
- •Contents at a Glance
- •Table of Contents
- •Acknowledgments
- •Introduction
- •Who This Book Is For
- •Finding Your Best Starting Point in This Book
- •Conventions and Features in This Book
- •Conventions
- •Other Features
- •System Requirements
- •Code Samples
- •Installing the Code Samples
- •Using the Code Samples
- •Support for This Book
- •Questions and Comments
- •Beginning Programming with the Visual Studio 2008 Environment
- •Writing Your First Program
- •Using Namespaces
- •Creating a Graphical Application
- •Chapter 1 Quick Reference
- •Understanding Statements
- •Identifying Keywords
- •Using Variables
- •Naming Variables
- •Declaring Variables
- •Working with Primitive Data Types
- •Displaying Primitive Data Type Values
- •Using Arithmetic Operators
- •Operators and Types
- •Examining Arithmetic Operators
- •Controlling Precedence
- •Using Associativity to Evaluate Expressions
- •Associativity and the Assignment Operator
- •Incrementing and Decrementing Variables
- •Declaring Implicitly Typed Local Variables
- •Chapter 2 Quick Reference
- •Declaring Methods
- •Specifying the Method Declaration Syntax
- •Writing return Statements
- •Calling Methods
- •Specifying the Method Call Syntax
- •Applying Scope
- •Overloading Methods
- •Writing Methods
- •Chapter 3 Quick Reference
- •Declaring Boolean Variables
- •Using Boolean Operators
- •Understanding Equality and Relational Operators
- •Understanding Conditional Logical Operators
- •Summarizing Operator Precedence and Associativity
- •Using if Statements to Make Decisions
- •Understanding if Statement Syntax
- •Using Blocks to Group Statements
- •Cascading if Statements
- •Using switch Statements
- •Understanding switch Statement Syntax
- •Following the switch Statement Rules
- •Chapter 4 Quick Reference
- •Using Compound Assignment Operators
- •Writing while Statements
- •Writing for Statements
- •Understanding for Statement Scope
- •Writing do Statements
- •Chapter 5 Quick Reference
- •Coping with Errors
- •Trying Code and Catching Exceptions
- •Handling an Exception
- •Using Multiple catch Handlers
- •Catching Multiple Exceptions
- •Using Checked and Unchecked Integer Arithmetic
- •Writing Checked Statements
- •Writing Checked Expressions
- •Throwing Exceptions
- •Chapter 6 Quick Reference
- •The Purpose of Encapsulation
- •Controlling Accessibility
- •Working with Constructors
- •Overloading Constructors
- •Understanding static Methods and Data
- •Creating a Shared Field
- •Creating a static Field by Using the const Keyword
- •Chapter 7 Quick Reference
- •Copying Value Type Variables and Classes
- •Understanding Null Values and Nullable Types
- •Using Nullable Types
- •Understanding the Properties of Nullable Types
- •Using ref and out Parameters
- •Creating ref Parameters
- •Creating out Parameters
- •How Computer Memory Is Organized
- •Using the Stack and the Heap
- •The System.Object Class
- •Boxing
- •Unboxing
- •Casting Data Safely
- •The is Operator
- •The as Operator
- •Chapter 8 Quick Reference
- •Working with Enumerations
- •Declaring an Enumeration
- •Using an Enumeration
- •Choosing Enumeration Literal Values
- •Choosing an Enumeration’s Underlying Type
- •Working with Structures
- •Declaring a Structure
- •Understanding Structure and Class Differences
- •Declaring Structure Variables
- •Understanding Structure Initialization
- •Copying Structure Variables
- •Chapter 9 Quick Reference
- •What Is an Array?
- •Declaring Array Variables
- •Creating an Array Instance
- •Initializing Array Variables
- •Creating an Implicitly Typed Array
- •Accessing an Individual Array Element
- •Iterating Through an Array
- •Copying Arrays
- •What Are Collection Classes?
- •The ArrayList Collection Class
- •The Queue Collection Class
- •The Stack Collection Class
- •The Hashtable Collection Class
- •The SortedList Collection Class
- •Using Collection Initializers
- •Comparing Arrays and Collections
- •Using Collection Classes to Play Cards
- •Chapter 10 Quick Reference
- •Using Array Arguments
- •Declaring a params Array
- •Using params object[ ]
- •Using a params Array
- •Chapter 11 Quick Reference
- •What Is Inheritance?
