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依赖注入

依赖注入

依赖注入

[IoC容器Unity]第三回:依赖注入

2013-02-22 10:43 by pengdajian, 751 阅读,  2  评论,  收藏 ,  编辑

1.引言

上节介绍了,Unity的 Lifetime Managers生命周期 ,Unity具体实现依赖注入包含构造函数注入、属性注入、方法注入,所谓注入相当赋值,下面一个一个来介绍。

2.构造函数注入

Unity利用Resolve方法解析一个对象,都是调用注册类型的构造函数来初始化的,初始化时,Unity能够控制初始化的值,当然,我们要给Unity提供足够的原料,要不然也是巧妇难无米之炊,下面看一些简单的示例。

先准备几个类如下:

     ///   <summary> 
     ///   班级接口
      ///   </summary> 
     public   interface   IClass
    {
          string  ClassName {  get ;  set  ; }

          void   ShowInfo();
    }
      ///   <summary> 
     ///   计科班
      ///   </summary> 
     public   class   CbClass : IClass
    {
          public   string  ClassName {  get ;  set  ; }

          public   void   ShowInfo()
        {
            Console.WriteLine(  "  计科班:{0}  "  , ClassName);
        }
    }
      ///   <summary> 
     ///   电商班
      ///   </summary> 
     public   class   EcClass : IClass
    {
          public   string  ClassName {  get ;  set  ; }

          public   void   ShowInfo()
        {
            Console.WriteLine(  "  电商班:{0}  "  , ClassName);
        }
    }

      ///   <summary> 
     ///   学生接口
      ///   </summary> 
     public   interface   IStudent
    {
          string  Name {  get ;  set  ; }
          //  就读班级 
         void   ShowInfo();
    }
      ///   <summary> 
     ///   学生
      ///   </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}就读班级:{1}  "  , Name, ToClass.ClassName);
        }
    } 

是一个班级和学生的结构,现在我们要解析一个学生IStudent,我们看到具体学生类QlinStudent的构造函数需要一个班级接口,当然要 给IUnityContainer容器提供这个班级映射还有学生自己的映射,就你要什么东东,首先要提供IUnityContainer什么东东。

2.1 默认方式

默认方式跟new一个对象,它会根据你提供的材料,选择一个构造函数,即要有构造器要能访问权限,用Public修饰,构造函数的参数也要提供,即IClass也要能解析,不然就报错了,编程注入方式如下:

         public   static   void   ConStructorCodeTest1()
        {
            IUnityContainer container  =  new   UnityContainer();
              //  默认注册(无命名),如果后面还有默认注册会覆盖前面的 
            container.RegisterType<IClass, CbClass> ();
            container.RegisterType <IStudent, QlinStudent> ();
              //  解析默认对象 
            IStudent splitClass = container.Resolve<IStudent> ();
            splitClass.ShowInfo();
        } 

配置文件方式 如下:

 <?  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"  > 
     <!--  引用命名空间  --> 
     <  namespace   name  ="ConsoleApplication1.UnityDemo.Constructor"   /> 
     <!--  引用程序集  --> 
     <  assembly   name  ="ConsoleApplication1"   /> 
     <!--  容器  --> 
     <  container   name  ="FirstClass"  > 
       <!--  映射关系  --> 
       <  register   type  ="IClass"    mapTo  ="CbClass"  ></  register  > 
       <  register   type  ="IClass"   name  ="ec"   mapTo  ="EcClass"  ></  register  > 
       <  register   type  ="IStudent"    mapTo  ="QlinStudent"  > 

       </  register  > 
     </  container  > 
   </  unity  > 
 </  configuration  > 

 以下是加载配置文件

         public   static   void   ConStructorConfigTest1()
        {
            IUnityContainer container  =  new   UnityContainer();
              string  configFile =  "  http://www.cnblogs.com/UnityDemo/Constructor/Unity.config  "  ;
              var  fileMap =  new  ExeConfigurationFileMap { ExeConfigFilename =  configFile };
              //  从config文件中读取配置信息 
            Configuration configuration = 
                ConfigurationManager.OpenMappedExeConfiguration(fileMap, ConfigurationUserLevel.None);
              //  获取指定名称的配置节 
            UnityConfigurationSection section = (UnityConfigurationSection)configuration.GetSection( "  unity  "  );

