finish lecture 11, fix theme not being applied in cli html conversion
- update readmemain
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# Delegates and Events
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---
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marp: true
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paginate: true
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math: mathjax
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theme: buutti
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title: N. Delegates and events
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---
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# Overview
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Delegates
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# Delegates and events
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Multicast Delegates
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<!-- headingDivider: 5 -->
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<!-- class: invert -->
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Anonymous Methods
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## Overview
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Events
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* Delegates
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* Multicast Delegates
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* Anonymous Methods
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* Events
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# Delegates
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## Delegates
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* __Delegates __ are reference type variables that hold a __reference to a method__ or multiple methods
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* *__Delegates__* are reference type variables that hold a *__reference to a method__* or multiple methods
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* Class objects hold a reference to a class instance, delegate objects hold a reference to a method / methods
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* Similar to function pointers in C and C++, or how any function in JavaScript works
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* Allows for methods to be passed as variables, useful for creating, for example, events
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# Creating a Delegate
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Declare a delegate using the following syntax:
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delegate \<return type> \<delegate name>(\<parameters>);
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Example:
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delegate void PrintDelegate(string output);
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This creates a new delegate of type void, named PrintDelegate and one parameter of type string
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The referenced method return and parameter types have to match the delegate!
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# Referencing a Delegate
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After creating the delegate, it can be instantiated and the method assigned to it with the method name:
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delegate void PrintDelegate(string output);
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static void Main(string[] args)
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{
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void PrintInLower(string text)
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{
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Console.WriteLine(text.ToLower());
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}
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PrintDelegate print = PrintInLower;
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print("AaaBbbCcc"); // Outputs "aaabbbccc"
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}
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# Using Multicast Delegates
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Delegates can be __composed of__ multiple methods using the "+" operator
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Using the same PrintDelegate delegate as before, we could do this:
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delegate void PrintDelegate(string output);
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static void Main(string[] args)
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{
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void PrintInLower(string text)
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{
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Console.WriteLine(text.ToLower());
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}
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void PrintInUpper(string text)
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{
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Console.WriteLine(text.ToUpper());
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}
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PrintDelegate print = PrintInLower;
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print += PrintInUpper;
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print("AaaBbbCcc");
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}
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### Creating a delegate
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* Declare a delegate using the following syntax:
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```csharp
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delegate returnType DelegateName(parameters);
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```
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* Example:
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```csharp
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delegate void PrintDelegate(string output);
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```
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* This creates a new delegate of type `void`, named `PrintDelegate` and one parameter of type `string`
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* The referenced method return and parameter types have to match the delegate!
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### Referencing a delegate
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* After creating the delegate, it can be instantiated and the method assigned to it with the method name:
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```csharp
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delegate void PrintDelegate(string output);
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static void Main(string[] args)
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{
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void PrintInLower(string text)
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{
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Console.WriteLine(text.ToLower());
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}
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PrintDelegate print = PrintInLower;
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print("AaaBbbCcc"); // Outputs "aaabbbccc"
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}
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```
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### Using multicast delegates
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* Delegates can be composed of multiple methods using the `+` operator
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* Using the same `PrintDelegate` delegate as before, we could do this:
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<div class='columns21' markdown='1'>
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<div markdown='1'>
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```csharp
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delegate void PrintDelegate(string output);
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static void Main(string[] args)
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{
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void PrintInLower(string text)
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{
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Console.WriteLine(text.ToLower());
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}
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void PrintInUpper(string text)
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{
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Console.WriteLine(text.ToUpper());
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}
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PrintDelegate print = PrintInLower;
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print += PrintInUpper;
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print("AaaBbbCcc");
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}
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```
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</div>
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<div markdown='1'>
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# Using Multicast Delegates (continued)
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Methods can be removed from the delegate with the "-" operator:
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delegate void PrintDelegate(string output);
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</div>
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</div>
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### Removing methods
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* Methods can be removed from the delegate with the `-` operator:
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```csharp
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delegate void PrintDelegate(string output);
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static void Main(string[] args)
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{
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...
