說在前
Ioc組件有很多,之前也介紹過autofac,castle等,今天再來說一下在微軟Nlayer DDD架構里使用的unity組件,今天主要說一下依靠注入,如果希望看攔截的用法,可以閱讀這篇文章第十三回 實現AOP的攔截組件Unity.Interception
做在后
unity的用法主要說一下接口注入方法,它包括了程序中注入和配置文件注入,而接口注入還分為普通接口注入和泛型接口注入,下面分別來說一下:
普通接口和類實現代碼
public interface IUser { IQueryable<WebManageUsers> GetEntities(); } public class UserRepository : BackgroundRepository<WebManageUsers>, IUser { public IQueryable<WebManageUsers> GetEntities() { return this.GetModel(); } }
普通接口注入,程序中的注入
using (IUnityContainer container = new UnityContainer()) { container.RegisterType<IUser, DataTest.UserRepository>(); var repository = container.Resolve<IUser>(); }
普通接口注入,配置文件中的注入
<unity xmlns="http://schemas.microsoft.com/practices/2010/unity"> <container> <register type="EntityTest.IUser,EntityTest" mapTo="DataTest.UserRepository, DataTest" /> </container> </unity>
using (IUnityContainer container = new UnityContainer()) { ConfigurationManager.GetSection("unity"); UnityConfigurationSection.CurrentSection.Configure(container); var repository = container.Resolve<IUser>(); }
普通接口和類實現代碼
/// <summary> /// 基礎的數據操作規范 /// </summary> /// <typeparam name="TEntity"></typeparam> public interface IRepository<TEntity> where TEntity : class { /// <summary> /// 添加實體並提交到數據服務器 /// </summary> /// <param name="item">Item to add to repository</param> void Insert(TEntity item); /// <summary> /// 移除實體並提交到數據服務器 /// 如果表存在約束,需要先刪除子表信息 /// </summary> /// <param name="item">Item to delete</param> void Delete(TEntity item); /// <summary> /// 修改實體並提交到數據服務器 /// </summary> /// <param name="item"></param> void Update(TEntity item); /// <summary> /// 得到指定的實體集合(延時結果集) /// Get all elements of type {T} in repository /// </summary> /// <returns>List of selected elements</returns> IQueryable<TEntity> GetModel(); /// <summary> /// 根據主鍵得到實體 /// </summary> /// <param name="id"></param> /// <returns></returns> TEntity Find(params object[] id); } public class BackgroundRepository<T> : IRepository<T> where T : class { #region IRepository<TEntity> 成員 public virtual void Insert(TEntity item) { OnBeforeSaved(new SavedEventArgs(item, SaveAction.Insert)); Db.Entry<TEntity>(item); Db.Set<TEntity>().Add(item); this.SaveChanges(); OnAfterSaved(new SavedEventArgs(item, SaveAction.Insert)); } public virtual void Delete(TEntity item) { OnBeforeSaved(new SavedEventArgs(item, SaveAction.Delete)); Db.Set<TEntity>().Attach(item); Db.Set<TEntity>().Remove(item); this.SaveChanges(); OnAfterSaved(new SavedEventArgs(item, SaveAction.Delete)); } public virtual void Update(TEntity item) { OnBeforeSaved(new SavedEventArgs(item, SaveAction.Update)); Db.Set<TEntity>().Attach(item); Db.Entry(item).State = EntityState.Modified; this.SaveChanges(); OnAfterSaved(new SavedEventArgs(item, SaveAction.Update)); } /// <summary> /// 子類在實現時,可以重寫,加一些狀態過濾 /// </summary> /// <returns></returns> public virtual IQueryable<TEntity> GetModel() { // return Db.Set<TEntity>().AsNoTracking();//對象無法自動添加到上下文中,因為它是使用 NoTracking 合並選項檢索的。請在定義此關系之前,將該實體顯式附加到 ObjectContext。 return Db.Set<TEntity>();////ObjectStateManager 中已存在具有同一鍵的對象。ObjectStateManager 無法跟蹤具有相同鍵的多個對象。 } /// <summary> /// 得到原生態結果集 /// </summary> /// <returns></returns> public IQueryable<TEntity> GetEntities() { return Db.Set<TEntity>(); } #endregion
}
泛型接口注入,程序中的注入
using (IUnityContainer container = new UnityContainer()) { container.RegisterType<IRepository<User>, BackgroundRepository<User>>(); var re = container.Resolve<IRepository<User>>(); }
泛型接口注入,配置文件中的注入
<unity xmlns="http://schemas.microsoft.com/practices/2010/unity"> <container> <register type="IRepository.Core.IRepository`1,IRepository.Core" mapTo="DataTest.BackgroundRepository`1, DataTest" /> </container> </unity>
