Inject a string property in a class using Ninject - c#

One of my interfaces has a string property that will depend on where the interface is being used. I want to avoid hardcoding the property every time the object is created. I can set the property in constructor, but the object is injected using a factory.
The interface as follows:
public interface IObjectStore
{
string StorageTableName { get; set;}
void UpdateObjectStore(string key, string value);
string ReadObjectStore(string key);
}
Which is used in a service
public class CategoryService<T> : ICategoryService<T> where T : Company
{
private readonly IObjectStore objectStore;
public CategoryService(IObjectStore objStore)
{
this.objectStore = objStore;
objectStore.StorageTableName = "CategoryTable"; // I want to avoid this hard coding
}
...
}
The service is created using service factory (Ninject.Extensions.Factory)
public interface IServiceFactory
{
ICategoryService<T> CreateCategoryService<T>() where T : class;
}
Which is then injected using Ninject at the controller level. Here are my bindings
bool storeInNoSql = true;
kernel.Bind<IServiceFactory>().ToFactory().InSingletonScope();
kernel.Bind<ICategoryService<Article>>().To<CategoryService<Article>>();
kernel.Bind<IObjectStore>().ToMethod(ctx => storeInNoSql ? ctx.Kernel.Get<ObjectStore>() : null);
So the question is: how do i tell Ninject to set the property StorageTableName to "CategoryTable" everytime the object is injected into CategoryService and to "ArticleTable" everytime it is inserted into ArticleService?

I think this is what you are looking for.
It's just a very small sample project I just did, but this should solve your problem.
public class Ninject_34091099
{
public static void Run()
{
using (IKernel kernel = new StandardKernel())
{
kernel.Bind<IInterface<Generic1>>()
.To<Class<Generic1>>()
.WithConstructorArgument("name", "STRING ONE");
kernel.Bind<IInterface<Generic2>>()
.To<Class<Generic2>>()
.WithConstructorArgument("name", "The other string");
kernel.Bind<IServiceFactory>().ToFactory().InSingletonScope();
var factory = kernel.Get<IServiceFactory>();
var c1 = factory.CreateInterface<Generic1>();
var c2 = factory.CreateInterface<Generic2>();
Console.WriteLine(c1.Name);
Console.WriteLine(c2.Name);
}
Console.WriteLine("Done");
Console.ReadLine();
}
}
public interface IInterface<T> where T : class
{
string Name { get; set; }
}
public class Generic1
{
}
public class Generic2
{
}
public class Class<T> : IInterface<T> where T : class
{
public string Name { get; set; }
public Class(string name)
{
Name = name;
}
}
public interface IServiceFactory
{
IInterface<T> CreateInterface<T>() where T : class;
}
Sorry that the names mean nothing :D
Hope it helps

