C++ is a superset of C, so both languages have similar syntax, code structure, and compilation. Almost all of C's keywords and operators are used in C++ and do the same thing. C and C++ both use the top-down execution flow and allow procedural and functional programming.
C language supports procedural programming. Whereas C# supports object oriented programming.
Both C++ and C# are object-oriented languages, although C++ is considered a harder language to work with. Both of them can be used in web and desktop applications, but C# is much more popular now for both applications.
This is a general answer and reflects the default behavior:
Having said that, every class that provides events can choose to implement its event asynchronously. IDesign provides a class called EventsHelper
that simplifies this.
[Note] this link requires you to provide an e-mail address to download EventsHelper class. (I am not affiliated in any way)
Yes, they are synchronous.
To answer your questions:
I too was curious about the internal mechanism of event
and its related operations. So I wrote a simple program and used ildasm
to poke around its implementation.
The short answer is
Delegate.Combine()
Delegate.Remove()
Here's what I did. The program I used:
public class Foo
{
// cool, it can return a value! which value it returns if there're multiple
// subscribers? answer (by trying): the last subscriber.
public event Func<int, string> OnCall;
private int val = 1;
public void Do()
{
if (OnCall != null)
{
var res = OnCall(val++);
Console.WriteLine($"publisher got back a {res}");
}
}
}
public class Program
{
static void Main(string[] args)
{
var foo = new Foo();
foo.OnCall += i =>
{
Console.WriteLine($"sub2: I've got a {i}");
return "sub2";
};
foo.OnCall += i =>
{
Console.WriteLine($"sub1: I've got a {i}");
return "sub1";
};
foo.Do();
foo.Do();
}
}
Here's Foo's implementation:
Note that there is a field OnCall
and an event OnCall
. The field OnCall
is obviously the backing property. And it's merely a Func<int, string>
, nothing fancy here.
Now the interesting parts are:
add_OnCall(Func<int, string>)
remove_OnCall(Func<int, string>)
OnCall
is invoked in Do()
Here's the abbreviated add_OnCall
implementation in CIL. The interesting part is it uses Delegate.Combine
to concatenate two delegates.
.method public hidebysig specialname instance void
add_OnCall(class [mscorlib]System.Func`2<int32,string> 'value') cil managed
{
// ...
.locals init (class [mscorlib]System.Func`2<int32,string> V_0,
class [mscorlib]System.Func`2<int32,string> V_1,
class [mscorlib]System.Func`2<int32,string> V_2)
IL_0000: ldarg.0
IL_0001: ldfld class [mscorlib]System.Func`2<int32,string> ConsoleApp1.Foo::OnCall
// ...
IL_000b: call class [mscorlib]System.Delegate [mscorlib]System.Delegate::Combine(class [mscorlib]System.Delegate,
class [mscorlib]System.Delegate)
// ...
} // end of method Foo::add_OnCall
Likewise, Delegate.Remove
is used in remove_OnCall
.
To invoke OnCall
in Do()
, it simply calls the final concatenated delegate after loading the arg:
IL_0026: callvirt instance !1 class [mscorlib]System.Func`2<int32,string>::Invoke(!0)
And finally, in Main
, not suprisingly, subscribing to the OnCall
event is done by calling add_OnCall
method on the Foo
instance.
The delegates subscribed to the event are invoked synchronously in the order they were added. If one of the delegates throws an exception, the ones following will not be called.
Since events are defined with multicast delegates, you can write your own firing mechanism using
Delegate.GetInvocationList();
and invoking the delegates asynchronously;
Events are just arrays of delegates. As long as delegate call is synchronous, events are also synchronous.
In general, events are synchronous. However there are some exceptions, such as System.Timers.Timer.Elapsed
event being raised on a ThreadPool
thread if SyncronisingObject
is null.
Docs: http://msdn.microsoft.com/en-us/library/system.timers.timer.elapsed.aspx
Events in C# run synchronously (in both cases), as long as you don't start a second thread manually.
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