IOC控制反转、Unity简介
参考博客地址:
Unity系列文章,推荐:http://www.cnblogs.com/qqlin/archive/2012/10/16/2717964.html
https://www.cnblogs.com/lyps/p/10560256.html
这篇文章主要介绍.NET Framework下面的IOC以及Unity的使用,下一篇文章介绍.NET Core下面自带的容器IServiceCollection以及Autofac的使用https://www.cnblogs.com/taotaozhuanyong/p/11562184.html
IOC(Inverse of Control),控制反转。
说到IOC,就不得不提DI(Dependency Injection),依赖注入
IOC是目标效果,需要DI依赖注入的手段。
分层架构时这些是必须的,可以划分边界独立演化,也方便分工,促进代码复用。。
依赖倒置原则DIP:
系统架构时,高层模块不应该依赖于低层模块,二者通过抽象来依赖。依赖抽象而不是依赖细节。在A勒种调用了B类,A类就是高层,B类就是低层。
面向抽象:
1、一个方法满足多种类型
2、支持下层的扩展。
下面有三种创建一个对象的方式:
AndroidPhone phone = new AndroidPhone();//1 全是细节 IPhone phone = new AndroidPhone();//2 左边抽象右边细节 IPhone phone = ObjectFactory.CreatePhone();//3 封装转移
/// <summary> /// 简单工厂+配置文件+反射 /// </summary> public class ObjectFactory { public static IPhone CreatePhone() { string classModule = ConfigurationManager.AppSettings["iPhoneType"]; Assembly assemly = Assembly.Load(classModule.Split(',')[1]); Type type = assemly.GetType(classModule.Split(',')[0]); return (IPhone)Activator.CreateInstance(type);//无参数构造函数 } public static IPhone CreatePhone(IBaseBll iBLL) { string classModule = ConfigurationManager.AppSettings["iPhoneType"]; Assembly assemly = Assembly.Load(classModule.Split(',')[1]); Type type = assemly.GetType(classModule.Split(',')[0]); return (IPhone)Activator.CreateInstance(type, new object[] { iBLL }); } }
在App.config下面配置节点:
<appSettings> <add key="iPhoneType" value="Bingle.Service.AndroidPhone,Bingle.Service" /> </appSettings>
只有抽象,没有细节,好处是可扩展。
IOC控制反转:
传统开发,上端依赖(调用/指定)下端对象,这个样子会有依赖。控制反转就是把对下端对象的依赖转移到第三方容器(工厂+配置文件+反射),能够让程序拥有更好的扩展性。
下面出现一个问题:
构造A对象,但是A依赖于B对象,那就先构造B,如果B又依赖C,再构造C。。。。。。
IDAL.IBaseDAL baseDAL = new DAL.BaseDAL(); IBLL.IBaseBll baseBll = new BLL.BaseBll(baseDAL); IPhone phone = ObjectFactory.CreatePhone(baseBll);
现在这个问题已经暴露了,下面开始了DI,依赖注入,就能做到构造某个对象时,将依赖的对象自动初始化并注入。
IOC是目标效果,需要DI依赖注入的手段。
DI依赖注入:
三种方式注入:构造函数注入、属性注入、方法注入(按照时间顺序)
[Dependency]//属性注入
[Dependency]//属性注入 public IMicrophone iMicrophone { get; set; }
[InjectionConstructor]//构造函数注入,默认找参数最多的构造函数,方法注入不加这个特性也是可以的,可以不用特性,可以去掉对容器的依赖
[InjectionConstructor]//构造函数注入:默认找参数最多的构造函数 public ApplePhoneUpdate(IHeadphone headphone) { this.iHeadphone = headphone; Console.WriteLine("{0} 带参数构造函数", this.GetType().Name); }
[InjectionMethod]//方法注入
[InjectionMethod]//方法注入 public void Init(IPower power) { this.iPower = power; }
如何使用Unity容器?