Related

How to apply generic constraint to accept multi level of inheritance C#

I am looking for a way to support multi level of inheritance for generic type constraint.
Common generic interface
public interface ICommon<T>
{
T OrignalData {get;set;}
string ChangeJson {get;set;}
T Merged {get;set;}
void Inject();
}
Common base class implements ICommon
public class Base <T>: ICommon<T>
{
public T OrignalData {get;private set;}
public string ChangeJson {get;set;}
public T Merged {get;private set;}
public void Inject(T orignal)
{
if (orignal == null)
return;
var settings = new JsonSerializerSettings
{
ObjectCreationHandling = ObjectCreationHandling.Auto
};
dynamic merged = orignal.Clone();
JsonConvert.PopulateObject(this.ChangeJson, merged, settings);
this.Merged = merged;
this.Orignal = orignal;
}
}
Department class inherits Base class
public class Deparment : Base<Deparment>
{
}
OrgnizationDepartment class inherits Deparment
public class OrgnizationDepartment : Deparment
{
}
class View expect ICommon must implement on passed calls
public class View<T> where T : ICommon<T>
{
//This class is totally dynamic to visualize any json data along with old and new value of requested json for any class like department or org..
}
Test
public class Test
{
public void TestConstraint()
{
//No error
var deptView = new View<Deparment>();
//Error as Base not directly implemented on OrgnizationDepartment
var orgView = new View<OrgnizationDepartment>();
}
}
how do I define my constraint that should support for multi level as well.
One way out of this would be "composition over inheritance".
Here is a naive example, that is still relatively close to your code:
using System;
using Newtonsoft.Json;
public class Program
{
public static void Main()
{
//No error
var deptView = new View<Deparment>();
//Formerly Error
var orgView = new View<OrgnizationDepartment>();
}
}
public interface ICommon<T> where T : ICloneable
{
// returns a tuple
(T,T,string) Inject(T original, string change);
}
public class Base <T>: ICommon<T> where T : ICloneable
{
// we can reuse this...
private readonly JsonSerializerSettings settings = new JsonSerializerSettings
{
ObjectCreationHandling = ObjectCreationHandling.Auto
};
public (T,T,string) Inject(T original, string change)
{
if (original is null)
return default;
// this forces T to implement ICloneable ... just saying...
dynamic merged = original.Clone();
JsonConvert.PopulateObject(change, merged, settings);
return (original, merged, change);
}
}
public class Deparment : ICloneable, ICommon<Deparment>
{
// could also be created in ctor. Maybe use Ctor injection.
private readonly Base<Deparment> common = new Base<Deparment>();
public object Clone(){return this;} // this is of course nonsense. Clone properly! I did this to avoid dotnetfiddle screaming at me.
public (Deparment, Deparment, string) Inject(Deparment original, string change){
return common.Inject(original, change);
}
}
public class OrgnizationDepartment : ICloneable, ICommon<OrgnizationDepartment>
{
private readonly Base<OrgnizationDepartment> common = new Base<OrgnizationDepartment>();
public object Clone() {return this;}
public (OrgnizationDepartment, OrgnizationDepartment, string) Inject(OrgnizationDepartment original, string change){
return common.Inject(original, change);
}
}