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print -= PrintInLower;
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print("AaaBbbCcc"); // Outputs "AAABBBCCC"
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...
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}
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```
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### Delegates: An example
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* Let's extend our previous example (without the `-=` part) by creating a new class called `DelegateTest`, and giving it a constructor that takes a `PrintDelegate` object as a parameter:
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```csharp
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public class DelegateTest
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{
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public DelegateTest(PrintDelegate printDelegate)
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{
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printDelegate("This Method Was Called From Another Class!");
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}
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}
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```
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static void Main(string[] args)
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{
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...
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print -= PrintInLower;
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print("AaaBbbCcc"); // Outputs "AAABBBCCC"
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...
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}
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# Delegates - Example
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Let's extend our previous example (without the "-=" part) by creating a new class called DelegateTest, and giving it a constructor that takes a PrintDelegate object as a parameter:
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public class DelegateTest
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{
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public DelegateTest(PrintDelegate printDelegate)
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{
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printDelegate("This Method Was Called From Another Class!");
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}
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}
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# Delegates - Example (continued)
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---
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Now we can create a new DelegateTest object and pass the delegate to the object constructor:
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<div class='columns21' markdown='1'>
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<div markdown='1'>
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```csharp
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void PrintInLower(string text)
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{
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Console.WriteLine(text.ToLower());
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Console.WriteLine(text.ToLower());
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}
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void PrintInUpper(string text)
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{
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Console.WriteLine(text.ToUpper());
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Console.WriteLine(text.ToUpper());
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}
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// Initialize new delegate which is composed of PrintInLower method
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PrintDelegate print = PrintInLower;
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// Add PrintInUpper method to the delegate
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print += PrintInUpper;
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// Send the delegate to the class constructor
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DelegateTest delegateTest = new DelegateTest(print);
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```
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# Anonymous Methods
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Delegates can be initialized anonymously (without a specified name)
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Anonymous method in variable declaration:
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delegate void PrintDelegate(string output);
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bool printUpper = true;
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</div>
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<div markdown='1'>
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PrintDelegate printCheckUpper =
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delegate (string text)
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{
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if (printUpper)
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Console.WriteLine(text.ToUpper());
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else
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Now we can create a new DelegateTest object and pass the delegate to the object constructor:
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Console.WriteLine(text);
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};
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</div>
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</div>
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printCheckUpper("I'm not angry!"); // Outputs I'M NOT ANGRY!
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Notice that the actual method that prints the text is not declared anywhere
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### Anonymous methods
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You can use an empty anonymous method to initialize a delegate which does nothing:
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* Delegates can be initialized anonymously (without a specified name)
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* Anonymous method in variable declaration:
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```csharp
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delegate void PrintDelegate(string output);
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bool printUpper = true;
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PrintDelegate printCheckUpper =
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delegate (string text)
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{
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if (printUpper)
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Console.WriteLine(text.ToUpper());
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else
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Console.WriteLine(text);
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};
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delegate void SomeDelegate();
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printCheckUpper("I'm not angry!"); // Outputs I'M NOT ANGRY!
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```
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* Notice that the actual method that prints the text is not declared anywhere!
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class Program
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---
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* You can use an empty anonymous method to initialize a delegate that does nothing:
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```csharp
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delegate void SomeDelegate();
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class Program
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{
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static void Main(string[] args)
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{
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// Initialize an empty delegate, add method later...
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SomeDelegate myDelegate = new SomeDelegate(delegate { });
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}
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}
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```
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## Events
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### The problem
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<div class='columns' markdown='1'>
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<div markdown='1'>
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```csharp
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class Game
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{
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Sound gameOverSound;
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Window gameOverScreen;
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void OnGameOver()
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{
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gameOverSound.Play(); // plays some sound
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gameOverScreen.Show(); // shows a screen
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}
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}
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...
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class Program
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{
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static void Main()
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{
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var game = new Game();
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// somewhere in the game logic...
