Creating plugin instances with context using DI - c#

I'm refactoring our application to include Dependency Injection (via constructor injection) and have run into a tricky corner-case:
We currently have ImageViewer objects that when instantiated search the assembly for ImageViewerPlugin (an abstract base class) instances, instantiating them using reflection. This is done in the constructor of the ImageViewer using a method (called in a loop for all concrete plugin types) that is similar to:
private ImageViewerPlugin LoadPlugin(Type concretePluginType)
{
var pluginConstructor = concretePluginType.GetConstructor(
BindingFlags.Instance | BindingFlags.DeclaredOnly | BindingFlags.Public,
null,
new[] { typeof(ImageViewer) },
null);
return (ImageViewerPlugin) pluginConstructor.Invoke(
new object[] { constructorParameter });
}
The ImageViewerPlugin class looks roughly like this:
internal ImageViewerPlugin
{
protected ImageViewer _viewer;
protected ImageViewerPlugin(ImageViewer viewer)
{
_viewer = viewer;
}
}
A concrete implementation looks roughly like this:
internal AnImageViewerPlugin
{
public AnImageViewerPlugin(ImageViewer viewer) : base(viewer)
{
}
}
Each ImageViewer instance has its own collection of ImageViewerPlugin instances.
Now that the application being refactored to use a DI container and constructor injection I'm discovering that these plugins have dependencies (which were previously hidden through the use of global static classes) that need to be resolved by the DI container, but I'm not sure how to do that without using a Service Locator (an anti-pattern).
The most sensible solution seems to be to create these plugin instances using DI. This would allow me to add extra constructor parameters to have the dependencies they rely on injected via constructor injection. But if I do that, how can I pass a specific viewer parameter value while having the rest of the parameter values injected?
I thought an ImageViewerPluginFactory would help to achieve this but can't see how to implement such a factory as each plugin is likely to have a different constructor signature.
How can I solve this scenario? Or am I approaching this totally the wrong way?

So you have an ImageViewer that depends on a collection of ImageViewerPlugin instances, which each depend on n ImageViewer that depends on a collection of ImageViewerPlugin instances, which each depend on n ImageViewer that depends on a collection of ImageViewerPlugin instances, which each depend on an ... well you get the picture :-)
This is a circular reference. Leaving the whole DI container thing aside, how would you create this hierarchy when doing this manually? With constructor injection you can't. It can be seen from the following example:
var plugin = new ImageViewerPlugin( [what goes here?] );
var viewer = new ImageViewer(plugin);
You will have to break this dependency cycle somehow and the general advice is to fall back on property injection in this case:
var plugin = new ImageViewerPlugin();
var viewer = new ImageViewer(plugin);
// Property injection
plugin.Viewer = viewer;
But even more, you should take a good look at the design of the application, since a circular reference often is an indication of a problem in the design. For instance, take a good look what behavior the plugin needs from the viewer and what behavior the viewer needs from the plugins. You might be able to extract this to another class, as follows:
var imageServices = new ImageServices();
var plugin = new ImageViewerPlugin(imageServices);
var viewer = new ImageViewer(imageServices, plugin);
This solves the problem completely, but it depends on your situation whether this is feasible.
With the last solution, registration with Simple Injector would be rather straight forward. When breaking the dependency using property injection, you can make use of the RegisterInitializer(Action) method. It allows you to break the dependency cycle. For instance:
container.RegisterInitializer<ImageViewer>(viewer =>
{
foreach (var plugin in viewer.Plugins)
{
plugin.Viewer = viewer;
}
});

