将Unity DI与控制台应用程序一起使用 [英] Using Unity DI with a Console Application
问题描述
我正在尝试使Unity与我的控制台应用程序一起使用。..我尝试依赖注入的所有属性仍设置为null。
这是我的代码:
Program.cs
命名空间.Presentation.Console
{
类程序
{
静态void Main(string [] args)
{
var mainThread = new MainThread();
}
}
}
MainThread.cs
命名空间xxxx.Presentation.Console
{
public class MainThread
{
public IUnitOfWork UnitOfWork {get;组; }
公共IMapper映射器{get;组; }
public MainThread()
{
Mapper.RegisterMappings();
}
}
}
App.config
<?xml version = 1.0 encoding = utf-8吗?
< configuration>
< configSections>
< section name = unity type = Microsoft.Practices.Unity.Configuration.UnityConfigurationSection,Microsoft.Practices.Unity.Configuration />
< / configSections>
< startup>
< supportedRuntime版本= v4.0 sku =。NETFramework,Version = v4.5.1 />
< / startup>
< unity xmlns = http://schemas.microsoft.com/practices/2010/unity>
< alias alias = IDataAccess type = UnityFramework.IDataAccess,UnityFramework />
< namespace name = UnityFramework />
< assembly name = UnityFramework />
<容器>
< types>
< type type = IMapper mapTo = xxxx.Core.Parse.ParseMapper />
< / types>
< /容器>
< / unity>
< / configuration>
App.config设置为始终复制
在这种情况下,Mapper在哪里返回为null(我也假定UnitOfWork也是如此)
我还需要做其他事情吗?向app.config添加一些内容?我想念什么吗?
谢谢!
Br,
Inx
仅Unity 为通过 Resolve
获得的组件提供依赖关系或解决子依赖性时。必须从容器中手动获取一个或多个根组件。
使用新程序
不是自动提供依赖关系,因为它绕过Unity容器。
静态类ProgramEntry
{
static void Main(string [] args)
{
var unity = CreateUnityContainerAndRegisterComponents();
//明确解析一个或多个根组件
var program = unity.Resolve< Program>();
program.Run();
}
}
公共类程序
{
只读Ix _x;
//这些依赖关系将自动解决
//(在这种情况下提供给构造函数)
公共程序(IMapper映射器,IX x)
{
//使用依赖项
mapper.RegisterMappings();
//分配任何相关属性,等等。
_x = x;
}
//在此处进行实际工作
public void Run(){
_x.DoStuff();
}
}
对于大多数任务,我更喜欢基于代码的注册。 / p>
-
我建议不使用属性,尽管它们会起作用 if 遵循上述
解决
模式。 必须手动解析根对象。
属性的问题是这些元素在 Unity上添加了依赖项
构造函数注入(如图所示)是自动/默认。如果首选使用属性注入,请参见在没有属性的Unity中进行Setter /属性注入 。
-
我可能会解析一个Factory(或
Func< UoW>
)以创建一个UoW和供应适用时,将其沿调用堆栈上下文(即,将其传递给方法)。在一次运行中,该应用程序可能具有许多不同的UoW。在这种情况下,您可能还对创建作用域感兴趣。 -
我也可能会使用工厂来创建一个预配置的IMapper对象,以解决该问题。之后使用RegisterMappings。
Im trying to get Unity to work with my console application, however.. all the properties that I try to dependency inject are still set to null.
This is my code:
Program.cs
namespace .Presentation.Console
{
class Program
{
static void Main(string[] args)
{
var mainThread = new MainThread();
}
}
}
MainThread.cs
namespace xxxx.Presentation.Console
{
public class MainThread
{
public IUnitOfWork UnitOfWork { get; set; }
public IMapper Mapper { get; set; }
public MainThread()
{
Mapper.RegisterMappings();
}
}
}
App.config
<?xml version="1.0" encoding="utf-8" ?>
<configuration>
<configSections>
<section name="unity" type="Microsoft.Practices.Unity.Configuration.UnityConfigurationSection, Microsoft.Practices.Unity.Configuration"/>
</configSections>
<startup>
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5.1" />
</startup>
<unity xmlns="http://schemas.microsoft.com/practices/2010/unity">
<alias alias="IDataAccess" type="UnityFramework.IDataAccess, UnityFramework" />
<namespace name="UnityFramework" />
<assembly name="UnityFramework" />
<container>
<types>
<type type="IMapper" mapTo="xxxx.Core.Parse.ParseMapper" />
</types>
</container>
</unity>
</configuration>
App.config is set to Copy Always
Where Mapper is returned as null in this case (and I assume UnitOfWork is as well)
Do I need to do anything else? Add something to the app.config? Am I missing something?
Thanks in advance!
Br, Inx
Unity only supplies dependencies for components obtained via Resolve
or while resolving sub-dependencies. The "root" component or components must be obtained from the container manually.
Using new Program
would not automatically provide the dependencies because it bypasses the Unity container.
static class ProgramEntry
{
static void Main(string[] args)
{
var unity = CreateUnityContainerAndRegisterComponents();
// Explicitly Resolve the "root" component or components
var program = unity.Resolve<Program>();
program.Run();
}
}
public class Program
{
readonly Ix _x;
// These dependencies will be automatically resolved
// (and in this case supplied to the constructor)
public Program(IMapper mapper, Ix x)
{
// Use dependencies
mapper.RegisterMappings();
// Assign any relevant properties, etc.
_x = x;
}
// Do actual work here
public void Run() {
_x.DoStuff();
}
}
I prefer code-based registration for most tasks.
I recommend not using attributes, although they 'will work' if following the
Resolve
pattern above. The "root" objects must be manually resolved.The problem with attributes is these add a dependencies on Unity - so much for "inverting"!
Constructor Injection (as shown) is automatic/default. See Setter / property injection in Unity without attributes if Property Injection is preferred.
I would probably resolve a Factory (or
Func<UoW>
) to create a UoW and supply it down the call-stack context (ie. pass it to methods) when applicable. The application may have many different UoWs during a single run. In this case you may also be interested in creating scopes.I would also probably use a factory to create a pre-configured IMapper object when it is resolved instead of using RegisterMappings afterwards.
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