1、安装Unity
2、容器三部曲:
实例化容器、注册类型、获取实例
3、项目版本和服务处的版本要一直。
下面是Iphone与AndroidPhone的定义:
public interface IPhone { void Call(); IMicrophone iMicrophone { get; set; } IHeadphone iHeadphone { get; set; } IPower iPower { get; set; } } public class AndroidPhone : IPhone { public IMicrophone iMicrophone { get; set; } public IHeadphone iHeadphone { get; set; } public IPower iPower { get; set; } //public AndroidPhone() //{ // Console.WriteLine("{0}构造函数", this.GetType().Name); //} public AndroidPhone(AbstractPad pad, IHeadphone headphone) { Console.WriteLine("{0}构造函数", this.GetType().Name); } //[ElevenInjectionConstructor] public AndroidPhone(AbstractPad pad) { Console.WriteLine("{0}构造函数", this.GetType().Name); } public AndroidPhone(IBaseBll baseBll) { Console.WriteLine("{0}构造函数", this.GetType().Name); } public void Call() { Console.WriteLine("{0}打电话", this.GetType().Name); ; } }
IUnityContainer container = new UnityContainer();//1 实例化容器 container.RegisterType<IPhone, AndroidPhone>();//2 注册类型 IPhone iphone = container.Resolve<IPhone>();//3 获取实例
我们来看一下Unity下面RegisterType方法里面的泛型约束:
还有一个方法:
IUnityContainer container = new UnityContainer();//1 实例化容器 container.RegisterInstance<AbstractPad>(new ApplePadChild()); AbstractPad abstractPad = container.Resolve<AbstractPad>();
后遭的时候,有依赖:
下面来解决这个问题:但是要保持Unity版本一致
下面是一些注册时要依赖的类型
public interface IHeadphone { } public class Headphone : IHeadphone { public Headphone(IMicrophone microphone) { Console.WriteLine("Headphone 被构造"); } } public interface IMicrophone { } public class Microphone : IMicrophone { public Microphone(IPower power) { Console.WriteLine("Microphone 被构造"); } } public interface IPower { } public class Power : IPower { public Power(IBLL.IBaseBll baseBll) { Console.WriteLine("Power 被构造"); } } public interface IBaseBll { void DoSomething(); } public class BaseBll : IBaseBll { private IBaseDAL _baseDAL = null; public BaseBll(IBaseDAL baseDAL, int id) { Console.WriteLine($"{nameof(BaseBll)}被构造。。。{id}。"); this._baseDAL = baseDAL; } public void DoSomething() { this._baseDAL.Add(); this._baseDAL.Update(); this._baseDAL.Find(); this._baseDAL.Delete(); } } public interface IBaseDAL { void Add(); void Delete(); void Update(); void Find(); } public class BaseDAL : IBaseDAL { public BaseDAL() { Console.WriteLine($"{nameof(BaseDAL)}被构造。。。。"); } public void Add() { Console.WriteLine($"{nameof(Add)}"); } public void Delete() { Console.WriteLine($"{nameof(Delete)}"); } public void Find() { Console.WriteLine($"{nameof(Find)}"); } public void Update() { Console.WriteLine($"{nameof(Update)}"); } }
IUnityContainer container = new UnityContainer(); container.RegisterType<IPhone, ApplePhone>(); container.RegisterType<IHeadphone, Headphone>(); container.RegisterType<IMicrophone, Microphone>(); container.RegisterType<IPower, Power>(); container.RegisterType<IBLL.IBaseBll, BLL.BaseBll>(); container.RegisterType<IDAL.IBaseDAL, Ruamou.DAL.BaseDAL>(); IPhone iphone = container.Resolve<IPhone>();
但凡是用到了需要的类型,都要给注入进去,不然容器怎么知道类型啊
Unity里面到底是怎么实现的?下面,自己来写一个IOC
1、最最基础简陋的版本:
public interface ILTContainer { void RegisterType<TFrom, TTo>(); T Resolve<T>(); } /// <summary> /// 容器--工厂 /// </summary> public class LTContainer : ILTContainer { private Dictionary<string, Type> LTDic = new Dictionary<string, Type>(); public void RegisterType<TFrom, TTo>() { LTDic.Add(typeof(TFrom).FullName, typeof(TTo)); } public T Resolve<T>() { Type type = LTDic[typeof(T).FullName]; return (T)Activator.CreateInstance(type); } } }