Appropriate design pattern for the payment modules c#

As i am learning through design pattern concept and also wanted to implement the payment modules in my project using the proper design pattern. So for that I have created some sample code.
Currently I have two concrete implementation for the payment PayPal and Credit Card. But the concrete implementation will be added further on the project.
Payment Service
public interface IPaymentService
{
void MakePayment<T>(T type) where T : class;
}
Credit Card and Pay Pal Service
public class CreditCardPayment : IPaymentService
{
public void MakePayment<T>(T type) where T : class
{
var creditCardModel = (CreditCardModel)(object)type;
//Implementation CreditCardPayment
}
}
class PayPalPayment : IPaymentService
{
public void MakePayment<T>(T type) where T : class
{
var payPalModel = (PayPalModel)(object)type;
//Further Implementation will goes here
}
}
Client Code Implementation
var obj = GetPaymentOption(payType);
obj.MakePayment<PayPalModel>(payPalModel);
Get Payment Option
private static IPaymentService GetPaymentOption(PaymentType paymentType)
{
IPaymentService paymentService = null;
switch (paymentType)
{
case PaymentType.PayPalPayment:
paymentService = new PayPalPayment();
break;
case PaymentType.CreditCardPayment:
paymentService = new CreditCardPayment();
break;
default:
break;
}
return paymentService;
}
I thought of implementing this modules using strategy design pattern, and I got deviated from Strategy and ended up doing this way.
Is this a proper way for creating the payment modules. Is there a more better approach of solving this scenario. Is this a design pattern?
Edited:
Client Code:
static void Main(string[] args)
{
PaymentStrategy paymentStrategy = null;
paymentStrategy = new PaymentStrategy(GetPaymentOption((PaymentType)1));
paymentStrategy.Pay<PayPalModel>(new PayPalModel() { UserName = "", Password = "" });
paymentStrategy = new PaymentStrategy(GetPaymentOption((PaymentType)2));
paymentStrategy.Pay<CreditCardModel>(
new CreditCardModel()
{
CardHolderName = "Aakash"
});
Console.ReadLine();
}
Strategy:
public class PaymentStrategy
{
private readonly IPaymentService paymentService;
public PaymentStrategy(IPaymentService paymentService)
{
this.paymentService = paymentService;
}
public void Pay<T>(T type) where T : class
{
paymentService.MakePayment(type);
}
}
Does this update inlines with the Strategy Pattern?
One major drawback of using an abstract factory for this is the fact that it contains a switch case statement. That inherently means if you want to add a payment service, you have to update the code in the factory class. This is a violation of the Open-Closed Principal which states that entities should be open for extension but closed for modification.
Note that using an Enum to switch between payment providers is also problematic for the same reason. This means that the list of services would have to change every time a payment service is added or removed. Even worse, a payment service can be removed from the strategy, but still be an Enum symbol for it even though it isn't valid.
On the other hand, using a strategy pattern doesn't require a switch case statement. As a result, there are no changes to existing classes when you add or remove a payment service. This, and the fact that the number of payment options will likely be capped at a small double-digit number makes the strategy pattern a better fit for this scenario.
Interfaces
// Empty interface just to ensure that we get a compile
// error if we pass a model that does not belong to our
// payment system.
public interface IPaymentModel { }
public interface IPaymentService
{
void MakePayment<T>(T model) where T : IPaymentModel;
bool AppliesTo(Type provider);
}
public interface IPaymentStrategy
{
void MakePayment<T>(T model) where T : IPaymentModel;
}
Models
public class CreditCardModel : IPaymentModel
{
public string CardHolderName { get; set; }
public string CardNumber { get; set; }
public int ExpirtationMonth { get; set; }
public int ExpirationYear { get; set; }
}
public class PayPalModel : IPaymentModel
{
public string UserName { get; set; }
public string Password { get; set; }
}
Payment Service Abstraction
Here is an abstract class that is used to hide the ugly details of casting to the concrete model type from the IPaymentService implementations.
public abstract class PaymentService<TModel> : IPaymentService
where TModel : IPaymentModel
{
public virtual bool AppliesTo(Type provider)
{
return typeof(TModel).Equals(provider);
}
public void MakePayment<T>(T model) where T : IPaymentModel
{
MakePayment((TModel)(object)model);
}
protected abstract void MakePayment(TModel model);
}
Payment Service Implementations
public class CreditCardPayment : PaymentService<CreditCardModel>
{
protected override void MakePayment(CreditCardModel model)
{
//Implementation CreditCardPayment
}
}
public class PayPalPayment : PaymentService<PayPalModel>
{
protected override void MakePayment(PayPalModel model)
{
//Implementation PayPalPayment
}
}
Payment Strategy
