The Following Is An Excerpt From, Chris Sells & Michael Weinhardt, Addison-Wesley, 2006. It's Been Updated From The Original Version For C# 2.0
The Following Is An Excerpt From, Chris Sells & Michael Weinhardt, Addison-Wesley, 2006. It's Been Updated From The Original Version For C# 2.0
Once upon a time, in a strange land south of here, there was a worker named Peter. He was a diligent
worker who would readily accept requests from his boss. However, his boss was a mean, untrusting
man who insisted on steady progress reports. Since Peter did not want his boss standing in his office
looking over his shoulder, Peter promised to notify his boss whenever his work progressed. Peter
implemented this promise by periodically calling his boss back via a typed reference like so:
class Worker {
Boss boss;
class Boss {
public void WorkStarted() {
// Boss doesn't care
}
public void WorkProgressing() {
// Boss doesn't care
}
public int WorkCompleted() {
Console.WriteLine("It's about time!");
return 2; // out of 10
}
}
class Universe {
static void Main() {
Worker peter = new Worker();
Boss boss = new Boss();
peter.Advise(boss);
peter.DoWork();
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Interfaces
Now Peter was a special person. Not only was he able to put up with his mean-spirited boss, but he
also had a deep connection with the universe around him. So much so that he felt that the universe
was interested in his progress. Unfortunately, there was no way for Peter to advise the Universe of
his progress unless he added a special Advise method and special callbacks just for the Universe, in
addition to keeping his boss informed. What Peter really wanted to do was to separate the list of
potential notifications from the implementation of those notification methods. And so he decided to
split the methods into an interface:
interface IWorkerEvents {
void WorkStarted();
void WorkProgressing();
int WorkCompleted();
}
class Worker {
IWorkerEvents events;
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}
}
Delegates
Unfortunately, Peter was so busy talking his boss into implementing this interface that he didn't get
around to notifying the Universe, but he knew he would soon. At least he'd abstracted the reference
of his boss far away from him so that others who implemented the IWorkerEvents interface could be
notified of his work progress.
Still, his boss complained bitterly. "Peter!" his boss fumed. "Why are you bothering to notify me
when you start your work or when your work is progressing?!? I don't care about those events. Not
only do you force me to implement those methods, but you're wasting valuable work time waiting
for me to return from the event, which is further expanded when I am far away! Can't you figure out
a way to stop bothering me?"
And so, Peter decided that while interfaces were useful for many things, when it came to events,
their granularity was not fine enough. He wished to be able to notify interested parties only of the
events that matched their hearts' desires. So, he decided to break the methods out of the interface into
separate delegate functions, each of which acted like a little tiny interface of one method each:
class Worker {
public WorkStarted Started;
public WorkProgressing Progressing;
public WorkCompleted Completed;
class Boss {
public int WorkCompleted() {
Console.WriteLine("It's about time!");
return 4; // out of 10
}
}
class Universe {
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And, because Peter was under so much pressure, he decided to advantage of the shorthand notation
for assigning delegates provided by C# 2.0:
class Universe {
static void Main() {
...
peter.Completed = boss.WorkCompleted;
...
}
}
Static Listeners
Delegates accomplished the goal of not bothering his boss with events that he didn't want, but still
Peter had not managed to get the universe on his list of listeners. Since the universe is an all-
encompassing entity, it didn't seem right to hook delegates to instance members (imagine how many
resources multiple instances of the universe would need...). Instead, Peter need to hook delegates to
static members, which delegates support fully:
class Universe {
static void WorkerStartedWork() {
Console.WriteLine("Universe notices worker starting work");
}
peter.Completed = boss.WorkCompleted;
peter.Started = WorkerStartedWork;
peter.Completed = WorkerCompletedWork; // Oops!
peter.DoWork();
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Console.ReadLine();
}
}
Events
Unfortunately, the Universe being very busy and unaccustomed to paying attention to individuals,
has managed to replace Peter's boss's delegate with its own. This is an unintended side effect of
making the delegate fields public in Peter's Worker class. Likewise, if Peter's boss gets impatient, he
can decide to fire Peter's delegates himself (which is just the kind of rude thing that Peter's boss was
apt to do):
Peter wants to make sure that neither of these can happens. He realizes he needs to add registration
and unregistration functions for each delegate so that listeners can add or remove themselves, but
can't clear the entire list or fire Peter's events. Instead of implementing these functions himself, Peter
uses the event keyword to make the C# compiler build these methods for him:
class Worker {
public event WorkStarted Started;
public event WorkProgressing Progressing;
public event WorkCompleted Completed;
...
}
Peter knows that the event keyword erects a property around a delegate, only allowing clients to add
or remove themselves (using the += and -= operators in C#), forcing his boss and the universe to
play nicely:
class Universe {
...
static void Main() {
Worker peter = new Worker();
Boss boss = new Boss();
peter.DoWork();
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notices that while both his boss and the universe provide grades of his work that he's only receiving
one of the grades. In the face of multiple listeners, he'd really like to harvest all of their results. So,
he reaches into his delegate and pulls out the list of listeners so that he can call each of them
manually:
class Worker {
...
public void DoWork() {
...
