RaiseEvent eventname [(argumentlist)]
The required eventname is the name of an event declared within the module and follows Basic variable naming conventions.
The RaiseEvent statement syntax has these parts:
Required. Name of the event to fire.
If the event has not been declared within the module in which it is raised, an error occurs. The following fragment illustrates an event declaration and a procedure in which the event is raised.
' Declare an event at module level of a class module Event LogonCompleted (UserName as String) Sub ' Raise the event. RaiseEvent LogonCompleted ("AntoineJan") End Sub
If the event has no arguments, including empty parentheses, in the RaiseEvent, invocation of the event causes an error. You can't use RaiseEvent to fire events that are not explicitly declared in the module. For example, if a form has a Click event, you can't fire its Click event using RaiseEvent. If you declare a Click event in the form module, it shadows the form's own Click event. You can still invoke the form's Click event using normal syntax for calling the event, but not using the RaiseEvent statement.
Event firing is done in the order that the connections are established. Since events can have ByRef parameters, a process that connects late may receive parameters that have been changed by an earlier event handler.
The following example uses events to count off seconds during a demonstration of the fastest 100 meter race. The code illustrates all of the event-related methods, properties, and statements, including the RaiseEvent statement.
The class that raises an event is the event source, and the classes that implement the event are the sinks. An event source can have multiple sinks for the events it generates. When the class raises the event, that event is fired on every class that has elected to sink events for that instance of the object.
The example also uses a form (Form1 ) with a button (Command1 ), a label (Label1 ), and two text boxes (Text1 and ) with a button (Command1 ), a label (Label1 ), and two text boxes (Text1 and Text2 ). When you click the button, the first text box displays "From Now" and the second starts to count seconds. When the full time (9.84 seconds) has elapsed, the first text box displays "Until Now" and the second displays "9.84"
The code for specifies the initial and terminal states of the form. It also contains the code executed when events are raised.
Option Explicit Private WithEvents mText As TimerState Private Sub Command1_Click() Text1.Text = "From Now" Text1.Refresh Text2.Text = "0" Text2.Refresh Call mText.TimerTask(9.84) End Sub Private Sub Form_Load() Command1.Caption = "Click to Start Timer" Text1.Text = "" Text2.Text = "" Label1.Caption = "The fastest 100 meters ever run took this long:" Set mText = New TimerState End Sub Private Sub mText_ChangeText() Text1.Text = "Until Now" Text2.Text = "9.84" End Sub Private Sub mText_UpdateTime(ByVal dblJump As Double) Text2.Text = Str(Format(dblJump, "0")) DoEvents End Sub
The remaining code is in a class module named TimerState. Included among the commands in this module are the Raise Event statements.
Option Explicit Public Event UpdateTime(ByVal dblJump As Double) Public Event ChangeText() Public Sub TimerTask(ByVal Duration As Double) Dim dblStart As Double Dim dblSecond As Double Dim dblSoFar As Double dblStart = Timer dblSoFar = dblStart Do While Timer < dblStart + Duration If Timer - dblSoFar >= 1 Then dblSoFar = dblSoFar + 1 RaiseEvent UpdateTime(Timer - dblStart) End If Loop RaiseEvent ChangeText End Sub