Related

Dependency Injection in Akka .NET with state constructor parameters

Having something like a string parameter in a constructor makes dependency injection very messy. Think:
public class CurrencyActor
{
public CurrencyActor(string currency, IRepository repository)
{
...
There have been other questions (such as this one) to address this particular problem with dependency injection. Often this is solved by rethinking the design and refactoring.
However, what if it actually makes sense to have multiple versions of an object that are each responsible for different data (e.g. a CurrencyActor for each currency)? This is pretty normal when using an actor model such as Akka .NET, but makes sense even outside that domain.
What is the best way to create these multiple instances using dependency injection while passing in the initial state they need?
Having a dependency in a constructor is not messy, it's very very common. There is nothing wrong with this.
You could create a default props static method on the CurrencyActor that takes in your dependencies:
public static Props CreateProps(string currency, Irepository repo)
{
return Props.Create(() => new CurrrncyActor(currency, repo));
}
Then create as many as you like:
var usCurrency = system.ActorOf(CurrencyActor.CreateProps("US", someRepo), "US");
var swedishCurrency = system.ActorOf(CurrencyActor.CreateProps("SEK", someRepo), "SEK");
[Update]
Regarding the use of DI containers with Akka, this was listed as no. 2 out of the top 7 mistakes people make when using akka.net
https://petabridge.com/blog/top-7-akkadotnet-stumbling-blocks/
Thus it’s considered to be a good practice for actors to manage their own dependencies, rather than delegate that work to a DI framework.
So basically don't do it. And if you must, according to that article, Autofac is the best choice
[Update 2]
If you want to dynamically create new instances of the same Actor but change some initial state, then you could have a Supervisor that is responsible for creating them:
public class MatchesSupervisor : ReceiveActor
{
List<IActorRef> _matches = new List<IActorRef>();
public void MatchesSupervisor()
{
Receive<SomeCommandToStartANewMatch>(msg =>
{
// store the currently active matches somewhere, maybe on a FullTime message they would get removed?
_matches.Add(Context.ActorOf(MatchActor.Create(msg.SomeMatchId)));
}
}
}
In the above example, there is no DI container being used, and if each MatchActor needed something else, like an IRepository, then this would be passed into the MatchesSupervisor when it is created, and subsequently passed to each MatchActor when they are created.
It also kinda depends where the state is coming from, and what the mechanism is for starting a new Match - i've just presumed some other Actor is sending a message.
(I'm typing on an ipad so the above code might not actually compile but hopefully you get the idea, i also left out an implementation of MatchActor, but it would just be an Actor that gets some values passed into its constructor)
Hope this helps!

Ninject Auto Instantiate singleton instance [duplicate]

I have some services in my asp.net mvc application that listen for AMQP messages and invoke methods.
No controllers depend on this, so it won't get instantiated on its own.
I could instantiate it manually, explicitly providing its dependencies with kernel.Get but it feels like I shouldn't have to do that.
Can I make Ninject instantiate classes in singleton scope eagerly even when nothing else depends on it?
You cannot have ninject instantiate stuff in case you don't ask it to instantiate something yourself.
The simple way is to ask ninject to instantiate things at composition root:
var kernel = new StandardKernel();
kernel.Bind<IFoo>().To<Foo>();
kernel.Load(AppDomain.CurrentDomain.GetAssemblies()); // loads all modules in assemlby
//...
// resolution root completely configured
kernel.Resolve<IFooSingleton>();
kernel.Resolve<IBarSIngleton>();
There is one alternative, actually, which is not the same, but can be used to achieve a similar effect. It requires that there is at least one single other service instantiated soon enough: Ninject.Extensions.DependencyCreation.
It works like this:
kernel.Bind<string>().ToConstant("hello");
kernel.Bind<ISingletonDependency>().To<SingletonDependency>()
.InSingletonScope();
kernel.DefineDependency<string, ISingletonDependency>();
kernel.Get<string>();
// when asking for a string for the first time
// ISingletonDependency will be instantiated.
// of course you can use any other type instead of string
Why
Ninject is unlike some other containers (for example Autofac) not "built" in stages. There's no concept of first creating the bindings, and then creating the kernel to use them. The following is perfectly legal:
kernel.Bind<IFoo>()...
kernel.Get<IFoo>()...
kernel.Bind<IBar>()...
kernel.Get<IBar>()...
so ninject can't possibly know when you want the singletons to be instantiated. With autofac it's clear and easy:
var containerBuilder = new ContainerBuilder();
containerBuilder
.RegisterType<Foo>()
.AutoActivate();
var container = containerBuilder.Build(); // now
Coming from Guice in Java, I've sorely missed the pattern of eager singletons. They are useful in scenarios where for example modules act as plugins. If you imagine that a service is assembled from modules that are specified in a configuration, you could see a problem of then also trying to specify what this module needs to be auto-instantiated when the application is started.
For me the module is where the composition of the application is defined and separating eager singletons into another place in the code feels more clunky and less intuitive.
Anyway, I've been able to very easily implement this as a layer on top of Ninject, here's the code:
public static class EagerSingleton
{
public static IBindingNamedWithOrOnSyntax<T> AsEagerSingleton<T>(this IBindingInSyntax<T> binding)
{
var r = binding.InSingletonScope();
binding.Kernel.Bind<IEagerSingleton>().To<EagerSingleton<T>>().InSingletonScope();
return r;
}
}
public interface IEagerSingleton { }
public class EagerSingleton<TComponent> : IEagerSingleton
{
public EagerSingleton(TComponent component)
{
// do nothing. DI created the component for this constructor.
}
}
public class EagerSingletonSvc
{
public EagerSingletonSvc(IEagerSingleton[] singletons)
{
// do nothing. DI created all the singletons for this constructor.
}
}
After you've created your kernel, add a single line:
kernel.Get<EagerSingletonSvc>(); // activate all eager singletons
You use it in a module like this:
Bind<UnhandledExceptionHandlerSvc>().ToSelf().AsEagerSingleton();