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// game.OnGameOver();
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}
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}
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```
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</div>
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<div markdown='1'>
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* Consider a game engine with three classes, `Sound`, `Window` and `Game`.
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* If implemented like this, the `Game` class has to know about the `Sound` and `Window` classes
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* $\Rightarrow$ `Game` is ***tightly coupled***, and thus ***dependent*** on the `Sound` and `Window` classes
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* Changes in either of the classes could break the code!
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</div>
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</div>
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### The solution: Events
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* A solution to this problem is the [Publisher-subscriber pattern](https://en.wikipedia.org/wiki/Publish%E2%80%93subscribe_pattern)
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* In C#, this pattern is implemented with the [`event` keyword](https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/event?redirectedfrom=MSDN)
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* Events are ***signals*** that are raised by a *__Publisher__* and received by a *__Subscriber__*
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* The publisher does not know or care who, if anyone, receives the signal
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* Changes in the subscriber classes do not affect the publisher
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* In C#, events are multicast delegates
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* When an object triggers an event, the event invokes ***event handlers***
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* Event handlers are delegate instances added to the event
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### Raising events
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* Events consist of two elements:
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* A delegate that identifies the method that provides the response to the event
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* In the simplest case, we can use the built-in [`EventHandler`](https://learn.microsoft.com/en-us/dotnet/api/system.eventhandler?view=net-9.0) delegate
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* An optional class to hold event data if the event provides data.
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```csharp
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public class Publisher
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{
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public event EventHandler SampleEvent;
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// Wrap the event in a protected virtual method
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// to enable derived classes to raise the event.
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protected virtual void OnSampleEvent()
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{
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// Raise the event in a thread-safe manner using the ?. operator.
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SampleEvent?.Invoke(this);
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}
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}
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```
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### Raising the event
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Events can only be invoked (i.e., raised) from within the class (or derived classes) or struct where they're declared (the publisher class)
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<div class='columns' markdown='1'>
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<div markdown='1'>
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```csharp
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public class Publisher
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{
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public event EventHandler SampleEvent;
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protected virtual void OnSampleEvent()
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{
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SampleEvent?.Invoke(this);
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}
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}
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```
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static void Main(string[] args)
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</div>
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<div markdown='1'>
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```csharp
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class Program
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{
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static void Main()
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{
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var pub = new Publisher();
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// Initialize an empty delegate, add method later...
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SomeDelegate myDelegate = new SomeDelegate(delegate { });
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}
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pub.OnSampleEvent(); // ✅ Works fine
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// pub.SampleEvent(); // ❌ Not allowed!
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}
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}
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```
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# Events
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* Consider the following Game class:
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* class Game
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* {
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* Sound gameOverSound;
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* Window gameOverScreen;
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* // Some game logic here...
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* // ...
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* void OnGameOver()
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* {
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* gameOverSound.Play(); // This plays some sound
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* gameOverScreen.Show(); // This shows some screen
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* }
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* }
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* This raises a couple of problems:
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* The Game class has to know about the Sound and Window classes
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* Changes in either of the classes could break the code
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* = Game is dependent of Sound and Window classes
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---
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Tight coupling
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# Events (continued)
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Events are signals that are raised by a __Publisher __ and received by a __Subscriber__
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The publisher does not know or care what, if any, object receives the signal
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Changes in the subscriber classes do not affect the publisher
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# Events - Example
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Events are created in two steps:
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</div>
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</div>
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Declare a delegate
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### Adding subscribers to the event
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Declare a variable of the delegate with the event keyword
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* Now that we know how to raise the event, we can add subscribers to it
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* i.e., functions that get called when the event is raised
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public delegate void GameOver();
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class Game
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<div class='columns' markdown='1'>
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<div markdown='1'>
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```csharp
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public class Publisher
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{
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public event EventHandler SampleEvent;
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protected virtual void OnSampleEvent()
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{
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SampleEvent?.Invoke(this);
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}
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}
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```
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public event GameOver GameOverEventHandler;
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</div>
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<div markdown='1'>
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// Some game logic here...