Console.WriteLine("Worker: work completed");
class Boss {
public int WorkCompleted() {
System.Threading.Thread.Sleep(5000);
Console.WriteLine("Better...");
return 4; // out of 10
}
}
class Universe {
...
static int WorkerCompletedWork() {
System.Threading.Thread.Sleep(1000000);
Console.WriteLine("Universe pleased with worker's work");
return 7;
}
...
}
Unfortunately, since Peter is notifying each listener one at a time, waiting for each to grade him,
these notifications now take up quite a bit of his time when he should be working. So, he decides to
forget the grade and just fire the event asynchronously:
class Worker {
...
public void DoWork() {
...
Console.WriteLine("Worker: work completed");
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class Worker {
...
public void DoWork() {
...
Console.WriteLine("Worker: work completed");
if( this.Completed != null ) {
foreach( WorkCompleted wc in this.Completed.GetInvocationList
() ) {
IAsyncResult result = wc.BeginInvoke(null, null);
while( !result.IsCompleted ) System.Threading.Thread.Sleep
(1);
int grade = wc.EndInvoke(result);
Console.WriteLine("Worker grade= {0}", grade);
}
}
}
}
class Worker {
...
public void DoWork() {
...
Console.WriteLine("Worker: work completed");
if( this.Completed != null ) {
foreach( WorkCompleted wc in this.Completed.GetInvocationList
() ) {
wc.BeginInvoke(this.WorkGraded, wc);
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}
}
}
Anonymous Delegates
At this point, Peter is using delegates to notify interested parties in the process of his work and using
delegates to get notified when grades are available on the work he’s completed. The delegates
provided by his boss and the universe are provided by separate entities, so it makes sense that they
are encapsulated in methods on those entities. However, in the case of the WorkGraded method,
there’s really no good reason for this to be a separate method except the syntactic requirements of C#
1.0. As of C# 2.0, Peter can drop the code required to handle the processing of his work grade into an
anonymous delegate:
class Worker {
...
public void DoWork() {
...
Console.WriteLine("Worker: work completed");
if( this.Completed != null ) {
foreach( WorkCompleted wc in this.Completed.GetInvocationList
() ) {
wc.BeginInvoke(delegate(IAsyncResult result) {
WorkCompleted wc2 = (WorkCompleted)result.AsyncState;
int grade = wc2.EndInvoke(result);
Console.WriteLine("Worker grade= {0}", grade);
},
wc);
}
}
}
}
Here, instead of passing in the name of a method to call when his work has been graded, he’s passing
in the body of the method itself as designated with a different use of the delegate keyword to create a
method with no name (and therefore “anonymous”). The body of the method is fundamentally the
same in that Peter still passes the WorkCompleted delegate as a parameter to BeginInvoke and then
pulls it out of AsyncState for use in extracting the result. However, one of the benefits of anonymous
delegates that Peter knows is that he can make use of the variables in the surrounding context from
within the anonymous delegate body, causing him to rewrite his code thusly:
class Worker {
...
public void DoWork() {
...
Console.WriteLine("Worker: work completed");
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This code compiles just fine, but when it’s run, it will cause the following exception to be thrown:
System.InvalidOperationException:
The IAsyncResult object provided does not match this delegate.
The problem is that while the wc variable is allowed to be used in the anonymous delegate, it’s still
being used by the for-each statement. As soon as the asynchronous invocation begins, the wc
variable changes and the delegate used to start things (wc) no longer matches the async result passed
as an argument to the anonymous delegate. Peter slaps his head and creates a hybrid solution:
class Worker {
...
public void DoWork() {
...
Console.WriteLine("Worker: work completed");
if( this.Completed != null ) {
foreach( WorkCompleted wc in this.Completed.GetInvocationList
() ) {
// Create an unchanging variable referencing the current
delegate
WorkCompleted wc2 = wc;
wc.BeginInvoke(delegate(IAsyncResult result) {
// Use wc2 variable from surrounding context
int grade = wc2.EndInvoke(result);
Console.WriteLine("Worker grade= {0}", grade);
},
null);
}
}
}
}
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class Worker {
public event WorkStarted Started;
public event WorkProgressing Progressing;
public event WorkCompleted Completed;
class Boss {
public int WorkCompleted() {
System.Threading.Thread.Sleep(3000);
Console.WriteLine("Better...");
return 5; // out of 10
}
}
class Universe {
static void WorkerStartedWork() {
Console.WriteLine("Universe notices worker starting work");
}
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Peter knows that getting results asynchronously comes with issues, because as soon as he fires events
asynchronously, the target methods are likely to be executed on another thread, as is Peter's
notification of when the target method has completed. However, Peter is good friends with Mike,
who is very familiar with threading issues and can provide guidance in that area.
The end.
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