Unity.Resolve 如何知道使用哪个构造函数?

发布于 2024-08-25 14:34:36 字数 647 浏览 14 评论 0原文

给定一个具有多个构造函数的类 - 我如何告诉 Resolve 使用哪个构造函数?

考虑以下示例类:

public class Foo
{
    public Foo() { }
    public Foo(IBar bar)
    {
        Bar = bar;
    }
    public Foo(string name, IBar bar)
    {
        Bar = bar;
        Name = name;
    }
    public IBar Bar { get; set; }        
    public string Name { get; set; }
}

如果我想使用 Resolve 创建 Foo 类型的对象,Resolve 如何知道要使用哪个构造函数?我怎样才能告诉它使用正确的呢?假设我有一个注册了 IBar 的容器 - 它会理解它应该支持采用 IBar 的构造函数吗?如果我也指定了一个字符串 - 它会使用 (string, IBar) 构造函数吗?

Foo foo = unityContainer.Resolve<Foo>(); 

请忽略这样一个事实:如果类只有一个构造函数,可能会更容易......

Given a class with several constructors - how can I tell Resolve which constructor to use?

Consider the following example class:

public class Foo
{
    public Foo() { }
    public Foo(IBar bar)
    {
        Bar = bar;
    }
    public Foo(string name, IBar bar)
    {
        Bar = bar;
        Name = name;
    }
    public IBar Bar { get; set; }        
    public string Name { get; set; }
}

If I want to create an object of type Foo using Resolve how will Resolve know which constructor to use? And how can I tell it to use the right one? Let's say I have a container with an IBar registered - will it understand that it should favor the constructor taking IBar? And if I specify a string too - will it use the (string, IBar) constructor?

Foo foo = unityContainer.Resolve<Foo>(); 

And please ignore the fact that it would probably be easier if the class just had a single constructor...

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郁金香雨 2024-09-01 14:34:36

当目标类包含多个构造函数时,Unity 将使用应用了 InjectionConstructor 属性的构造函数。如果有多个构造函数,并且没有一个构造函数带有 InjectionConstructor 属性,则 Unity 将使用参数最多的构造函数。如果有多个这样的构造函数(多个具有相同数量参数的“最长”构造函数),Unity 将引发异常。

摘自 链接文本

When a target class contains more than one constructor, Unity will use the one that has the InjectionConstructor attribute applied. If there is more than one constructor, and none carries the InjectionConstructor attribute, Unity will use the constructor with the most parameters. If there is more than one such constructor (more than one of the “longest” with the same number of parameters), Unity will raise an exception.

Taken from link text

八巷 2024-09-01 14:34:36

当您注册类型时,您可以指定要使用哪个构造函数,如下所示:

container.RegisterType<Foo>(
    new InjectionConstructor(
        new ResolvedParameter<IBar>()));

上面的代码来自内存,但这是一般原则。在本例中,我选择了采用 IBar 类型的单个参数的构造函数。

请忽略这样一个事实:如果类只有一个构造函数,可能会更容易......

我不能忽略这一点。当谈到构造函数注入时,歧义是一种设计味道。您基本上是在说:我真的不知道我是否关心这种依赖关系。

当然,Unity 可能会为您解决这个问题,但是您将依赖于特定的容器行为而不是正确设计你的 API。 其他容器可能有不同的行为,因此,如果您选择从 Unity 迁移到更好的容器,则可能会出现细微的错误。

DI 友好但与容器无关的环境中编写代码要安全得多< /a> 方式。

When you register the type, you can specify which constructor to use like this:

container.RegisterType<Foo>(
    new InjectionConstructor(
        new ResolvedParameter<IBar>()));

The above code is from memory, but that's the general principle. In this case I've picked the constructor that takes a single parameter of type IBar.

And please ignore the fact that it would probably be easier if the class just had a single constructor...

I can't ignore this. When it comes to Constructor Injection, ambiguity is a design smell. You are basically saying: I don't really know if I care about this dependency or not.

Sure, Unity is likely to figure it out for you, but then you would be relying on a specific container behavior instead of properly designing your API. Other containers may have a different behavior, so if you ever choose to migrate from Unity to a better container, subtle bugs may occur.

It's much safer to write your code in a DI-friendly, but container-agnostic manner.

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