Introduced:
To begin with, unity is a lightweight, extensible dependency injection container implemented by the Microsoft patterns& Practices group in C # that configures the relationships between objects through code or XML configuration files. Then it is implemented by a simple code.
Test Project Details
1. Create a new console project called Unitydemo
2. Create an interface iproduct, including a property (string Classname{get;set;} ), a method (void Showinfo ())
3, establish two class Milk,sugar, and inherit iproduct, two class implementation code as follows:
public class Milk:iproduct {public string ClassName {get; set;} public void Showinfo () { Console.WriteLine ("Milk:{0}", ClassName); } }
public class Sugar:iproduct {public string ClassName {get; set;} public void Showinfo () { Console.WriteLine ("Sugar:{0}", ClassName); } }
Start testing
1. Use Unity to reference three DLLs, or you can use NuGet to get
2, as mentioned earlier, there are two ways to use unity, we first use code to control
A, create a new static method Contaninercode, you need to refer to the Microsoft.Practices.Unity code as follows:
static void Containercode () {//Create unity instance iunitycontainer container = new UnityContainer (); Default registration (unnamed) container. Registertype<iproduct, milk> (); Name Registration container. Registertype<iproduct, sugar> ("Sugar"); Resolves the default object iproduct _product = container. Resolve<iproduct> (); _product. ClassName = _product. GetType (). ToString (); _product. Showinfo (); Specifies the named resolution object IProduct _sugar = container. Resolve<iproduct> ("Sugar"); _sugar.classname = _sugar.gettype (). ToString (); _sugar.showinfo (); Gets all the iproduct registered named objects in the container (not including the default registration) ienumerable<iproduct> Classlist = container. Resolveall<iproduct> (); foreach (var item in classlist) {item. ClassName = Item. GetType (). ToString (); Item. Showinfo (); } }
The results of the operation are as follows:
3, using the configuration file implementation
A, the root directory new Unity.config, the property selection copy to the build directory , the configuration file contents are as follows:
<?xml version= "1.0" encoding= "Utf-8"?><configuration> < configsections> <section name= "Unity" type= " Microsoft.practices.unity.configuration.unityconfigurationsection,microsoft.practices.unity.configuration "/ > </configSections> <unity> <!--define aliases--<aliases> <add alias= "IProduct" type= "Unitydemo.iproduct,unitydemo"/> <add alias= "Milk" type= "Unitydemo.milk,unitydemo"/> <add alias= "Sug Ar "type=" Unitydemo.sugar,unitydemo "/> </aliases> <!--containers--<container name=" MyContainer " > <!--start mapping relationships--<register type= "iproduct" mapto= "Milk" ></register> <register Type= "IProduct" mapto= "Sugar" name= "Sugar" ></register> </container> </unity> </config Uration>
b, to create a static method Containercodeforconfig () load the configuration file, you need to refer to Dll,practices.unity.configuration, System.Configuration code as follows:
Static voidContainercodeforconfig () {//Create a Unity instanceIunitycontainer container =NewUnityContainer (); stringConfigFile ="Unity.config"; varFilemap =NewExeconfigurationfilemap {execonfigfilename =ConfigFile}; //read the specified config fileConfiguration Configuration =configurationmanager.openmappedexeconfiguration (Filemap, Configurationuserlevel.none); //gets the node with the specified nameUnityconfigurationsection section = (unityconfigurationsection) configuration. GetSection ("Unity"); //Get Container nodeContainer. Loadconfiguration (section,"MyContainer"); IProduct P= Container. Resolve<iproduct> ("Sugar"); P.classname=P.gettype (). ToString (); P.showinfo (); }
The results of the operation are as follows:
You can see that we didn't create the iproduct, sugar class, but we can call its method, which is what the IOC did for us.
This is a very simple introduction.
. NET Ico Unity for just getting started