1. DI 原理解析及 Castle、Unity 框架使用
控制反转(Inversion of Control)目的是解耦合
==DI 基本原理本质上是通过容器来反射创建实例==
class Person
{
public void Say()
{
Console.WriteLine("Person's say method is Called");
}
}
// 反射代码(className:类的全限定名)
private static object CreateInstance(Assembly assembly, string className)
{
var type = assembly.GetType(className);
return type != null ? Activator.CreateInstance(type) : null;
}
// 执行(XX为命名空间)
static void Main(string[] args)
{
var obj = CreateInstance(Assembly.GetExecutingAssembly(), "XX.Person");
var person = obj as Person;
if (person != null)
{
person.Say();
}
Console.ReadKey();
}
在上面能看到 1 个问题,一般情况下既然使用 DI,就不知道具体的注入对象,所以强调面向接口编程。所以实际上一般先定义接口,再通过 DI 容器创建对象。
interface IPerson
{
void Say();
}
class Person : IPerson
{
public void Say()
{
Console.WriteLine("Person's say method is Called");
}
}
//执行
static void Main(string[] args)
{
var obj = CreateInstance(Assembly.GetExecutingAssembly(), "Demo.Person");
var person = obj as IPerson;
if (person != null)
{
person.Say();
}
Console.ReadKey();
}
DI 框架流行的有 Castle Windsor, Unity...(Autofac, Spring.Net)
==在 DI 框架中,一般需要将对象注册到容器中,然后从容器解析出来。==
Castle
Install-Package Castle.Windsor
//待注入类
interface ITransient
{
}
interface IPerson
{
void Say();
}
class Person : IPerson, ITransient
{
public void Say()
{
Console.WriteLine("Person's say method is Called");
}
}
//注册解析方式一
static void Main(string[] args)
{
using (var container = new WindsorContainer())
{
container.Register(Component.For<Person, IPerson>());
var person = container.Resolve<IPerson>();
person.Say();
}
Console.ReadKey();
}
//注册解析方式二
public class AssmInstaller : IWindsorInstaller
{
public void Install(IWindsorContainer container, IConfigurationStore store)
{
container.Register(Classes.FromThisAssembly() //选择Assembly
.IncludeNonPublicTypes() //约束Type
.BasedOn<ITransient>() //约束Type
.WithService.DefaultInterfaces() //匹配类型
.LifestyleTransient()); //注册生命周期
}
}
static void Main(string[] args)
{
using (var container = new WindsorContainer())
{
container.Install(new AssmInstaller());
var person = container.Resolve<IPerson>();
person.Say();
}
Console.ReadKey();
}
构造函数注入
class Task : ITransient
{
public IPerson Person { get; set; }
public Task(IPerson person)
{
Person = person;
Person.Say();
}
}
static void Main(string[] args)
{
using (var container = new WindsorContainer())
{
container.Install(new AssmInstaller());
container.Resolve<Task>();
}
Console.ReadKey();
}
属性注入
class Task : ITransient
{
public IPerson Person { get; set; }
public Task()
{
}
public void Say()
{
Person.Say();
}
}
static void Main(string[] args)
{
using (var container = new WindsorContainer())
{
container.Install(new AssmInstaller());
container.Resolve<Task>().Say();
}
Console.ReadKey();
}
MVC 集成
Install-Package Castle.Windsor.Mvc
Application_Start 注册
protected void Application_Start()
{
RouteConfig.RegisterRoutes(RouteTable.Routes);
var container = new WindsorContainer()
.Install(FromAssembly.This());
var controllerFactory = new WindsorControllerFactory(container.Kernel);
ControllerBuilder.Current.SetControllerFactory(controllerFactory);
}
Installer 注册
public class AssmInstaller : IWindsorInstaller
{
public void Install(IWindsorContainer container, IConfigurationStore store)
{
container.Register(Classes.FromThisAssembly()
.IncludeNonPublicTypes()
.BasedOn<ITransient>()
.WithService.DefaultInterfaces()
.LifestyleTransient());
container.Register(Classes.FromThisAssembly()
.BasedOn<Controller>()
.LifestyleTransient()
);
}
}
这样 Castle Windsor 就能接管解析 Controller 了
Unity
Install-Package Unity
待注入类
public interface IPerson
{
void Say();
}
public class Person : IPerson
{
public void Say()
{
Console.WriteLine("Person's say method is Called");
}
}
注册解析一
static void Main(string[] args)
{
using (var container = new UnityContainer())
{
container.RegisterType<IPerson, Person>(new TransientLifetimeManager());
var person = container.Resolve<IPerson>();
person.Say();
}
Console.ReadKey();
}
注册解析二
static void Main(string[] args)
{
using (var container = new UnityContainer())
{
container.RegisterInstance<IPerson>(new Person());
var person = container.Resolve<IPerson>();
person.Say();
}
Console.ReadKey();
}
构造函数注入
class Task : ITask
{
public IPerson Person { get; set; }
public Task(IPerson person)
{
Person = person;
Person.Say();
}
}
public interface ITask
{
}
static void Main(string[] args)
{
using (var container = new UnityContainer())
{
container.RegisterInstance<IPerson>(new Person());
container.RegisterType<ITask, Task>();
container.Resolve<ITask>();
}
Console.ReadKey();
}
属性注入
class Task : ITask
{
[Dependency]
public IPerson Person { get; set; }
public Task(IPerson person)
{
Person = person;
}
public void Say()
{
Person.Say();
}
}
static void Main(string[] args)
{
using (var container = new UnityContainer())
{
container.RegisterInstance<IPerson>(new Person());
container.RegisterType<ITask, Task>();
var task = container.Resolve<ITask>();
task.Say();
}
Console.ReadKey();
}
MVC 集成
Install-Package Unity.Mvc
Application_Start 注册
protected void Application_Start()
{
RouteConfig.RegisterRoutes(RouteTable.Routes);
var container = new UnityContainer();
container.RegisterType<IPerson, Person>();
DependencyResolver.SetResolver(new UnityDependencyResolver(container));
}
这样 Unity 就接管了 Controller 的创建