EventArgs クラス
アセンブリ: mscorlib (mscorlib.dll 内)


このクラスにはイベント データは格納されません。このクラスは、イベントの発生時にステータス情報をイベント ハンドラに渡さないイベントによって使用されます。イベント ハンドラがステータス情報を必要とする場合、アプリケーションは、そのデータを保持するために、このクラスからクラスを派生させる必要があります。
たとえば、System.AssemblyLoadEventArgs クラスは、アセンブリ読み込みイベントのデータを保持するために使用され、読み込まれたアセンブリを記述する System.Reflection.Assembly を格納します。

EventArgs の使用方法については、次のコード例を参照してください。
この例では、FireEventArgs が EventArgs から派生したイベント引数の集合になっています。ActivateFireAlarm を呼び出してイベントが発生すると、FireEventHandler に渡されます。
Imports System _ ' FireEventArgs: a custom event inherited from EventArgs. Public Class FireEventArgs Inherits EventArgs Public Sub New(room As String, ferocity As Integer) Me.room = room Me.ferocity = ferocity End Sub 'New ' The fire event will have two pieces of information-- ' 1) Where the fire is, and 2) how "ferocious" it is. Public room As String Public ferocity As Integer End Class 'FireEventArgs _ 'end of class FireEventArgs Public Class FireAlarm ' Events are handled with delegates, so we must establish a FireEventHandler ' as a delegate: Delegate Sub FireEventHandler(sender As Object, fe As FireEventArgs) ' Now, create a public event "FireEvent" whose type is our FireEventHandler delegate. Public Event FireEvent As FireEventHandler ' This will be the starting point of our event-- it will create FireEventArgs , ' and then raise the event, passing FireEventArgs. Public Sub ActivateFireAlarm(room As String, ferocity As Integer) Dim fireArgs As New FireEventArgs(room, ferocity) ' Now, raise the event by invoking the delegate. Pass in ' the object that initated the event (Me) as well as FireEventArgs. ' The call must match the signature of FireEventHandler. RaiseEvent FireEvent(Me, fireArgs) End Sub 'ActivateFireAlarm End Class 'FireAlarm ' The following event will be the EventHandler. Class FireHandlerClass ' Create a FireAlarm to handle and raise the fire events. Public Sub New(fireAlarm As FireAlarm) ' Add a delegate containing the ExtinguishFire function to the class' ' event so that when FireAlarm is raised, it will subsequently execute ' ExtinguishFire. AddHandler fireAlarm.FireEvent, AddressOf ExtinguishFire End Sub 'New ' This is the function to be executed when a fire event is raised. Sub ExtinguishFire(sender As Object, fe As FireEventArgs) Console.WriteLine() Console.WriteLine("The ExtinguishFire function was called by {0}.", sender.ToString()) ' Now, act in response to the event. If fe.ferocity < 2 Then Console.WriteLine("This fire in the {0} is no problem. I'm going to pour some water on it.", fe.room) Else If fe.ferocity < 5 Then Console.WriteLine("Using Fire Extinguisher to put out the fire in the {0}.", fe.room) Else Console.WriteLine("The fire in the {0} is out of control. I'm calling the fire department.", fe.room) End If End If 'end of class FireHandlerClass End Sub 'ExtinguishFire End Class 'FireHandlerClass Public Class FireEventTest Public Shared Sub Main() ' Create an instance of the class that will be raising the event. Dim myFireAlarm As New FireAlarm() ' Create an instance of the class that will be handling the event. Note that ' it receives the class that will fire the event as a parameter. Dim myFireHandler As New FireHandlerClass(myFireAlarm) ' Now, use the FireAlarm class to raise a few events. myFireAlarm.ActivateFireAlarm("Kitchen", 3) myFireAlarm.ActivateFireAlarm("Study", 1) myFireAlarm.ActivateFireAlarm("Porch", 5) Return End Sub 'Main 'end of main End Class 'FireEventTest ' end of FireEventTest
using System; // FireEventArgs: a custom event inherited from EventArgs. public class FireEventArgs: EventArgs { public FireEventArgs(string room, int ferocity) { this.room = room; this.ferocity = ferocity; } // The fire event will have two pieces of information-- // 1) Where the fire is, and 2) how "ferocious" it is. public string room; public int ferocity; } //end of class FireEventArgs // Class with a function that creates the eventargs and initiates the event public class FireAlarm { // Events are handled with delegates, so we must establish a FireEventHandler // as a delegate: public delegate void FireEventHandler(object sender, FireEventArgs fe); // Now, create a public event "FireEvent" whose type is our FireEventHandler delegate. public event FireEventHandler FireEvent; // This will be the starting point of our event-- it will create FireEventArgs, // and then raise the event, passing FireEventArgs. public void ActivateFireAlarm(string room, int ferocity) { FireEventArgs fireArgs = new FireEventArgs(room, ferocity); // Now, raise the event by invoking the delegate. Pass in // the object that initated the event (this) as well as FireEventArgs. // The call must match the signature of FireEventHandler. FireEvent(this, fireArgs); } } // end