面向切面編程(AOP)

結合設計模式,經過代碼理解面向切面編程,編程

經過,結構型設計模式,裝飾器模式來實現AOP,代碼以下設計模式

 /// <summary>
    /// 裝飾器模式實現靜態代理
    /// AOP 在方法先後增長自定義的方法
    /// </summary>
    public class DecoratorAOP
    {
        public static void Show()
        {
            User user = new User()
            {
                Name = "Eleven",
                Password = "123123123123"
            };
            //直接調用
            IUserProcessor processor = new UserProcessor();
            processor.RegUser(user);
            Console.WriteLine("***************");
            //經過裝飾器模式,在方法執行先後添加功能
            processor = new UserProcessorDecorator(processor);
            processor.RegUser(user);
        }

        public interface IUserProcessor
        {
            void RegUser(User user);
        }
        public class UserProcessor : IUserProcessor
        {
            public void RegUser(User user)
            {
                Console.WriteLine("用戶已註冊。Name:{0},PassWord:{1}", user.Name, user.Password);
            }
        }

        /// <summary>
        /// 裝飾器的模式去提供一個AOP功能
        /// </summary>
        public class UserProcessorDecorator : IUserProcessor
        {
            private IUserProcessor _UserProcessor { get; set; }
            public UserProcessorDecorator(IUserProcessor userprocessor)
            {
                this._UserProcessor = userprocessor;
            }

            public void RegUser(User user)
            {
                BeforeProceed(user);

                this._UserProcessor.RegUser(user);

                AfterProceed(user);
            }

            /// <summary>
            /// 業務邏輯以前
            /// </summary>
            /// <param name="user"></param>
            private void BeforeProceed(User user)
            {
                Console.WriteLine("方法執行前");
            }
            /// <summary>
            /// 業務邏輯以後
            /// </summary>
            /// <param name="user"></param>
            private void AfterProceed(User user)
            {
                Console.WriteLine("方法執行後");
            }
        }

    }

 

經過,結構型設計模式,代理模式來實現AOP,代碼以下app

   /// <summary>
    /// 代理模式實現靜態代理
    /// AOP 在方法先後增長自定義的方法
    /// </summary>
    public class ProxyAOP
    {
        public static void Show()
        {
            User user = new User()
            {
                Name = "Eleven",
                Password = "123123123123"
            };
            IUserProcessor processor = new UserProcessor();
            //直接調用方法
            processor.RegUser(user);
            Console.WriteLine("***************");
            //實現AOP,在執行先後加其餘方法
            processor = new ProxyUserProcessor();
            processor.RegUser(user);
        }

        public interface IUserProcessor
        {
            void RegUser(User user);
        }
        public class UserProcessor : IUserProcessor
        {
            public void RegUser(User user)
            {
                Console.WriteLine("用戶已註冊。Name:{0},PassWord:{1}", user.Name, user.Password);
            }
        }

        /// <summary>
        /// 代理模式去提供一個AOP功能
        /// </summary>
        public class ProxyUserProcessor : IUserProcessor
        {
            private IUserProcessor _UserProcessor = new UserProcessor();

            public void RegUser(User user)
            {
                BeforeProceed(user);
                this._UserProcessor.RegUser(user);
                AfterProceed(user);
            }

            /// <summary>
            /// 業務邏輯以前
            /// </summary>
            /// <param name="user"></param>
            private void BeforeProceed(User user)
            {
                Console.WriteLine("方法執行前");
            }
            /// <summary>
            /// 業務邏輯以後
            /// </summary>
            /// <param name="user"></param>
            private void AfterProceed(User user)
            {
                Console.WriteLine("方法執行後");
            }
        }

    }

 

 

經過Unity實現AOP,配置太複雜就不貼了。。。就一個實現類的代碼,能夠用於添加方法的日誌,異常處理,不用修改方法自己,不用挨個方法+Log.Info()了,經過Unity(IOC)建立的對象都能用,代碼以下ui

 public class LogBeforeBehavior : IInterceptionBehavior
    {
        public IEnumerable<Type> GetRequiredInterfaces()
        {
            return Type.EmptyTypes;
        }
        public IMethodReturn Invoke(IMethodInvocation input, GetNextInterceptionBehaviorDelegate getNext)
        {
            Console.WriteLine("LogBeforeBehavior");
            Console.WriteLine(input.MethodBase.Name);
            foreach (var item in input.Inputs)
            {
                Console.WriteLine(Newtonsoft.Json.JsonConvert.SerializeObject(item));
                //反射&序列化獲取更多信息
            }
            return getNext().Invoke(input, getNext);//
        }

        public bool WillExecute
        {
            get { return true; }
        }
    }

 再加一個Unity建立對象和調用的代碼吧,NuGet添加Unity的引用this

public class UnityConfigAOP
    {
        public static void Show()
        {
            User user = new User()
            {
                Name = "Eleven",
                Password = "12345678934534643"
            };
             //這個是代碼塊,好神奇的呦
            {
                //配置UnityContainer
                IUnityContainer container = new UnityContainer();
                ExeConfigurationFileMap fileMap = new ExeConfigurationFileMap();
                fileMap.ExeConfigFilename = Path.Combine(AppDomain.CurrentDomain.BaseDirectory + "CfgFiles\\Unity.Config");
                Configuration configuration = ConfigurationManager.OpenMappedExeConfiguration(fileMap, ConfigurationUserLevel.None);
                UnityConfigurationSection configSection = (UnityConfigurationSection)configuration.GetSection(UnityConfigurationSection.SectionName);
                configSection.Configure(container, "aopContainer");

                IUserProcessor processor = container.Resolve<IUserProcessor>();
                processor.RegUser(user);

            }
        }
    }    
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