Here is the class that ties it all together. Its main purpose is to provide the selection functionality of the payment service based on the type of model passed. But unlike other examples here, it loosely couples the IPaymentService implementations so they are not directly referenced here. This means without changing the design, payment providers can be added or removed.
public class PaymentStrategy : IPaymentStrategy
{
private readonly IEnumerable<IPaymentService> paymentServices;
public PaymentStrategy(IEnumerable<IPaymentService> paymentServices)
{
this.paymentServices = paymentServices ?? throw new ArgumentNullException(nameof(paymentServices));
}
public void MakePayment<T>(T model) where T : IPaymentModel
{
GetPaymentService(model).MakePayment(model);
}
private IPaymentService GetPaymentService<T>(T model) where T : IPaymentModel
{
var result = paymentServices.FirstOrDefault(p => p.AppliesTo(model.GetType()));
if (result == null)
{
throw new InvalidOperationException(
$"Payment service for {model.GetType().ToString()} not registered.");
}
return result;
}
}
Usage
// I am showing this in code, but you would normally
// do this with your DI container in your composition
// root, and the instance would be created by injecting
// it somewhere.
var paymentStrategy = new PaymentStrategy(
new IPaymentService[]
{
new CreditCardPayment(), // <-- inject any dependencies here
new PayPalPayment() // <-- inject any dependencies here
});
// Then once it is injected, you simply do this...
var cc = new CreditCardModel() { CardHolderName = "Bob" /* Set other properties... */ };
paymentStrategy.MakePayment(cc);
// Or this...
var pp = new PayPalModel() { UserName = "Bob" /* Set other properties... */ };
paymentStrategy.MakePayment(pp);
Additional References:
Dependency Injection Unity - Conditional Resolving
Factory method with DI and IoC
This is one approach you could take. There's not a lot to go on from your source, and I'd really reconsider having MakePayment a void instead of something like an IPayResult.
public interface IPayModel { } // Worth investigating into common shared methods and properties for this
public interface IPaymentService
{
void MakePayment(IPayModel payModel);
}
public interface IPaymentService<T> : IPaymentService where T : IPayModel
{
void MakePayment(T payModel); // Void here? Is the status of the payment saved on the concrete pay model? Why not an IPayResult?
}
public class CreditCardModel : IPayModel
{
public string CardHolderName { get; set; }
}
public class PayPalModel : IPayModel
{
public string UserName { get; set; }
public string Password { get; set; }
}
public class CreditCardPayment : IPaymentService<CreditCardModel>
{
public void MakePayment(CreditCardModel payModel)
{
//Implmentation CreditCardPayment
}
void IPaymentService.MakePayment(IPayModel payModel)
{
MakePayment(payModel as CreditCardModel);
}
}
public class PayPalPayment : IPaymentService<PayPalModel>
{
public void MakePayment(PayPalModel payModel)
{
//Implmentation PayPalPayment
}
void IPaymentService.MakePayment(IPayModel payModel)
{
MakePayment(payModel as PayPalModel);
}
}
public enum PaymentType
{
PayPalPayment = 1,
CreditCardPayment = 2
}
So following your implementation approach, it could look something like:
static class Program
{
static void Main(object[] args)
{
IPaymentService paymentStrategy = null;
paymentStrategy = GetPaymentOption((PaymentType)1);
paymentStrategy.MakePayment(new PayPalModel { UserName = "", Password = "" });
paymentStrategy = GetPaymentOption((PaymentType)2);
paymentStrategy.MakePayment(new CreditCardModel { CardHolderName = "Aakash" });
Console.ReadLine();
}
private static IPaymentService GetPaymentOption(PaymentType paymentType)
{
switch (paymentType)
{
case PaymentType.PayPalPayment:
return new PayPalPayment();
case PaymentType.CreditCardPayment:
return new CreditCardPayment();
default:
throw new NotSupportedException($"Payment Type '{paymentType.ToString()}' Not Supported");
}
}
}
I also think for a strategy/factory pattern approach, manually creating an IPayModel type doesn't make much sense. Therefore you could expand the IPaymentService as an IPayModel factory:
public interface IPaymentService
{
IPayModel CreatePayModel();
void MakePayment(IPayModel payModel);
}
public interface IPaymentService<T> : IPaymentService where T : IPayModel
{
new T CreatePayModel();
void MakePayment(T payModel);
}
public class CreditCardPayment : IPaymentService<CreditCardModel>
{
public CreditCardModel CreatePayModel()
{
return new CreditCardModel();
}
public void MakePayment(CreditCardModel payModel)
{
//Implmentation CreditCardPayment
}
IPayModel IPaymentService.CreatePayModel()
{
return CreatePayModel();
}
void IPaymentService.MakePayment(IPayModel payModel)
{
MakePayment(payModel as CreditCardModel);
}
}
Usage would then be:
IPaymentService paymentStrategy = null;
paymentStrategy = GetPaymentOption((PaymentType)1);
var payModel = (PayPalModel)paymentStrategy.CreatePayModel();
payModel.UserName = "";
payModel.Password = "";
paymentStrategy.MakePayment(payModel);
Your code is basically using the factory pattern. This is a good way to handle more than one method of payment
http://www.dotnettricks.com/learn/designpatterns/factory-method-design-pattern-dotnet