调用一下:
ILTContainer container = new LTContainer(); container.RegisterType<IPerson, Student>(); var person = container.Resolve<IPerson>();
2、升级一点点
public interface IPerson { } public class Student : IPerson { [LTInjectionConstructor] public Student(Animal animal) { Console.WriteLine("Student被构造了..."); } } public abstract class Animal { } public class Cat : Animal { public Cat() { Console.WriteLine("Animal被构造了...."); } } }
public interface ILTContainer { void RegisterType<TFrom, TTo>(); T Resolve<T>(); } /// <summary> /// 容器--工厂 /// </summary> public class LTContainer : ILTContainer { private Dictionary<string, Type> LTDic = new Dictionary<string, Type>(); public void RegisterType<TFrom, TTo>() { LTDic.Add(typeof(TFrom).FullName, typeof(TTo)); } public T Resolve<T>() { Type type = LTDic[typeof(T).FullName]; var ctorArray = type.GetConstructors(); ConstructorInfo ctor = null; if (ctorArray.Count(c => c.IsDefined(typeof(LTInjectionConstructorAttribute), true)) > 0) { ctor = ctorArray.FirstOrDefault(c => c.IsDefined(typeof(LTInjectionConstructorAttribute), true)); } else { ctor = ctorArray.OrderByDescending(c => c.GetParameters().Length).FirstOrDefault(); } List<object> paraList = new List<object>(); foreach (var item in ctor.GetParameters()) { Type paraType = item.ParameterType; Type targetType = this.LTDic[paraType.FullName]; paraList.Add(Activator.CreateInstance(targetType)); } return (T)Activator.CreateInstance(type, paraList.ToArray()); //return (T)this.CreateObject(type); } private object CreateObject(Type type) { ConstructorInfo[] ctorArray = type.GetConstructors(); ConstructorInfo ctor = null; if (ctorArray.Count(c => c.IsDefined(typeof(LTInjectionConstructorAttribute), true)) > 0) { ctor = ctorArray.FirstOrDefault(c => c.IsDefined(typeof(LTInjectionConstructorAttribute), true)); } else { ctor = ctorArray.OrderByDescending(c => c.GetParameters().Length).FirstOrDefault(); } List<object> paraList = new List<object>(); foreach (var parameter in ctor.GetParameters()) { Type paraType = parameter.ParameterType; Type targetType = this.LTDic[paraType.FullName]; object para = this.CreateObject(targetType); //递归:隐形的跳出条件,就是GetParameters结果为空,targetType拥有无参数构造函数 paraList.Add(para); } return Activator.CreateInstance(type, paraList.ToArray()); } //属性注入+方法注入? }
调用一下:
ILTContainer container = new LTContainer(); ILTContainer container = new LTContainer(); container.RegisterType<IPerson, Student>(); container.RegisterType<Animal, Cat>(); var person = container.Resolve<IPerson>();
3、再升级一点点:
继续找出targetType的构造,找出一个合适的构造函数,分别构造其参数,继续...递归
public interface ILTContainer { void RegisterType<TFrom, TTo>(); T Resolve<T>(); } /// <summary> /// 容器--工厂 /// </summary> public class LTContainer : ILTContainer { private Dictionary<string, Type> LTDic = new Dictionary<string, Type>(); public void RegisterType<TFrom, TTo>() { LTDic.Add(typeof(TFrom).FullName, typeof(TTo)); } public T Resolve<T>() { Type type = LTDic[typeof(T).FullName]; //继续找出targetType的构造函数,找出一个合适的构造函数,分别构造其参数 //继续......