上節介紹了,Unity的Lifetime Managers生命週期,Unity具體實現依賴注入包含構造函數注入、屬性注入、方法注入,所謂注入至關賦值,下面一個一個來介紹。html
Unity利用Resolve方法解析一個對象,都是調用註冊類型的構造函數來初始化的,初始化時,Unity可以控制初始化的值,固然,咱們要給Unity提供足夠的原料,要否則也是巧婦難無米之炊,下面看一些簡單的示例。編程
先準備幾個類以下:app
/// <summary> /// 班級接口 /// </summary> public interface IClass { string ClassName { get; set; } void ShowInfo(); } /// <summary> /// 計科班 /// </summary> public class CbClass : IClass { public string ClassName { get; set; } public void ShowInfo() { Console.WriteLine("計科班:{0}", ClassName); } } /// <summary> /// 電商班 /// </summary> public class EcClass : IClass { public string ClassName { get; set; } public void ShowInfo() { Console.WriteLine("電商班:{0}", ClassName); } } /// <summary> /// 學生接口 /// </summary> public interface IStudent { string Name { get; set; } //就讀班級 void ShowInfo(); } /// <summary> /// 學生 /// </summary> public class QlinStudent : IStudent { public string Name { get; set; } private IClass ToClass { get; set; } public QlinStudent(IClass _class) { ToClass = _class; } public void ShowInfo() { Console.WriteLine("{0}就讀班級:{1}", Name, ToClass.ClassName); } }
是一個班級和學生的結構,如今咱們要解析一個學生IStudent,咱們看到具體學生類QlinStudent的構造函數須要一個班級接口,固然要給IUnityContainer容器提供這個班級映射還有學生本身的映射,就你要什麼東東,首先要提供IUnityContainer什麼東東。ide
默認方式跟new一個對象,它會根據你提供的材料,選擇一個構造函數,即要有構造器要能訪問權限,用Public修飾,構造函數的參數也要提供,即IClass也要能解析,否則就報錯了,編程注入方式以下:函數
public static void ConStructorCodeTest1() { IUnityContainer container = new UnityContainer(); //默認註冊(無命名),若是後面還有默認註冊會覆蓋前面的 container.RegisterType<IClass, CbClass>(); container.RegisterType<IStudent, QlinStudent>(); //解析默認對象 IStudent splitClass = container.Resolve<IStudent>(); splitClass.ShowInfo(); }
配置文件方式 以下:post
<?xml version="1.0" encoding="utf-8"?> <configuration> <configSections> <section name="unity" type="Microsoft.Practices.Unity.Configuration.UnityConfigurationSection,Microsoft.Practices.Unity.Configuration"/> </configSections> <unity xmlns="http://schemas.microsoft.com/practices/2010/unity"> <!--引用命名空間--> <namespace name="ConsoleApplication1.UnityDemo.Constructor" /> <!--引用程序集--> <assembly name="ConsoleApplication1" /> <!--容器--> <container name="FirstClass"> <!--映射關係--> <register type="IClass" mapTo="CbClass"></register> <register type="IClass" name="ec" mapTo="EcClass"></register> <register type="IStudent" mapTo="QlinStudent"> </register> </container> </unity> </configuration>
如下是加載配置文件this
public static void ConStructorConfigTest1() { IUnityContainer container = new UnityContainer(); string configFile = "http://www.cnblogs.com/UnityDemo/Constructor/Unity.config"; var fileMap = new ExeConfigurationFileMap { ExeConfigFilename = configFile }; //從config文件中讀取配置信息 Configuration configuration = ConfigurationManager.OpenMappedExeConfiguration(fileMap, ConfigurationUserLevel.None); //獲取指定名稱的配置節 UnityConfigurationSection section = (UnityConfigurationSection)configuration.GetSection("unity"); //載入名稱爲FirstClass 的container節點 container.LoadConfiguration(section, "FirstClass"); IStudent splitClass = container.Resolve<IStudent>(); splitClass.ShowInfo(); }
若是構造函數有多個,它也會按照上面那樣來初始化一個對象,咱們還能夠顯示用InjectionConstructor特性來指定一個構造函數來解析對象,以下聲明:spa