Why constrain to interface in generic typing?

What would be the point of making a constraint for an interface type on a generic in C#? For example,
public interface IHandler<in T>
where T : IProcessor
{
void Handle(T command);
}
Wouldn't it be better to simply inherit IProcessor as a generic without any constraints? What is the advantage of doing it this way?
For example,
public class FooProcessor : IProcessor<T>
{
void Handle(T command)
{
}
}
If the interface is blank then it is a marker interface.
It can be used for applying restrict about the class, outside of the class. In keeping with the example below you can restrict a decorator to only be able to decorate Handlers of IProcessor.
A very valid reason is when applying a decorator:
Let's say the command parameter interface has a couple of properties:
public interface IProcessor
{
int Id { get; }
DateTime Date { get; }
}
We can define a decorator over all handlers of IProcessor commands that have the knowledge that all the command parameters have Id and Date:
public sealed class HandlerLogger<in T> where T : IProcessor
{
private readonly ILogger logger;
private readonly IHandlerLogger<T> decorated;
public HandlerLogger(
ILogger logger,
IHandlerLogger<T> decorated)
{
this.logger = logger;
this.decorated = decorated;
}
public void Handle(T command)
{
this.logger.Log(command.Id, command.Date, typeof(T).Name);
this.decorated.Handle(command);
}
}
There are different architectural patterns that can be used to pragmatically enforce types.
For example, if you were designing an API and you wanted to allow someone to extend it but you wanted to make sure that the class that was being created to extend your framework was a certain type and had a default parameterless constructor. Using generic typed interfaces is a common way to do this.
I have created a quick example adhoc to give a relatively simple overview of why a typed interface is useful in some models / architectural design.
public class UnitOfWorkManager<T>
{
private readonly IDataRepository _dataRepository;
private List<T> _unitOfWorkItems;
public UnitOfWorkManager(IDataRepository dataRepository)
{
_dataRepository = dataRepository;
}
public void AddUnitOfWork(IUnitOfWork<T> unitOfWork)
{
this._unitOfWorkItems.Add(unitOfWork);
}
public void Execute()
{
WorkerItem previous = null;
foreach (var item in _unitOfWorkItems)
{
var repoItem = _dataRepository.Get(item.Id);
var input = new WorkerItem(item.Id, repoItem.Name, previous);
previous = input;
}
}
}
public interface IUnitOfWork<T>
where T: WorkerItem, new()
{
string Id { get; }
void Execute(T input);
}
public class WorkerItem
{
public WorkerItem(string id, string name, WorkerItem previous)
{
this.Name = name;
this.Id = id;
this.Previous = previous;
}
public string Id { get; private set; }
public string Name { get; private set; }
public WorkerItem Previous { get; private set; }
}
Hope this helps.

I want to implement singleton using DI and Unity [duplicate]

I'm new to Unity and am trying to write some Unity logic which initialises and register/resolves a singleton instance of the Email object so that it can be used across several other objects, one example below being OperationEntity.
So when it's registered it populates the Email singleton with some values from a config file, then whenever an instance of OperationEntity is created (in my case it's being deserialized) it uses that same Email singleton. So all my client logic needs to do is deserialize OperationEntity and call PerformAction() - with the email instance taken care of by Unity.
public interface IEmail
{
string FromName { get; set; }
string FromEmailAddress { get; set; }
}
public class Email : IEmail
{
public string FromName { get; set; }
public string FromEmailAddress { get; set; }
public Email(string fromName, string fromEmailAddress)
{
FromName = fromName;
FromEmailAddress = fromEmailAddress;
}
}
public class OperationEntity
{
private readonly IEmail _email;
public int OperationId { get; set; }
public string OperationName { get; set; }
public string ToAddress { get; set; }
public OperationEntity(IEmail email)
{
_email = email;
}
public void PerformAction()
{
_email.ToAddress = ToAddress;
_email.Body = "Some email body";
_email.Deliver();
}
}
Any help would be appreciated in getting this Unity code to work
public static void Register(IUnityContainer container)
{
container
.RegisterType<IEmail, Email>(
new InjectionFactory(c => new Email(
"To Name",
"to#email.com")));
var email = container.Resolve<IEmail>();
container.RegisterType<OperationEntity>(
"email", new ContainerControlledLifetimeManager(),
new InjectionConstructor(email));
}
First, you need a proper lifetime manager the ContainerControlledLifetimeManager is for singletons.
For custom initialization, you could probably use InjectionFactory
This lets you write any code which initializes the entity.
Edit1: this should help
public static void Register(IUnityContainer container)
{
container
.RegisterType<IEmail, Email>(
new ContainerControlledLifetimeManager(),
new InjectionFactory(c => new Email(
"To Name",
"to#email.com")));
}
and then
var opEntity = container.Resolve<OperationEntity>();
Edit2: To support serialization, you'd have to rebuild dependencies after you deserialize:
public class OperationEntity
{
// make it public and mark as dependency
[Dependency]
public IEmail _email { get; set;}
}
and then
OperationEntity entity = somehowdeserializeit;
// let unity rebuild your dependencies
container.BuildUp( entity );
You could use:
container.RegisterType<IEmail, Email>(new ContainerControlledLifetimeManager());
If IEmail is a singleton with no dependencies (just custom arguments), you can new it up yourself:
container.RegisterInstance<IEmail>(new Email("To Name", "to#email.com"));
That will register the supplied instance as a singleton for the container.
Then you just resolve the service:
container.Resolve<OperationEntity>();
And because you are resolving a concrete type, there is no registration required. Nevertheless, if you would like that service to also be a singleton, you can register it using ContainerControlledLifetimeManager and then all calls to resolve (or when injecting it as a dependency to another class) will return the same instance:
container.RegisterType<OperationEntity>(new ContainerControlledLifetimeManager());
You can, for example, use this code:
public class example : MonoBehaviour
{
public static example instance;
public void Start()
{
(!instance)
instance = this;
}
}
You could implement your own singleton class and extend any class form it.
public class MyClass : MonoBehaviour {
private static MyClass _instance;
public static MyClass Instance { get { return _instance; } }
private void Awake()
{
if (_instance != null && _instance != this)
{
Destroy(this.gameObject);
} else {
_instance = this;
}
}
}

