Source: C# Notes for Professionals

Source metadata

  • Type: Community reference e-book / programming notes
  • Author: GoalKicker.com community compilation
  • Date: Not clearly stated in the extracted text
  • Most relevant sections used: Section 10.53 delegate, Section 10.63 event, Chapter 35 event examples, Chapter 58 delegate usage, Chapter 148 lambda expressions

Key takeaways

  • The book gives compact, example-driven explanations of how C# delegates store references to methods with matching signatures.
  • It explains the practical built-in delegate families Action, Func, and Predicate, which cover most modern C# use cases without needing a custom delegate type.
  • It shows that events are built on top of delegates, but restrict invocation so outside classes can subscribe and unsubscribe without raising the event directly.
  • The lambda sections are useful because they show how => syntax acts as shorthand for creating delegate instances inline.
  • The delegate chapters include multicast behaviour and safe invocation, which are important for event-style Unity code.
  • The material is reference-oriented rather than pedagogically sequenced, so it works best as a supporting source for a clearer teaching page rather than as the student-facing explanation on its own.

Notable claims

“Delegates can hold static methods, instance methods, anonymous methods, or lambda expressions.” (GoalKicker.com, C# Notes for Professionals, Section 10.53)

“Events are built on top of delegates.” (GoalKicker.com, C# Notes for Professionals, Section 10.53 / 10.63)

“The Func<T, TResult>, Action and Predicate delegate types” are the standard generic forms worth preferring in most code. (GoalKicker.com, C# Notes for Professionals, Chapter 58)

Relevance

This source directly informs:

  • csharp-delegates — main concept page for delegates, events, Action, Func, multicast delegates, and lambdas
  • unity-object-communication — background context for event-driven communication in Unity, especially when distinguishing plain delegates from safer event-based patterns

Open questions raised

  • The source is good for syntax and worked examples, but weaker on architecture guidance. When should students move from “how delegates work” to “when events improve object communication” in real Unity projects?
  • The examples are plain C# rather than Unity-specific. How much Unity context should always be layered on top when using this as a teaching source for game development students?