using (IUnityContainer container = new UnityContainer()) { ConfigurationManager.GetSection("unity"); UnityConfigurationSection.CurrentSection.Configure(container); var re = container.Resolve<IRepository<User>>(); }
下面我們封裝一個服務定位器,讓它把Unity容器封裝一下,方便以后調用它,下面是ServiceLocator的原代碼:
/// <summary> /// Represents the Service Locator. /// </summary> public sealed class ServiceLocator : IServiceProvider { #region Private Fields private readonly IUnityContainer _container; #endregion #region Private Static Fields private static readonly ServiceLocator instance = new ServiceLocator(); #endregion #region Ctor /// <summary> /// Initializes a new instance of ServiceLocator class. /// </summary> private ServiceLocator() { UnityConfigurationSection section = (UnityConfigurationSection)ConfigurationManager.GetSection("unity"); _container = new UnityContainer(); section.Configure(_container); } #endregion #region Public Static Properties /// <summary> /// Gets the singleton instance of the ServiceLocator class. /// </summary> public static ServiceLocator Instance { get { return instance; } } #endregion #region Private Methods private IEnumerable<ParameterOverride> GetParameterOverrides(object overridedArguments) { List<ParameterOverride> overrides = new List<ParameterOverride>(); Type argumentsType = overridedArguments.GetType(); argumentsType.GetProperties(BindingFlags.Public | BindingFlags.Instance) .ToList() .ForEach(property => { var propertyValue = property.GetValue(overridedArguments, null); var propertyName = property.Name; overrides.Add(new ParameterOverride(propertyName, propertyValue)); }); return overrides; } #endregion #region Public Methods /// <summary> /// Gets the service instance with the given type. /// </summary> /// <typeparam name="T">The type of the service.</typeparam> /// <returns>The service instance.</returns> public T GetService<T>() { return _container.Resolve<T>(); } /// <summary> /// Gets the service instance with the given type by using the overrided arguments. /// </summary> /// <typeparam name="T">The type of the service.</typeparam> /// <param name="overridedArguments">The overrided arguments.</param> /// <returns>The service instance.</returns> public T GetService<T>(object overridedArguments) { var overrides = GetParameterOverrides(overridedArguments); return _container.Resolve<T>(overrides.ToArray()); } /// <summary> /// Gets the service instance with the given type by using the overrided arguments. /// </summary> /// <param name="serviceType">The type of the service.</param> /// <param name="overridedArguments">The overrided arguments.</param> /// <returns>The service instance.</returns> public object GetService(Type serviceType, object overridedArguments) { var overrides = GetParameterOverrides(overridedArguments); return _container.Resolve(serviceType, overrides.ToArray()); } #endregion #region IServiceProvider Members /// <summary> /// Gets the service instance with the given type. /// </summary> /// <param name="serviceType">The type of the service.</param> /// <returns>The service instance.</returns> public object GetService(Type serviceType) { return _container.Resolve(serviceType); } #endregion }
下面再去使用unity時就方便多了,呵呵,看代碼:
var model = ServiceLocator.Instance.GetService<IExtensionRepository<WebManageUsers>>().GetModel().ToList();
而使用ServiceLocator還有一個好處,就是不需要使用"實現的程序集",只要把"實現的程序集"和它的相關依賴的程序集一起復制到WEB項目的BIN目錄即可,服務定位器會自己去定位的.
好了,講到這里也就差不多了,需要注意的是,如果你在項目中進行注入時,需要先注入的實現類所在的程序集也引入進來,否則也是不可以resolve出來對象的,而對於業務層(領域)層來說,不需要關心底層
的實現技術,即不需要引用實現類的程序集,而在業務層引用接口程序集即可.