of class FireAlarm // Class which handles the event class FireHandlerClass { // Create a FireAlarm to handle and raise the fire events. public FireHandlerClass(FireAlarm fireAlarm) { // Add a delegate containing the ExtinguishFire function to the class' // event so that when FireAlarm is raised, it will subsequently execute // ExtinguishFire. fireAlarm.FireEvent += new FireAlarm.FireEventHandler(ExtinguishFire); } // This is the function to be executed when a fire event is raised. void ExtinguishFire(object sender, FireEventArgs fe) { Console.WriteLine("\nThe ExtinguishFire function was called by {0}.", sender.ToString()); // Now, act in response to the event. if (fe.ferocity < 2) Console.WriteLine("This fire in the {0} is no problem. I'm going to pour some water on it.", fe.room); else if (fe.ferocity < 5) Console.WriteLine("I'm using FireExtinguisher to put out the fire in the {0}.", fe.room); else Console.WriteLine("The fire in the {0} is out of control. I'm calling the fire department!", fe.room); } } //end of class FireHandlerClass public class FireEventTest { public static void Main () { // Create an instance of the class that will be firing an event. FireAlarm myFireAlarm = new FireAlarm(); // Create an instance of the class that will be handling the event. Note that // it receives the class that will fire the event as a parameter. FireHandlerClass myFireHandler = new FireHandlerClass(myFireAlarm); //use our class to raise a few events and watch them get handled myFireAlarm.ActivateFireAlarm("Kitchen", 3); myFireAlarm.ActivateFireAlarm("Study", 1); myFireAlarm.ActivateFireAlarm("Porch", 5); return; } //end of main } // end of FireEventTest
using namespace System; // FireEventArgs: a custom event inherited from EventArgs. public ref class FireEventArgs: public EventArgs { public: FireEventArgs( String^ room, int ferocity ) { this->room = room; this->ferocity = ferocity; } // The fire event will have two pieces of information-- // 1) Where the fire is, and 2) how "ferocious" it is. String^ room; int ferocity; }; //end of class FireEventArgs // Class with a function that creates the eventargs and initiates the event public ref class FireAlarm { public: delegate void FireEventHandler( // Events are handled with delegates, so we must establish a FireEventHandler // as a delegate: Object^ sender, FireEventArgs^ fe ); event FireEventHandler^ FireEvent; // Now, create a public event "FireEvent" whose type is our FireEventHandler delegate. // This will be the starting point of our event-- it will create FireEventArgs, // and then raise the event, passing FireEventArgs. void ActivateFireAlarm( String^ room, int ferocity ) { FireEventArgs^ fireArgs = gcnew FireEventArgs( room,ferocity ); // Now, raise the event by invoking the delegate. Pass in // the object that initated the event (this) as well as FireEventArgs. // The call must match the signature of FireEventHandler. FireEvent( this, fireArgs ); } }; // end of class FireAlarm // Class which handles the event ref class FireHandlerClass { public: // Create a FireAlarm to handle and raise the fire events. FireHandlerClass( FireAlarm^ fireAlarm ) { // Add a delegate containing the ExtinguishFire function to the class' // event so that when FireAlarm is raised, it will subsequently execute // ExtinguishFire. fireAlarm->FireEvent += gcnew FireAlarm::FireEventHandler( this, &FireHandlerClass::ExtinguishFire ); } // This is the function to be executed when a fire event is raised. void ExtinguishFire( Object^ sender, FireEventArgs^ fe ) { Console::WriteLine( "\nThe ExtinguishFire function was called by {0}.", sender ); // Now, act in response to the event. if ( fe->ferocity < 2 ) Console::WriteLine( "This fire in the {0} is no problem. I'm going to pour some water on it.", fe->room ); else if ( fe->ferocity < 5 ) Console::WriteLine( "I'm using FireExtinguisher to put out the fire in the {0}.", fe->room ); else Console::WriteLine( "The fire in the {0} is out of control. I'm calling the fire department!", fe->room ); } }; //end of class FireHandlerClass int main() { // Create an instance of the class that will be firing an event. FireAlarm^ myFireAlarm = gcnew FireAlarm; // Create an instance of the class that will be handling the event. Note that // it receives the class that will fire the event as a parameter. FireHandlerClass^ myFireHandler = gcnew FireHandlerClass( myFireAlarm ); //use our class to raise a few events and watch them get handled myFireAlarm->ActivateFireAlarm( "Kitchen", 3 ); myFireAlarm->ActivateFireAlarm( "Study", 1 ); myFireAlarm->ActivateFireAlarm( "Porch", 5 ); } //end of main



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