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```csharp {7-8}
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class Program
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{
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static void Main()
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{
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var pub = new Publisher();
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// ...
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pub.SampleEvent +=
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() => Console.WriteLine("Sample event!");
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pub.OnSampleEvent();
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}
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}
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```
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</div>
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</div>
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### Custom event handler
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* We can define the delegate ourselves, for example if we want to send some data to the event.
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```csharp
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public class Publisher
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{
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public delegate void SampleEventHandler(object sender);
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// Declare the event.
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public event SampleEventHandler SampleEvent;
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protected virtual void OnSampleEvent()
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{
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SampleEvent?.Invoke(this);
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}
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}
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```
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### Event arguments
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* Finally, we can send arguments to the event like this:
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```csharp
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public class SampleEventArgs
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{
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public SampleEventArgs(string text) { Text = text; }
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public string Text { get; } // readonly
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}
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public class Publisher
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{
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public delegate void SampleEventHandler(object sender, SampleEventArgs e);
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public event SampleEventHandler SampleEvent;
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protected virtual void RaiseSampleEvent()
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{
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SampleEvent?.Invoke(this, new SampleEventArgs("Hello"));
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}
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}
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```
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### "Fixing" the Game Over example
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<div class='columns' markdown='1'>
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<div markdown='1'>
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```csharp
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public delegate void GameOverHandler();
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class Game
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{
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public event GameOverHandler GameOver;
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protected virtual void OnGameOver()
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{
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GameOver?.Invoke(this);
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}
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}
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...
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class Program
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||||
{
|
||||
static void Main()
|
||||
{
|
||||
var game = new Game();
|
||||
Sound gameOverSound;
|
||||
Window gameOverScreen;
|
||||
|
||||
game.GameOver += gameOverSound.Play;
|
||||
game.GameOver += gameOverScreen.Show;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
</div>
|
||||
<div markdown='1'>
|
||||
|
||||
1) Declare an event handler delegate (`GameOverHandler`)
|
||||
2) Declare an instance of the handler with the `event` keyword (`GameOVer`)
|
||||
3) Declare a virtual method that invokes the event
|
||||
4) Add methods that subscribe to the event
|
||||
|
||||
</div>
|
||||
</div>
|
||||
|
||||
## Exercise 1: A rudimentary event system
|
||||
<!--_class: "exercise invert" -->
|
||||
|
||||
Create a console application for controlling a plant treatment system with three methods that print the following outputs:
|
||||
|
||||
| Method | Output |
|
||||
| :-- | :-- |
|
||||
| `void ReleaseWater()` | `Releasing water...` |
|
||||
| `void ReleaseFertilizer()` | `Releasing fertilizer...` |
|
||||
| `void IncreaseTemperature()` | `Increasing temperature...` |
|
||||
|
||||
* All methods are off by default. Create a main loop where the user can...
|
||||
* ...type the name of the method to switch each method on (add it to the delegate)
|
||||
* ...type `run` to execute all the methods that are on
|
||||
|
||||
# Exercise 1: A Rudimentary Event System
|
||||
|
||||
Create a console application for controlling a plant treatment system, that has three methods which print the following outputs:
|
||||
|
||||
| void ReleaseWater() | Releasing water... |
|
||||
| :-: | :-: |
|
||||
| void ReleaseFertilizer() | Releasing fertilizer... |
|
||||
| void IncreaseTemperature() | Increasing temperature... |
|
||||
|
||||
Create a main loop where the user can switch each method on (= add to a delegate) by writing its name. All methods are off by default. (Hint: you can just use switch-case for defining which method should be added to the delegate)
|
||||
---
|
||||
|
||||
If the user types run, all the methods that are on (= added to the delegate), will be executed.
|
||||
<!--_class: "exercise invert" -->
|
||||
|
||||

|
||||
* ***Hint:*** you can just use switch-case for defining which method should be added to the delegate
|
||||
|
||||
* Here's an example console input & output:
|
||||

|
||||
|
Loading…
Reference in New Issue