Console.WriteLine('File renamed: ' + e.FullPath);
}
static void fileWatcher_Deleted(object sender, FileSystemEventArgs e) {
Console.WriteLine('File deleted: ' + e.FullPath);
}
To test the program, you can create a new text file in C:drive, make some changes to its content, rename it, and then delete it. The output window will look like Figure 7-9.

Figure 7-9
Implementing Events
So far you have been subscribing to events by writing event handlers. Now you will implement events in your own class. For this example, you create a class called AlarmClock
. AlarmClock
allows you to set a particular date and time so that you can be notified (through an event) when the time is up. For this purpose, you use the Timer
class.
First, define the AlarmClock
class as follows:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
class AlarmClock {
}
Declare a Timer
variable and define the AlarmTime
property to allow users of this class to set a date and time:
class AlarmClock {
}
Next, define the Start()
method so that users can start the monitoring by turning on the Timer
object:
class AlarmClock {
//...
}
Next, define a public event member in the AlarmClock
class:
public event EventHandler TimesUp;
The EventHandler
is a predefined delegate, and this statement defines TimesUp
as an event for your class.
Define a protected virtual method in the AlarmClock
class that will be used internally by your class to raise the TimesUp
event:
protected virtual void onTimesUp(EventArgs e) {
if (TimesUp != null) TimesUp(this, e);
}
The EventArgs
class is the base class for classes that contain event data. This class does not pass any data back to an event handler.
The next section explains how you can create another class that derives from this EventArgs
base class to pass back information to an event handler.
Define the constructor for the AlarmClock
class so that the Timer
object (t
) will fire its Elapsed
event every 100 milliseconds. In addition, wire the Elapsed
event with an event handler. The event handler will check the current time against the time set by the user of the class. If the time equals or exceeds the user's set time, the event handler calls the onTimesUp()
method that you defined in the previous step:
public AlarmClock() {
t = new Timer(100);
t.Elapsed += new ElapsedEventHandler(t_Elapsed);
}
void t_Elapsed(object sender, ElapsedEventArgs e) {
if (DateTime.Now >= this.AlarmTime) {
onTimesUp(new EventArgs());
t.Stop();
}
}
That's it! The entire AlarmClock
class is:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Timers;
class AlarmClock {
Timer t;
public DateTime AlarmTime { get; set; }
public void Start() {
t.Start();
}
public AlarmClock() {
t = new Timer(100);
t.Elapsed += new ElapsedEventHandler(t_Elapsed);
}
void t_Elapsed(object sender, ElapsedEventArgs e) {
if (DateTime.Now >= this.AlarmTime) {
onTimesUp(new EventArgs());
t.Stop();
}
}
public event EventHandler TimesUp;
protected virtual void onTimesUp(EventArgs e) {
if (TimesUp != null) TimesUp(this, e);
}
}