递归 return (T)this.CreateObject(type); } public object CreateObject(Type type) { ConstructorInfo[] ctorArray = type.GetConstructors(); ConstructorInfo ctor = null; if (ctorArray.Count(c => c.IsDefined(typeof(LTContainer), true)) > 0) { ctor = ctorArray.FirstOrDefault(c => c.IsDefined(typeof(LTContainer), true)); } else { ctor = ctorArray.OrderByDescending(c => c.GetParameters().Length).FirstOrDefault(); } List<object> paraList = new List<object>(); foreach (var parameter in ctor.GetParameters()) { Type paraType = parameter.ParameterType; Type targetType = this.LTDic[paraType.FullName]; object para = this.CreateObject(targetType); //递归:隐形的跳出条件,就是GetParameters结果为空,targetType拥有无参数构造函数 paraList.Add(para); } return Activator.CreateInstance(type, paraList.ToArray()); } //属性注入+方法注入? }
生命管理周期:
IUnityContainer container = new UnityContainer();
默认瞬时生命周期:每次都是构造一个新的
container.RegisterType<AbstractPad, ApplePad>(); container.RegisterType<AbstractPad, ApplePad>(new TransientLifetimeManager());
全局单例:全局就只有一个该类型实例
非强制性,只有通过容器获取才是单例;项目中一般推荐容器单例而不是自己写单例
container.RegisterType<AbstractPad, ApplePad>(new SingletonLifetimeManager()); AbstractPad pad1 = container.Resolve<AbstractPad>(); AbstractPad pad2 = container.Resolve<AbstractPad>(); Console.WriteLine(object.ReferenceEquals(pad1, pad2));
线程单例:同一个线程就只有一个实例,不同线程就是不同实例
container.RegisterType<AbstractPad, ApplePad>(new PerThreadLifetimeManager()); AbstractPad pad1 = null; AbstractPad pad2 = null; AbstractPad pad3 = null; Action act1 = new Action(() => { pad1 = container.Resolve<AbstractPad>(); Console.WriteLine($"pad1由线程id={Thread.CurrentThread.ManagedThreadId}"); }); var result1 = act1.BeginInvoke(null, null); Action act2 = new Action(() => { pad2 = container.Resolve<AbstractPad>(); Console.WriteLine($"pad2由线程id={Thread.CurrentThread.ManagedThreadId}"); }); var result2 = act2.BeginInvoke(t => { pad3 = container.Resolve<AbstractPad>(); Console.WriteLine($"pad3由线程id={Thread.CurrentThread.ManagedThreadId}"); Console.WriteLine($"object.ReferenceEquals(pad2, pad3)={object.ReferenceEquals(pad2, pad3)}"); }, null); act1.EndInvoke(result1); act2.EndInvoke(result2); Console.WriteLine($"object.ReferenceEquals(pad1, pad2)={object.ReferenceEquals(pad1, pad2)}");
//ExternallyControlledLifetimeManager 外部可释放单例
//PerResolveLifetimeManager 循环引用
自己写的容器里面,加上生命周期:
public interface IBingleContainer { void RegisterType<TFrom, TTo>(LifeTimeType lifeTimeType = LifeTimeType.Transient); T Resolve<T>(); } /// <summary> /// 容器--工厂 /// </summary> public class BingleContainer : IBingleContainer { private Dictionary<string, RegisterInfo> BingleContainerDictionary = new Dictionary<string, RegisterInfo>(); /// <summary> /// 缓存起来,类型的对象实例 /// </summary> private Dictionary<Type, object> TypeObjectDictionary = new Dictionary<Type, object>(); /// <summary> /// /// </summary> /// <typeparam name="TFrom"></typeparam> /// <typeparam name="TTo"></typeparam> /// <param name="lifeTimeType">默认参数,不传递就是Transient</param> public void RegisterType<TFrom, TTo>(LifeTimeType lifeTimeType = LifeTimeType.Transient) { BingleContainerDictionary.Add(typeof(TFrom).FullName, new RegisterInfo() { TargetType = typeof(TTo), LifeTime = lifeTimeType }); } public T Resolve<T>() { RegisterInfo info = BingleContainerDictionary[typeof(T).FullName]; Type type = BingleContainerDictionary[typeof(T).FullName].TargetType; T result = default(T); switch (info.LifeTime) { case LifeTimeType.Transient: result = (T)this.CreateObject(type); break; case LifeTimeType.Singleton: if (this.TypeObjectDictionary.ContainsKey(type)) { result = (T)this.TypeObjectDictionary[type]; } else { result = (T)this.CreateObject(type); this.TypeObjectDictionary[type] = result; } break; case LifeTimeType.PerThread: //怎么保证用线程校验呢? 