- •Using Inheritance
- •Base Classes and Derived Classes
- •Calling Base Class Constructors
- •Assigning Classes
- •Declaring new Methods
- •Declaring Virtual Methods
- •Declaring override Methods
- •Understanding protected Access
- •Understanding Extension Methods
- •Chapter 12 Quick Reference
- •Understanding Interfaces
- •Interface Syntax
- •Interface Restrictions
- •Implementing an Interface
- •Referencing a Class Through Its Interface
- •Working with Multiple Interfaces
- •Abstract Classes
- •Abstract Methods
- •Sealed Classes
- •Sealed Methods
- •Implementing an Extensible Framework
- •Summarizing Keyword Combinations
- •Chapter 13 Quick Reference
- •The Life and Times of an Object
- •Writing Destructors
- •Why Use the Garbage Collector?
- •How Does the Garbage Collector Work?
- •Recommendations
- •Resource Management
- •Disposal Methods
- •Exception-Safe Disposal
- •The using Statement
- •Calling the Dispose Method from a Destructor
- •Making Code Exception-Safe
- •Chapter 14 Quick Reference
- •Implementing Encapsulation by Using Methods
- •What Are Properties?
- •Using Properties
- •Read-Only Properties
- •Write-Only Properties
- •Property Accessibility
- •Understanding the Property Restrictions
- •Declaring Interface Properties
- •Using Properties in a Windows Application
- •Generating Automatic Properties
- •Initializing Objects by Using Properties
- •Chapter 15 Quick Reference
- •What Is an Indexer?
- •An Example That Doesn’t Use Indexers
- •The Same Example Using Indexers
- •Understanding Indexer Accessors
- •Comparing Indexers and Arrays
- •Indexers in Interfaces
- •Using Indexers in a Windows Application
- •Chapter 16 Quick Reference
- •Declaring and Using Delegates
- •The Automated Factory Scenario
- •Implementing the Factory Without Using Delegates
- •Implementing the Factory by Using a Delegate
- •Using Delegates
- •Lambda Expressions and Delegates
- •Creating a Method Adapter
- •Using a Lambda Expression as an Adapter
- •The Form of Lambda Expressions
- •Declaring an Event
- •Subscribing to an Event
- •Unsubscribing from an Event
- •Raising an Event
- •Understanding WPF User Interface Events
- •Using Events
- •Chapter 17 Quick Reference
- •The Problem with objects
- •The Generics Solution
- •Generics vs. Generalized Classes
- •Generics and Constraints
- •Creating a Generic Class
- •The Theory of Binary Trees
- •Building a Binary Tree Class by Using Generics
- •Creating a Generic Method
- •Chapter 18 Quick Reference
- •Enumerating the Elements in a Collection
- •Manually Implementing an Enumerator
- •Implementing the IEnumerable Interface
- •Implementing an Enumerator by Using an Iterator
- •A Simple Iterator
- •Chapter 19 Quick Reference
- •What Is Language Integrated Query (LINQ)?
- •Using LINQ in a C# Application
- •Selecting Data
- •Filtering Data
- •Ordering, Grouping, and Aggregating Data
- •Joining Data
- •Using Query Operators
- •Querying Data in Tree<TItem> Objects
- •LINQ and Deferred Evaluation
- •Chapter 20 Quick Reference
- •Understanding Operators
- •Operator Constraints
- •Overloaded Operators
- •Creating Symmetric Operators
- •Understanding Compound Assignment
- •Declaring Increment and Decrement Operators
- •Implementing an Operator
- •Understanding Conversion Operators
- •Providing Built-In Conversions
- •Creating Symmetric Operators, Revisited
- •Adding an Implicit Conversion Operator
- •Chapter 21 Quick Reference
- •Creating a WPF Application
- •Creating a Windows Presentation Foundation Application
- •Adding Controls to the Form
- •Using WPF Controls
- •Changing Properties Dynamically
- •Handling Events in a WPF Form
- •Processing Events in Windows Forms
- •Chapter 22 Quick Reference
- •Menu Guidelines and Style
- •Menus and Menu Events
- •Creating a Menu
- •Handling Menu Events
- •Shortcut Menus
- •Creating Shortcut Menus
- •Windows Common Dialog Boxes
- •Using the SaveFileDialog Class
- •Chapter 23 Quick Reference
- •Validating Data
- •Strategies for Validating User Input
- •An Example—Customer Information Maintenance
- •Performing Validation by Using Data Binding
- •Changing the Point at Which Validation Occurs
- •Chapter 24 Quick Reference
- •Querying a Database by Using ADO.NET
- •The Northwind Database
- •Creating the Database
- •Using ADO.NET to Query Order Information
- •Querying a Database by Using DLINQ
- •Creating and Running a DLINQ Query
- •Deferred and Immediate Fetching
- •Joining Tables and Creating Relationships
- •Deferred and Immediate Fetching Revisited
- •Using DLINQ to Query Order Information
- •Chapter 25 Quick Reference
- •Using Data Binding with DLINQ
- •Using DLINQ to Modify Data
- •Updating Existing Data
- •Adding and Deleting Data
- •Chapter 26 Quick Reference
- •Understanding the Internet as an Infrastructure
- •Understanding Web Server Requests and Responses