How to export parts from an object not instantiated by the MEF container

Introduction
Class SessionModel is a service locator providing several services (I am going to elaborate my system architecture in the future, but for now I need to do it that way).
Code
I edited the following code part to be a Short, Self Contained, Correct (Compilable), Example (SSCCE):
using System;
using System.ComponentModel.Composition;
using System.ComponentModel.Composition.Hosting;
namespace ConsoleApplication1
{
internal class Program
{
private static void Main(string[] args)
{
var sessionModel = new SessionModel(3);
// first case (see text down below):
var compositionContainer = new CompositionContainer();
// second case (see text down below):
//var typeCatalog = new TypeCatalog(typeof (SessionModel));
//var compositionContainer = new CompositionContainer(typeCatalog);
compositionContainer.ComposeExportedValue(sessionModel);
var someService = compositionContainer.GetExportedValue<ISomeService>();
someService.DoSomething();
}
}
public class SessionModel
{
private int AValue { get; set; }
[Export]
public ISomeService SomeService { get; private set; }
public SessionModel(int aValue)
{
AValue = aValue;
// of course, there is much more to do here in reality:
SomeService = new SomeService();
}
}
public interface ISomeService
{
void DoSomething();
}
public class SomeService : ISomeService
{
public void DoSomething()
{
Console.WriteLine("DoSomething called");
}
}
}
Problem
I would like MEF to consider the parts (i.e. SomeService) exported by the service locator when composing other parts, but unfortunately this does not work.
First Case
When I try to get the exported value for ISomeService there is a System.ComponentModel.Composition.ImportCardinalityMismatchException telling me there are no exports with this contract name and required type identity (ConsoleApplication1.ISomeService).
Second Case
If I create the CompositionContainer using the TypeCatalog the exception is slightly different. It is a System.ComponentModel.Composition.CompositionException telling me MEF doesn't find a way to create a ConsoleApplication1.SessionModel (which is right and the reason why I am doing it myself).
Additional Information
mefx says for both cases:
[Part] ConsoleApplication1.SessionModel from: DirectoryCatalog (Path=".")
[Export] ConsoleApplication1.SessionModel.SomeService (ContractName="ConsoleApplication1.ISomeService")
[Part] ConsoleApplication1.SessionModel from: AssemblyCatalog (Assembly="ConsoleApplication1, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null")
[Export] ConsoleApplication1.SessionModel.SomeService (ContractName="ConsoleApplication1.ISomeService")
What do I have to do? Is this possible with MEF or do I have to use Unity or StructureMap, or something else? Can this be done implementing an ExportProvider?
OK, that's how I did it:
I implemented my own SessionModelExportProvider finding exports in my SessionModel (see code below). Class SessionModelExport is just for holding the export data and – instead of creating an instance of a service – returning the value of the property of the SessionModel.
public class SessionModelExportProvider : ExportProvider
{
private List<Export> Exports { get; set; }
public SessionModelExportProvider(SessionModel sessionModel)
{
// get all the properties of the session model having an Export attribute
var typeOfSessionModel = typeof (SessionModel);
PropertyInfo[] properties = typeOfSessionModel.GetProperties();
var propertiesHavingAnExportAttribute =
from p in properties
let exportAttributes = p.GetCustomAttributes(typeof (ExportAttribute), false)
where exportAttributes.Length > 0
select new
{
PropertyInfo = p,
ExportAttributes = exportAttributes
};
// creating Export objects for each export
var exports = new List<Export>();
foreach (var propertyHavingAnExportAttribute in propertiesHavingAnExportAttribute)
{
var propertyInfo = propertyHavingAnExportAttribute.PropertyInfo;
foreach (ExportAttribute exportAttribute in propertyHavingAnExportAttribute.ExportAttributes)
{
string contractName = exportAttribute.ContractName;
if (string.IsNullOrEmpty(contractName))
{
Type contractType = exportAttribute.ContractType ?? propertyInfo.PropertyType;
contractName = contractType.FullName;
}
var metadata = new Dictionary<string, object>