线程槽,把数据存在这里 { string key = type.FullName; object oValue = CallContext.GetData(key); if (oValue == null) { result = (T)this.CreateObject(type); CallContext.SetData(key, result); } else { result = (T)oValue; } } break; default: throw new Exception("wrong LifeTime"); } return result; } private object CreateObject(Type type) { ConstructorInfo[] ctorArray = type.GetConstructors(); ConstructorInfo ctor = null; if (ctorArray.Count(c => c.IsDefined(typeof(BingleInjectionConstructorAttribute), true)) > 0) { ctor = ctorArray.FirstOrDefault(c => c.IsDefined(typeof(BingleInjectionConstructorAttribute), true)); } else { ctor = ctorArray.OrderByDescending(c => c.GetParameters().Length).FirstOrDefault(); } List<object> paraList = new List<object>(); foreach (var parameter in ctor.GetParameters()) { Type paraType = parameter.ParameterType; RegisterInfo info = BingleContainerDictionary[paraType.FullName]; Type targetType = info.TargetType; //object para = this.CreateObject(targetType); object para = null; #region { switch (info.LifeTime) { case LifeTimeType.Transient: para = this.CreateObject(targetType); break; case LifeTimeType.Singleton: //需要线程安全 双if+lock { if (this.TypeObjectDictionary.ContainsKey(targetType)) { para = this.TypeObjectDictionary[targetType]; } else { para = this.CreateObject(targetType); this.TypeObjectDictionary[targetType] = para; } } break; case LifeTimeType.PerThread: //怎么保证用线程校验呢? 线程槽,把数据存在这里 { string key = targetType.FullName; object oValue = CallContext.GetData(key); if (oValue == null) { para = this.CreateObject(targetType); CallContext.SetData(key, para); } else { para = oValue; } } break; default: throw new Exception("wrong LifeTime"); } } #endregion //递归:隐形的跳出条件,就是GetParameters结果为空,targetType拥有无参数构造函数 paraList.Add(para); } return Activator.CreateInstance(type, paraList.ToArray()); } //属性注入+方法注入? }
public class RegisterInfo { /// <summary> /// 目标类型 /// </summary> public Type TargetType { get; set; } /// <summary> /// 生命周期 /// </summary> public LifeTimeType LifeTime { get; set; } } public enum LifeTimeType { Transient, Singleton, PerThread }
IBingleContainer container = new BingleContainer(); container.RegisterType<IPhone, AndroidPhone>(LifeTimeType.PerThread); container.RegisterType<AbstractPad, ApplePad>(LifeTimeType.PerThread); container.RegisterType<IHeadphone, Headphone>(LifeTimeType.Transient); container.RegisterType<IMicrophone, Microphone>(LifeTimeType.Singleton); container.RegisterType<IPower, Power>(); container.RegisterType<IBLL.IBaseBll, BLL.BaseBll>(); container.RegisterType<IDAL.IBaseDAL, Ruamou.DAL.BaseDAL>(); IPhone pad1 = null; IPhone pad2 = null; IPhone pad3 = null; //pad1 = container.Resolve<IPhone>(); Action act1 = new Action(() => { pad1 = container.Resolve<IPhone>(); Console.WriteLine($"pad1由线程id={Thread.CurrentThread.ManagedThreadId}"); }); var result1 = act1.BeginInvoke(null, null); Action act2 = new Action(() => { pad2 = container.Resolve<IPhone>(); Console.WriteLine($"pad2由线程id={Thread.CurrentThread.ManagedThreadId}"); }); var result2 = act2.BeginInvoke(t => { pad3 = container.Resolve<IPhone>(); Console.WriteLine($"pad3由线程id={Thread.CurrentThread.ManagedThreadId}"); Console.WriteLine($"object.ReferenceEquals(pad2, pad3)={object.ReferenceEquals(pad2, pad3)}"); }, null); act1.EndInvoke(result1); act2.EndInvoke(result2); Console.WriteLine($"object.ReferenceEquals(pad1, pad2)={object.ReferenceEquals(pad1, pad2)}");