- •Managing State
- •Understanding ASP.NET
- •Creating Web Applications with ASP.NET
- •Building an ASP.NET Application
- •Understanding Server Controls
- •Creating and Using a Theme
- •Chapter 27 Quick Reference
- •Comparing Server and Client Validations
- •Validating Data at the Web Server
- •Validating Data in the Web Browser
- •Implementing Client Validation
- •Chapter 28 Quick Reference
- •Managing Security
- •Understanding Forms-Based Security
- •Implementing Forms-Based Security
- •Querying and Displaying Data
- •Understanding the Web Forms GridView Control
- •Displaying Customer and Order History Information
- •Paging Data
- •Editing Data
- •Updating Rows Through a GridView Control
- •Navigating Between Forms
- •Chapter 29 Quick Reference
- •What Is a Web Service?
- •The Role of SOAP
- •What Is the Web Services Description Language?
- •Nonfunctional Requirements of Web Services
- •The Role of Windows Communication Foundation
- •Building a Web Service
- •Creating the ProductsService Web Service
- •Web Services, Clients, and Proxies
- •Talking SOAP: The Easy Way
- •Consuming the ProductsService Web Service
- •Chapter 30 Quick Reference

Chapter 17
Interrupting Program Flow and
Handling Events
After completing this chapter, you will be able to:
Declare a delegate type to create an abstraction of a method signature.
Create an instance of a delegate to refer to a specific method.
Call a method through a delegate.
Define a lambda expression to specify the code for a delegate.
Declare an event field.
Handle an event by using a delegate.
Raise an event.
Much of the code you have written in the various exercises in this book has assumed that statements execute sequentially. Although this is a common scenario, you will find that it is sometimes necessary to interrupt the current flow of execution and perform another, more important, task. When the task has completed, the program can continue where it left off. The classic example of this style of program is the Microsoft Windows Presentation
Foundation (WPF) form. A WPF form displays controls such as buttons and text boxes. When you click a button or type text in a text box, you expect the form to respond immediately. The application has to temporarily stop what it is doing and handle your input. This style of operation applies not just to graphical user interfaces but to any application where an operation must be performed urgently—shutting down the reactor in a nuclear power plant if it is getting too hot, for example.
To handle this type of application, the runtime has to provide two things: a means of indicating that something urgent has happened and a way of indicating the code that should be run when it happens. This is the purpose of events and delegates. We start by looking at delegates.
Declaring and Using Delegates
A delegate is a pointer to a method, and you can call it in the same way as you would call a method. When you invoke a delegate, the runtime actually executes the method to which the delegate refers. You can dynamically change the method that a delegate references so that
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312 Part III Creating Components
code that calls a delegate might actually run a different method each time it executes. The best way to understand delegates is to see them in action, so let’s work through an example.
Note If you are familiar with C++, a delegate is similar to a function pointer. However, unlike function pointers, delegates are type-safe; you can make a delegate refer to only a method that matches the signature of the delegate, and you cannot call a delegate that does not refer to a valid method.
The Automated Factory Scenario
Suppose you are writing the control systems for an automated factory. The factory contains a large number of different machines, each performing distinct tasks in the production of the articles manufactured by the factory—shaping and folding metal sheets, welding sheets together, painting sheets, and so on. Each machine was built and installed by a specialist vendor. The machines are all computer-controlled, and each vendor has provided a set of APIs that you can use to control its machine. Your task is to integrate the different systems used by the machines into a single control program. One aspect on which you have decided to concentrate is to provide a means of shutting down all the machines, quickly if needed!
Note The term API stands for application programming interface. It is a method, or set of methods, exposed by a piece of software that you can use to control that software. You can think of the Microsoft .NET Framework as a set of APIs because it provides methods that you can use to control the .NET common language runtime and the Microsoft Windows operating system.