{
{CompositionConstants.ExportTypeIdentityMetadataName, contractName},
{CompositionConstants.PartCreationPolicyMetadataName, CreationPolicy.Shared}
};
var exportDefinition = new ExportDefinition(contractName, metadata);
var export = new SessionModelExport(sessionModel, propertyInfo, exportDefinition);
exports.Add(export);
}
}
Exports = exports;
}
protected override IEnumerable<Export> GetExportsCore(ImportDefinition definition,
AtomicComposition atomicComposition)
{
return Exports.Where(e => definition.IsConstraintSatisfiedBy(e.Definition));
}
}
public class SessionModelExport : Export
{
private readonly SessionModel sessionModel;
private readonly PropertyInfo propertyInfo;
private readonly ExportDefinition definition;
public SessionModelExport(SessionModel sessionModel, PropertyInfo propertyInfo, ExportDefinition definition)
{
this.sessionModel = sessionModel;
this.propertyInfo = propertyInfo;
this.definition = definition;
}
public override ExportDefinition Definition
{
get { return definition; }
}
protected override object GetExportedValueCore()
{
var value = propertyInfo.GetValue(sessionModel, null);
return value;
}
}
The problem is that the SomeService is an instance property. You could have several SessionModel objects in your system, and MEF would have no way of knowing which SessionModel is returning the ISomeService instance that is supposed to be matched to an import.
Instead, just make SessionModel a static class and SomeService a static property. Alternatively, make SessionModel a singleton. The SomeService property would still be static, but would export the service from the one-and-only instance of SessionModel.
using System;
using System.ComponentModel.Composition;
using System.ComponentModel.Composition.Hosting;
using System.ComponentModel.Composition.ReflectionModel;
using System.Reflection;
using System.Linq;
namespace ConsoleApplication1
{
internal class Program
{
private static void Main(string[] args)
{
var catalogs = new AggregateCatalog();
var catalog = new System.ComponentModel.Composition.Hosting.AssemblyCatalog(Assembly.GetExecutingAssembly());
catalogs.Catalogs.Add(catalog);
var sessionModel = new SessionModel(3);
var container = new CompositionContainer(catalog);
ISomeService someService = container.GetExportedValueOrDefault<ISomeService>(sessionModel.cname);
if (someService != null)
{
someService.DoSomething();
}
}
}
public class SessionModel
{
private int AValue { get; set; }
//[Import("One",typeof(ISomeService))]
//public ISomeService SomeService { get; private set; }
public SessionModel(int aValue)
{
AValue = aValue;
// of course, there is much more to do here in reality:
}
public string cname { get { return "One"; } }
}
public class SessionModel1
{
private int AValue { get; set; }
//[Import("Two",typeof(ISomeService))]
//public ISomeService SomeService { get; private set; }
public SessionModel1(int aValue)
{
AValue = aValue;
}
public string cname { get { return "Two"; } }
}
public interface ISomeService
{
void DoSomething();
}
[Export("One",typeof(ISomeService))]
public class SomeService : ISomeService
{
public SomeService()
{
Console.WriteLine("Some Service Called");
}
public void DoSomething()
{
Console.WriteLine("DoSomething called");
Console.ReadKey();
}
}
[Export("Two",typeof(ISomeService))]
public class SomeService1 : ISomeService
{
public SomeService1()
{
Console.WriteLine("Some Service1 Called");
}
public void DoSomething()
{
Console.WriteLine("DoSomething called 1");
Console.ReadKey();
}
}
}
First case: By passing sessionModel to ComposeExportedValue you add a part of type SessionModel and not of ISomeService. To make this case work you nee to pass the service to ComposeExportedValue.
compositionContainer.ComposeExportedValue(sessionModel.SomeService);
Second case: In this case you leave the creation of parts to the container. The container can create new parts if there is either a parameter-less constructor or a constructor with parameters decorated with the ImportingConstructorAttribute. This most probably means that you will need to change your design a bit.
Personally I would go with the first case, but try to keep this to a minimum. After all the normal (and suggested) usage of MEF is letting the container create and handle parts.

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