              //  载入名称为FirstClass 的container节点 
            container.LoadConfiguration(section,  "  FirstClass  "  );

            IStudent splitClass  = container.Resolve<IStudent> ();
            splitClass.ShowInfo();
        } 

2.2 指定构造函数

如果构造函数有多个,它也会按照上面那样来初始化一个对象,我们还可以显示用InjectionConstructor特性来指定一个构造函数来解析对象,如下声明:

     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}就读班级:{1}  "  , Name, ToClass.ClassName);
        }
    } 

2.3 指定参数依赖的注册名称

构造函数中IClass参数,如果IUnityContainer注册了多个,默认是使用无名称的那个注册,也可以通过Dependency依赖哪个名称来指定哪个来注册,代码,指定ec名称如下:

         [InjectionConstructor]
          public  QlinStudent([Dependency( "  ec  "  )]IClass _class)
        {
            ToClass  =  _class;
        } 

下面注册一个名称为ec的映射,如果没有名称ec的映射将报错

         public   static   void   ConStructorCodeTest1()
        {
            IUnityContainer container  =  new   UnityContainer();

              //  默认注册(无命名),如果后面还有默认注册会覆盖前面的 
            container.RegisterType<IClass, CbClass> ();
              //  命名注册 
            container.RegisterType<IClass, EcClass>( "  ec  "  );
            container.RegisterType <IStudent, QlinStudent> ();

              //  解析默认对象 
            IStudent splitClass = container.Resolve<IStudent> ();
            splitClass.ShowInfo();
        } 

配置文件方式,代码不变,配置中添加一个 name属性就行,如下:

     <  container   name  ="FirstClass"  > 
       <!--  映射关系  --> 
       <  register   type  ="IClass"    mapTo  ="CbClass"  ></  register  > 
       <  register   type  ="IClass"   name  ="ec"   mapTo  ="EcClass"  ></  register  > 
       <  register   type  ="IStudent"    mapTo  ="QlinStudent"  > 
       </  register  > 
     </  container  > 

2.4 指定参数值

构造器中的参数也可以依赖一个指定的类型值,如下代码依赖于EcClass类型,可以让构造函数中可以传入一个具体的类型,这也是构造函数传参数,如下:

         public   static   void   ConStructorCodeTest1()
        {
            IUnityContainer container  =  new   UnityContainer();

              //  默认注册(无命名),如果后面还有默认注册会覆盖前面的 
            container.RegisterType<IClass, CbClass> ();
              //  命名注册 
            container.RegisterType<IClass, EcClass>( "  ec  "  );
            container.RegisterType <IStudent, QlinStudent>( new  InjectionConstructor( new   CbClass()));
            IStudent splitClass  = container.Resolve<IStudent> ();
            splitClass.ShowInfo();
        } 

或者注册一个实例对象,如下:

         public   static   void   ConStructorCodeTest1()
        {
            IUnityContainer container  =  new   UnityContainer();
            IClass cbClass  =  new  CbClass { ClassName= "  计科051班  "   };
              //  实例注册命名实例 
            container.RegisterInstance<IClass>( "  ec  "  , cbClass);
            container.RegisterType <IStudent, QlinStudent> ();
            IStudent splitClass  = container.Resolve<IStudent> ();
            splitClass.ShowInfo();
        } 

配置文件也可以指定类型依赖,如下,指定EcClass:

       <  register   type  ="IStudent"    mapTo  ="QlinStudent"  > 
         <  constructor  > 
           <  param   name  ="_class"   type  ="IClass"  > 
             <  dependency    type  ="EcClass"  /> 
           </  param  > 
         </  constructor  > 
       </  register  > 

上面已经介绍了传参数,是用InjectionConstructor类型,现在构造函数,多一个参数,如下:

         [InjectionConstructor]
          public  QlinStudent([Dependency( "  ec  " )]IClass _class,  string   name)
        {
            ToClass  =  _class;
            Name  =  name;
        } 

多了一个name参数,那必须为容器IUnityContainer提供这个参数,没有这个原材料,它无法构造,就会报错,如下代码:

         public   static   void   ConStructorCodeTest1()
        {
            IUnityContainer container  =  new   UnityContainer();

            container.RegisterType <IStudent, QlinStudent>( new  InjectionConstructor( new  CbClass() { ClassName =  "  计科051  "  },  "  Qlin  "  ));
            IStudent splitClass  = container.Resolve<IStudent> ();
            splitClass.ShowInfo();           
        } 