Each machine has its own unique computer-controlled process (and API) for shutting down safely. These are summarized here:
StopFolding(); |
// Folding and shaping machine |
FinishWelding(); |
// Welding machine |
PaintOff(); |
// Painting machine |
Implementing the Factory Without Using Delegates
A simple approach to implementing the shutdown functionality in the control program is as follows:
class Controller
{
// Fields representing the different machines private FoldingMachine folder;
private WeldingMachine welder; private PaintingMachine painter;
...

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313 |
public void ShutDown()
{
folder.StopFolding();
welder.FinishWelding();
painter.PaintOff();
}
...
}
Although this approach works, it is not very extensible or flexible. If the factory buys a new machine, you must modify this code; the Controller class and the machines are tightly
coupled.
Implementing the Factory by Using a Delegate
Although the names of each method are different, they all have the same “shape”: They take no parameters, and they do not return a value. (We consider what happens if this isn’t the case later, so bear with me!) The general format of each method is, therefore:
void methodName();
This is where a delegate is useful. A delegate that matches this shape can be used to refer to any of the machinery shutdown methods. You declare a delegate like this:
delegate void stopMachineryDelegate();
Note the following points:
Use the delegate keyword when declaring a delegate.
A delegate defines the shape of the methods it can refer to. You specify the return type (void in this example), a name for the delegate (stopMachineryDelegate), and any
parameters (there are none in this case).
After you have defined the delegate, you can create an instance and make it refer to a matching method by using the += compound assignment operator. You can do this in the constructor of the controller class like this:
class Controller
{
delegate void stopMachineryDelegate();
private stopMachineryDelegate stopMachinery; // an instance of the delegate
...
public Controller()
{
this.stopMachinery += folder.StopFolding;
}
...
}

314 Part III Creating Components
This syntax takes a bit of getting used to. You add the method to the delegate; you are not actually calling the method at this point. The + operator is overloaded to have this new meaning when used with delegates. (You will learn more about operator overloading in Chapter 21, “Operator Overloading.”) Notice that you simply specify the method name and should not include any parentheses or parameters.
It is safe to use the += operator on an uninitialized delegate. It will be initialized automatically. You can also use the new keyword to initialize a delegate explicitly with a single specific method, like this:
this.stopMachinery = new stopMachineryDelegate(folder.StopFolding);
You can call the method by invoking the delegate, like this:
public void ShutDown()
{
this.stopMachinery();
...
}
You use the same syntax to invoke a delegate as you use to make a method call. If the method that the delegate refers to takes any parameters, you should specify them at this time, between parentheses.
Note If you attempt to invoke a delegate that is uninitialized and does not refer to any methods, you will get a NullReferenceException.
The principal advantage of using a delegate is that it can refer to more than one method; you simply use the += operator to add methods to the delegate, like this:
public Controller()
{
this.stopMachinery += folder.StopFolding; this.stopMachinery += welder.FinishWelding; this.stopMachinery += painter.PaintOff;
}
Invoking this.stopMachinery() in the Shutdown method of the Controller class automatically calls each of the methods in turn. The Shutdown method does not need to know how many
machines there are or what the method names are.
You can remove a method from a delegate by using the -= compound assignment operator:
this.stopMachinery -= folder.StopFolding;

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315 |
The current scheme adds the machine methods to the delegate in the Controller constructor. To make the Controller class totally independent of the various machines, you need to make stopMachineryDelegate type public and supply a means of enabling classes outside Controller
to add methods to the delegate. You have several options:
Make the delegate variable, stopMachinery, public:
public stopMachineryDelegate stopMachinery;
Keep the stopMachinery delegate variable private, but provide a read/write property to provide access to it:
public delegate void stopMachineryDelegate();
...
public stopMachineryDelegate StopMachinery
{
get
{
return this.stopMachinery;
}
set
{
this.stopMachinery = value;
}
}
Provide complete encapsulation by implementing separate Add and Remove methods.
The Add method takes a method as a parameter and adds it to the delegate, while the Remove method removes the specified method from the delegate (notice that you
specify a method as a parameter by using a delegate type):
public void Add(stopMachineryDelegate stopMethod)
{
this.stopMachinery += stopMethod;
}
public void Remove(stopMachineryDelegate stopMethod)
{
this.stopMachinery -= stopMethod;
}
If you are an object-oriented purist, you will probably opt for the Add/Remove approach. However, the others are viable alternatives that are frequently used, which is why they are shown here.
Whichever technique you choose, you should remove the code that adds the machine methods to the delegate from the Controller constructor. You can then instantiate a