static void DelegatesConcept()
        {
            DelegatesClass obj = new DelegatesClass();

            obj.TestMethod(5);
            bool result = obj.del2(10);

            Console.WriteLine(obj.del1());
            //Changing the reference of the delegates to point to some other method
            obj.del1 = () => { return(false); };//Method3
            Console.WriteLine(obj.del1());
            Console.WriteLine(result);

            MyHelper.PrintPointsToRememberMessage();
            Console.WriteLine("1. A delegate is a reference to a method.");
            Console.WriteLine("2. First we need to declare a delegate reference");
            Console.WriteLine("3. Second we can assigned some method to the delegates");
            Console.WriteLine("4. Finally we can call the delegates method.");
            MyHelper.PrintNoteConcept();
            MyHelper.PrintEndMessage();
        }
Esempio n. 2
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        /// <summary>
        /// Checks if a given OpenGL function is supported by the current context
        /// </summary>
        /// <param name="function">The name of the OpenGL function (i.e. glShaderSource)</param>
        /// <returns>True if the function is supported, false otherwise</returns>
        public static bool SupportsFunction(string function)
        {
            lock (gl_lock)
            {
                if (function == null)
                {
                    throw new ArgumentNullException("function");
                }

                sb.Remove(0, sb.Length);
                if (!function.StartsWith("gl"))
                {
                    sb.Append("gl");
                }
                sb.Append(function);
                FieldInfo f = DelegatesClass.GetField(sb.ToString(), BindingFlags.Static | BindingFlags.NonPublic);
                if (f == null)
                {
                    return(false);
                }

                return(f.GetValue(null) != null);
            }
        }
Esempio n. 3
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 public DelegatesUser(DelegatesClass ds)
 {
     this.ds = ds;
     //...
 }