容器依赖细节?如果不想依赖细节,又想创建对象,反射+配置文件:
ExeConfigurationFileMap fileMap = new ExeConfigurationFileMap(); fileMap.ExeConfigFilename = Path.Combine(AppDomain.CurrentDomain.BaseDirectory + "CfgFiles\\Unity.Config");//找配置文件的路径 Configuration configuration = ConfigurationManager.OpenMappedExeConfiguration(fileMap, ConfigurationUserLevel.None); UnityConfigurationSection section = (UnityConfigurationSection)configuration.GetSection(UnityConfigurationSection.SectionName); IUnityContainer container = new UnityContainer(); section.Configure(container, "testContainer1"); // container.AddNewExtension<Interception>().Configure<Interception>() //.SetInterceptorFor<IPhone>(new InterfaceInterceptor()); IPhone phone = container.Resolve<IPhone>(); phone.Call(); IPhone android = container.Resolve<IPhone>("Android"); android.Call(); IDBContext<Program> context = container.Resolve<IDBContext<Program>>(); context.DoNothing();
配置文件:
<unity> <!--<sectionExtension type="Microsoft.Practices.Unity.InterceptionExtension.Configuration.InterceptionConfigurationExtension, Microsoft.Practices.Unity.Interception.Configuration"/>--> <sectionExtension type="Microsoft.Practices.Unity.InterceptionExtension.Configuration.InterceptionConfigurationExtension, Unity.Interception.Configuration"/> <containers> <container name="testContainer1"> <extension type="Interception"/> <register type="Bingle.Interface.IPhone,Bingle.Interface" mapTo="Bingle.Service.ApplePhone, Bingle.Service"/> <!--是dll名称,不是命名空间--> <register type="Bingle.Interface.IPhone,Bingle.Interface" mapTo="Bingle.Service.AndroidPhone, Bingle.Service" name="Android"> <!--别名--> <interceptor type="InterfaceInterceptor"/> <interceptionBehavior type="Bingle.Framework.AOP.LogBeforeBehavior, Bingle.Framework"/> <interceptionBehavior type="Bingle.Framework.AOP.LogAfterBehavior, Bingle.Framework"/> <interceptionBehavior type="Bingle.Framework.AOP.ParameterCheckBehavior, Bingle.Framework"/> <lifetime type="transient" /> </register> <register type="Bingle.Interface.IMicrophone, Bingle.Interface" mapTo="Bingle.Service.Microphone, Bingle.Service"/> <register type="Bingle.Interface.IHeadphone, Bingle.Interface" mapTo="Bingle.Service.Headphone, Bingle.Service"/> <register type="Bingle.Interface.IPower, Bingle.Interface" mapTo="Bingle.Service.Power, Bingle.Service"/> <register type="Bingle.Interface.AbstractPad, Bingle.Interface" mapTo="Bingle.Service.ApplePad, Bingle.Service"/> <register type="Bingle.IBLL.IBaseBll, Bingle.IBLL" mapTo="Bingle.BLL.BaseBll, Bingle.BLL"> <constructor> <param name="baseDAL" type="Bingle.IDAL.IBaseDAL, Bingle.IDAL" /> <param name="id" type="System.Int32" value="3" /> </constructor> </register> <register type="Bingle.IDAL.IBaseDAL, Bingle.IDAL" mapTo="Ruamou.DAL.BaseDAL, Ruamou.DAL"/> <register type="Bingle.IDAL.IDBContext`1, Bingle.IDAL" mapTo="Ruamou.DAL.DBContextDAL`1, Ruamou.DAL"/> </container> <unity>