注入参数后,也可以下次解析的时候,通过ParameterOverrides类来覆盖原来的参数,改变参数值,如下:

         public   static   void   ConStructorCodeTest1()
        {
            IUnityContainer container  =  new   UnityContainer();
            container.RegisterType <IStudent, QlinStudent>( new  InjectionConstructor( new  CbClass() { ClassName =  "  计科051  "  },  "  Qlin  "  ));
            IStudent student  = container.Resolve<IStudent> ();
            student.ShowInfo();

              //  覆盖参数解析 
            IStudent student1 = container.Resolve<IStudent>( new   ParameterOverrides()
                                                               {
                                                                  {  "  _class  " , new  EcClass(){ ClassName= "  电商051  "  }},
                                                                  {  "  name  " , "  linq  "  }
                                                               });
            student1.ShowInfo();
        } 

3.属性注入

就是Unity容器解析对象时,为属性赋值,有操作权限要Public修饰属性。属性注入方式和构造函数注入类似,只需在需要注入的属性上增加一个 Dependency特性,Dependency指定一个注册名称name参数用来指定注入对象的名称,属性注入也是伴随着类型初始化时注入的,在解析时 自动注入,所以解析时跟以前一样。代码修改如下,在ToClass属性上增加了Dependency特性,来表示这个属性需要注入:

     public   class   QlinStudent : IStudent
    {
          public   string  Name {  get ;  set  ; }

        [Dependency(  "  ec  "  )]
          public  IClass ToClass {  get ;  set  ; }

          public   void   ShowInfo()
        {
            Console.WriteLine(  "  {0}就读班级:{1}  "  , Name, ToClass.ClassName);
        }
    } 

代码方式如下:

            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,依赖的 < dependency  name ="ec1"  name值 可指定注册时注册的名称:

 <  unity   xmlns  ="http://schemas.microsoft.com/practices/2010/unity"  > 
     <!--  引用命名空间  --> 
     <  namespace   name  ="ConsoleApplication1.UnityDemo.Constructor4"   /> 
     <!--  引用程序集  --> 
     <  assembly   name  ="ConsoleApplication1"   /> 
     <!--  容器  --> 
     <  container   name  ="FirstClass"  > 
       <!--  映射关系  --> 
       <  register   type  ="IClass"    mapTo  ="CbClass"  >       
       </  register  > 
       <  register   type  ="IClass"   name  ="ec1"   mapTo  ="EcClass"  > 
         <  property   name  ="ClassName"   propertyType  ="System.String"   value  ="电商051"   /> 
       </  register  > 
       <  register   type  ="IStudent"    mapTo  ="QlinStudent"  > 
         <  property   name  ="ToClass"  > 
           <  dependency   name  ="ec1"   type  ="EcClass"  /> 
         </  property  > 
       </  register  > 
     </  container  > 
   </  unity  > 

调用效果图:

4.方法注入

用public修饰方法,方法注入也是跟构造函数类似代码修改如下

     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}就读班级:{1}  "  , Name, ToClass.ClassName);
        }
    } 

编程方式注入不变,就是初始化时,注入值,如下:

            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"  > 
     <!--  引用命名空间  --> 
     <  namespace   name  ="ConsoleApplication1.UnityDemo.Constructor5"   /> 
     <!--  引用程序集  --> 
     <  assembly   name  ="ConsoleApplication1"   /> 
     <!--  容器  --> 
     <  container   name  ="FirstClass"  > 
       <!--  映射关系  --> 
       <  register   type  ="IClass"    mapTo  ="CbClass"  >       
       </  register  > 
       <  register   type  ="IClass"   name  ="ec1"   mapTo  ="EcClass"  > 
         <  property   name  ="ClassName"   propertyType  ="System.String"   value  ="电商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  > 

5.小结

 介绍了3种依赖注入方式,平时主要也就用到这么几种,其它还有复杂的像扩展容器等,通过本节,基本知道Unity的使用了。

作者: Leo_wl

    

出处: http://www.cnblogs.com/Leo_wl/

    

本文版权归作者和博客园共有,欢迎转载,但未经作者同意必须保留此段声明,且在文章页面明显位置给出原文连接,否则保留追究法律责任的权利。

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