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本篇内容主要讲解“Unity控制反转的方法是什么”,感兴趣的朋友不妨来看看。本文介绍的方法操作简单快捷,实用性强。下面就让小编来带大家学习“Unity控制反转的方法是什么”吧!
控制反转上层不依赖下层,而是依赖第三方依赖注入容器
上次的SimpleFactory就可以看做是第三方容器。学生student依赖SimpleFactory 而不直接依赖细节(Honor)
我们常用的第三方容器就是Unity,在VS中通过NuGet引入Unity的Dll,改造我们的Main方法
static void Main(string[] args) { { BasePhone honor = SimpleFactory.CreatePhone(); IPlayPhone student = SimpleFactory.CreateStudent(); student.PlayPhone(honor); IUnityContainer unityContainer = new UnityContainer(); unityContainer.RegisterType<IPlayPhone, Student>(); var studentUnity = unityContainer.Resolve<IPlayPhone>(); studentUnity.PlayPhone(honor); //Honor honor = new Honor(); //Student student = new Student(); //student.PlayPhone(honor); //student.PlayPhone(lumiaPhone); //student.PlayApplePhone(applePhone); //student.PlayGalaxy(galaxy); //student.PlayHonor(honor); } Console.ReadKey(); }
再将代码改造下增加IPerson,Iiphone,IGame
public interface IPerson { Iiphone Iphone { get; set; } IGame Game { get; set; } } public class Student: BasePerson, IPerson { [Dependency] public Iiphone Iphone { get; set; } [Dependency] public IGame Game { get; set; } } public class Teacher: BasePerson, IPerson { [Dependency] public Iiphone Iphone { get; set; } [Dependency] public IGame Game { get; set; } }
public interface Iiphone { void UsePhone(); } public class Galaxy:BasePhone, Iiphone { public override void System() { Console.WriteLine("ANDROID"); } public void UsePhone() { Console.WriteLine("Galaxy"); } }
public interface IGame { void Game(); } public class SgsGame:IGame { public void Game() { Console.WriteLine("play 三国杀Game"); } } public class LolGame:IGame { public void Game() { Console.WriteLine("Play LoLGame"); } } static void Main(string[] args) { { IUnityContainer unityContainer = new UnityContainer(); unityContainer.RegisterType<IPerson, Teacher>(); unityContainer.RegisterType<Iiphone, Galaxy>(); unityContainer.RegisterType<IGame, SgsGame>(); var studentUnity = unityContainer.Resolve<IPerson>(); studentUnity.Iphone.UsePhone(); studentUnity.Game.Game(); }
这里用的是依赖注入中的属性注入,属性注入在构造函数注入之后执行,而且需要增加[Dependency]这个特性,并且需要添加using Microsoft.Practices.Unity;的引用,所以大部分时候都用构造函数注入更方便, 还有方法注入项目中用的很少,在方法上加[InjectionMethod]特性
unity提供更灵活的用配置文件注册的方法 在项目配置文件增加
<configSections> <section name="unity" type="Microsoft.Practices.Unity.Configuration.UnityConfigurationSection, Microsoft.Practices.Unity.Configuration"/> </configSections> <unity> <containers> <container name="defaultContainer"> <register type="Abstract.IPerson,Abstract" mapTo="Abstract.Teacher, Abstract"/> <register type="Abstract.Iiphone,Abstract" mapTo="Abstract.Galaxy, Abstract"/> <register type="Abstract.IGame,Abstract" mapTo="Abstract.SgsGame, Abstract"/> </container> </containers> </unity>
则Main函数修改
static void Main(string[] args) { { IUnityContainer unityContainer = new UnityContainer(); UnityConfigurationSection configuration = (UnityConfigurationSection)ConfigurationManager.GetSection(UnityConfigurationSection.SectionName); configuration.Configure(unityContainer, "defaultContainer"); var studentUnity = unityContainer.Resolve<IPerson>(); studentUnity.OutputIdentity(); studentUnity.Iphone.UsePhone(); studentUnity.Game.Game(); } Console.ReadKey(); }
到此,相信大家对“Unity控制反转的方法是什么”有了更深的了解,不妨来实际操作一番吧!这里是亿速云网站,更多相关内容可以进入相关频道进行查询,关注我们,继续学习!
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