public class QlinStudent : IStudent { private string Name { get; set; } private IClass ToClass { get; set; } public QlinStudent() { } [InjectionConstructor] public QlinStudent(IClass _class,string name) { ToClass = _class; Name = name; } public void ShowInfo() { Console.WriteLine("{0}就讀班級:{1}", Name, ToClass.ClassName); } }
構造函數中IClass參數,若是IUnityContainer註冊了多個,默認是使用無名稱的那個註冊,也能夠經過Dependency依賴哪一個名稱來指定哪一個來註冊,代碼,指定ec名稱以下:code
[InjectionConstructor] public QlinStudent([Dependency("ec")]IClass _class) { ToClass = _class; }
下面註冊一個名稱爲ec的映射,若是沒有名稱ec的映射將報錯xml
public static void ConStructorCodeTest1() { IUnityContainer container = new UnityContainer(); //默認註冊(無命名),若是後面還有默認註冊會覆蓋前面的 container.RegisterType<IClass, CbClass>(); //命名註冊 container.RegisterType<IClass, EcClass>("ec"); container.RegisterType<IStudent, QlinStudent>(); //解析默認對象 IStudent splitClass = container.Resolve<IStudent>(); splitClass.ShowInfo(); }
配置文件方式,代碼不變,配置中添加一個 name屬性就行,以下:
<container name="FirstClass"> <!--映射關係--> <register type="IClass" mapTo="CbClass"></register> <register type="IClass" name="ec" mapTo="EcClass"></register> <register type="IStudent" mapTo="QlinStudent"> </register> </container>
構造器中的參數也能夠依賴一個指定的類型值,以下代碼依賴於EcClass類型,可讓構造函數中能夠傳入一個具體的類型,這也是構造函數傳參數,以下:
public static void ConStructorCodeTest1() { IUnityContainer container = new UnityContainer(); //默認註冊(無命名),若是後面還有默認註冊會覆蓋前面的 container.RegisterType<IClass, CbClass>(); //命名註冊 container.RegisterType<IClass, EcClass>("ec"); container.RegisterType<IStudent, QlinStudent>(new InjectionConstructor(new CbClass())); IStudent splitClass = container.Resolve<IStudent>(); splitClass.ShowInfo(); }
或者註冊一個實例對象,以下:
public static void ConStructorCodeTest1() { IUnityContainer container = new UnityContainer(); IClass cbClass = new CbClass { ClassName="計科051班" }; //實例註冊命名實例 container.RegisterInstance<IClass>("ec", cbClass); container.RegisterType<IStudent, QlinStudent>(); IStudent splitClass = container.Resolve<IStudent>(); splitClass.ShowInfo(); }
配置文件也能夠指定類型依賴,以下,指定EcClass:
<register type="IStudent" mapTo="QlinStudent"> <constructor> <param name="_class" type="IClass"> <dependency type="EcClass"/> </param> </constructor> </register>
上面已經介紹了傳參數,是用InjectionConstructor類型,如今構造函數,多一個參數,以下:
[InjectionConstructor] public QlinStudent([Dependency("ec")]IClass _class, string name) { ToClass = _class; Name = name; }
多了一個name參數,那必須爲容器IUnityContainer提供這個參數,沒有這個原材料,它沒法構造,就會報錯,以下代碼:
public static void ConStructorCodeTest1() { IUnityContainer container = new UnityContainer(); container.RegisterType<IStudent, QlinStudent>(new InjectionConstructor(new CbClass() { ClassName = "計科051" }, "Qlin")); IStudent splitClass = container.Resolve<IStudent>(); splitClass.ShowInfo(); }
注入參數後,也能夠下次解析的時候,經過ParameterOverrides類來覆蓋原來的參數,改變參數值,以下:
public static void ConStructorCodeTest1() { IUnityContainer container = new UnityContainer(); container.RegisterType<IStudent, QlinStudent>(new InjectionConstructor(new CbClass() { ClassName = "計科051" }, "Qlin")); IStudent student = container.Resolve<IStudent>(); student.ShowInfo(); //覆蓋參數解析 IStudent student1 = container.Resolve<IStudent>(new ParameterOverrides() { {"_class",new EcClass(){ ClassName="電商051"}}, {"name","linq"} }); student1.ShowInfo(); }
就是Unity容器解析對象時,爲屬性賦值,有操做權限要Public修飾屬性。屬性注入方式和構造函數注入相似,只需在須要注入的屬性上增長一個Dependency特性,Dependency指定一個註冊名稱name參數用來指定注入對象的名稱,屬性注入也是伴隨着類型初始化時注入的,在解析時自動注入,因此解析時跟之前同樣。代碼修改以下,在ToClass屬性上增長了Dependency特性,來表示這個屬性須要注入:
public class QlinStudent : IStudent { public string Name { get; set; } [Dependency("ec")] public IClass ToClass { get; set; } public void ShowInfo() { Console.WriteLine("{0}就讀班級:{1}", Name, ToClass.ClassName); } }
代碼方式以下:
IUnityContainer container = new UnityContainer(); container.RegisterType<IClass, EcClass>("ec"); container.RegisterType<IStudent, QlinStudent>(); IStudent splitClass = container.Resolve<IStudent>(); splitClass.ShowInfo();
配置文件方式,依賴的<dependency name="ec1" name值 可指定註冊時註冊的名稱:
<unity xmlns="http://schemas.microsoft.com/practices/2010/unity"> <!--引用命名空間--> <namespace name="ConsoleApplication1.UnityDemo.Constructor4" /> <!--引用程序集--> <assembly name="ConsoleApplication1" /> <!--容器--> <container name="FirstClass"> <!--映射關係--> <register type="IClass" mapTo="CbClass"> </register> <register type="IClass" name="ec1" mapTo="EcClass"> <property name="ClassName" propertyType="System.String" value="電商051" /> </register> <register type="IStudent" mapTo="QlinStudent"> <property name="ToClass"> <dependency name="ec1" type="EcClass"/> </property> </register> </container> </unity>
調用效果圖:
用public修飾方法,方法注入也是跟構造函數相似代碼修改以下
public class QlinStudent : IStudent { public string Name { get; set; } private IClass ToClass { get; set; } [InjectionMethod] public void InitClass(IClass _class) { ToClass = _class; } public void ShowInfo() { Console.WriteLine("{0}就讀班級:{1}", Name, ToClass.ClassName); } }
編程方式注入不變,就是初始化時,注入值,以下:
IUnityContainer container = new UnityContainer(); container.RegisterType<IClass, EcClass>(); container.RegisterType<IStudent, QlinStudent>(); IStudent student = container.Resolve<IStudent>(); student.ShowInfo();
配置文件方式:
<unity xmlns="http://schemas.microsoft.com/practices/2010/unity"> <!--引用命名空間--> <namespace name="ConsoleApplication1.UnityDemo.Constructor5" /> <!--引用程序集--> <assembly name="ConsoleApplication1" /> <!--容器--> <container name="FirstClass"> <!--映射關係--> <register type="IClass" mapTo="CbClass"> </register> <register type="IClass" name="ec1" mapTo="EcClass"> <property name="ClassName" propertyType="System.String" value="電商051" /> </register> <register type="IStudent" mapTo="QlinStudent"> <property name="Name" propertyType="System.String" value="Qlin" /> <method name="InitClass"> <param name="_class" type="IClass"> <dependency name="ec1" type="EcClass"/> </param> </method> </register> </container> </unity>
介紹了3種依賴注入方式,平時主要也就用到這麼幾種,其它還有複雜的像擴展容器等,經過本節,基本知道Unity的使用了。
IUnityContainer container = new UnityContainer(); //獲取指定名稱的配置節 UnityConfigurationSection section = (UnityConfigurationSection)ConfigurationManager.GetSection("unity"); //載入名稱爲FirstClass 的container節點 container.LoadConfiguration(section, "FirstClass"); SplitClass splitClass = container.Resolve<SplitClass>(); splitClass.ShowInfo();
//分班 public class SplitClass { IClass _class; IStudent _student; public SplitClass() { } [InjectionConstructor] public SplitClass([Dependency("ec")]IClass _class, IStudent student) { this._class = _class; _student = student; _student.ToClass = this._class; } public void ShowInfo() { Console.WriteLine("{0}學生被安排到班級{1}", _student.Name, _class.ClassName); } }