Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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The event argument handler is commonly defined "e". PlayerIOClient.Message is an event argument handler, and so I'd look it as a default by defining it "e".
con.OnMessage += delegate (object sender, Message e) { // ... }
Yet I see many people defining Message "m". I'd like to know why this choice. I work on my projects defining Message "e".
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i do this because the word message starts with m
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PlayerIOClient.Message is not an event handler or "event argument handler".
Documentation: https://playerio.com/documentation/refe … ry.message
One bot to rule them all, one bot to find them. One bot to bring them all... and with this cliché blind them.
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OnMessage is an EventHandler and Message is the EventArgs, which is often specified as 'e'.
*u stinky*
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I generally define my exceptions using e (instead of the common ex), plus, as said by Era, "Message" starts with "m".
@Atilla
Message is an event argument (trivial description) not an EventArgs (actual Object type). Eitherway it'd obviously still start with "e".
P.S. Player.IO themselves also use "m" instead of "e".
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@Atilla
Message is an event argument (trivial description) not an EventArgs (actual Object type). Eitherway it'd obviously still start with "e".
That's not a correction, it's semantics.
Player.IO doesn't always use 'm', either.
*u stinky*
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