properties on an object before the object exists. Try to think about how that would work - and then realize that subscribed event handlers are part of the state of an object just like properties are.
Obviously you could store the event handlers somewhere else and subscribe them later on, but as stated, the answer is simply no. It doesn't make any sense at a conceptual level, or a practical one.
It's not possible. You must instantiate the object first.
The closest thing you could do to what you're describing would be to make the events static.
class Ares {
public static event upEventHandler up;
public static event downEventHandler down;
// ...
}
And then modify B() to be:
public B() {
Ares.up += new upEventHandler(doUp);
Ares.down += new downEventHandler(doDown);
a = new Ares();
}
I assume that the events are fired in the constructor and you want to capture that.
Try refactoring the event firing code out of the constructor into a separate Initialize() method, so you would then have the following:
Ares a;
public B()
{
a = new Ares();
a.up += new upEventHandler(doUp);
a.down += new downEventHandler(doDown);
a.Initialize(); //do all init of the ares object here, not in constructor
}
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");
}
}
For example, I have a base event publishing method:
protected virtual OnSomeEvent(EventArgs e)
{
var handler = SomeEvent;
if (handler != null)
{
handler(this, e);
// handler(this, new EventArgs());// EDIT: Yes it should be
// handler(this, e),
// ignore this one :D
}
}
For a derived class that overrides OnSomeEvent and raises an additional event when it fires:
protected override OnSomeEvent(EventArgs e)
{
base.OnSomeEvent(e);
if (ExtendedEvent != null)
{
OnExtendedEvent(e);
}
}
protected void OnExtendedEvent(EventArgs e)
{
// some stuff done
// new information the ExtendedEventArgs object needs
// is not available until this point
ExtendedEvent(this, new ExtendedEventArgs(someStuff, someOtherStuff));
}
And if derivation goes on like this, it will create a new derived EventArgs for each generation of derived class that requires it. However it seems various derivations of EventArgs on the .NET framework are not designed to be mutable (no setters), this discourages an object from keeping a single instance of EventArgs and modify it as it goes.
So every time an event like this fires, it will re-allocate memory for all involved EventArgs objects. In a graphic intense application where an event can be triggered dozens of times per second (such as OnPaint event on a control), is this really a good practice?
Should I make some changes to OnExtendedEvent() and make ExtendedEventArgs mutable so the following is possible?
protected ExtendedEventArgs extendedArgs = ExtendedEventArgs.Empty;
protected void OnExtendedEvent(EventArgs e)
{
// some stuff done
// new information the ExtendedEventArgs object needs
// is not available until this point
extendedArgs.someProperty1 = someStuff;
extendedArgs.someProperty2 = someOtherStuff;
ExtendedEvent(this, extendedArgs);
}
EDIT: Fixed the example code, should be clearer now.
First off, why take an EventArgs argument to your firing method if you are just ignoring it anyway? That is the real waste, but the resource consumption is less problematic than the lie that your method is telling its callers. Just pass the argument on through, your firing method likely will not have relevant info accessible to create the EventArgs object anyway:
protected virtual OnSomeEvent(EventArgs e)
{
var handler = SomeEvent;
if (handler != null)
{
handler(this, e);
}
}
So, now that we have that straight, if your EventArgs object has no meaningful information to tell your subscribers, just use EventArgs.Empty, that's what it is there for. You could follow the same pattern for your custom EventArgs classes, but honestly, you are worrying about nothing. Creating EventArgs objects will never be a bottleneck in your application, and if it is, you have design problems.
I would create a new immutable object each time it is fired, as there are values in the event arguments.
The main reason is the what would happen if a new event is fired again while an existing event is being handled?
This will possibly happen in multi-threaded applications but may even happen on a single thread as shown by the following example:
First event is fired with the following values:
extendedArgs.someProperty1 = "Fire 1";
extendedArgs.someProperty2 = "Fire 1 Other Stuff";
Then somehow the first event handler does something causes the event to be fired again with the following arguments:
extendedArgs.someProperty1 = "Fire 2";
extendedArgs.someProperty2 = "Fire 2 Other Stuff";
All the event handlers are for the second event are processed, and now we are back to processing the rest of the event handlers for the first event.
Now since the same object is used all the event handlers for the first event will now be have "Fire 2" as their someProperty1, as the second event overwrote the values.
As #nobugz mentioned don't be afraid to create short-lived garbage.
I'm a little confused by your OnExtendedEvent code - are you meaning to redispatch the event as a SomeEvent?
When a client adds an event handler, they expect they are able to remove the event handler while handling the event, like this:
someObject.SomeEvent += OnSomeEvent;
// ...
private void OnSomeEvent(object sender, EventArgs e)
{
someObject.SomeEvent -= OnSomeEvent;
}
If you do not follow the standard dispatching practice, this code will throw an Exception very much to the surprise of the person using your code.