Dependency Injection and the Strategy Pattern

There is an enormous amount of discussion on this topic, but everyone seems to miss an obvious answer. I'd like help vetting this "obvious" IOC container solution. The various conversations assume run-time selection of strategies and the use of an IOC container. I will continue with these assumptions.
I also want to add the assumption that it is not a single strategy that must be selected. Rather, I might need to retrieve an object-graph that has several strategies found throughout the nodes of the graph.
I will first quickly outline the two commonly proposed solutions, and then I will present the "obvious" alternative that I'd like to see an IOC container support. I will be using Unity as the example syntax, though my question is not specific to Unity.
Named Bindings
This approach requires that every new strategy has a binding manually added:
Container.RegisterType<IDataAccess, DefaultAccessor>();
Container.RegisterType<IDataAccess, AlphaAccessor>("Alpha");
Container.RegisterType<IDataAccess, BetaAccessor>("Beta");
...and then the correct strategy is explicitly requested:
var strategy = Container.Resolve<IDataAccess>("Alpha");
Pros: Simple, and supported by all IOC Containers
Cons:
Typically binds the caller to the IOC Container, and certainly requires the caller to know something about the strategy (such as the name "Alpha").
Every new strategy must be manually added to the list of bindings.
This approach is not suitable for handling multiple strategies in an object graph. In short, it does not meet requirements.
Abstract Factory
To illustrate this approach, assume the following classes:
public class DataAccessFactory{
public IDataAccess Create(string strategy){
return //insert appropriate creation logic here.
}
public IDataAccess Create(){
return //Choose strategy through ambient context, such as thread-local-storage.
}
}
public class Consumer
{
public Consumer(DataAccessFactory datafactory)
{
//variation #1. Not sufficient to meet requirements.
var myDataStrategy = datafactory.Create("Alpha");
//variation #2. This is sufficient for requirements.
var myDataStrategy = datafactory.Create();
}
}
The IOC Container then has the following binding:
Container.RegisterType<DataAccessFactory>();
Pros:
The IOC Container is hidden from consumers
The "ambient context" is closer to the desired result but...
Cons:
The constructors of each strategy might have different needs. But now the responsibility of constructor injection has been transferred to the abstract factory from the container. In other words, every time a new strategy is added it may be necessary to modify the corresponding abstract factory.
Heavy use of strategies means heavy amounts of creating abstract factories. It would be nice if the IOC container simply gave a little more help.
If this is a multi-threaded application and the "ambient context" is indeed provided by thread-local-storage, then by the time an object is using an injected abstract-factory to create the type it needs, it may be operating on a different thread which no longer has access to the necessary thread-local-storage value.
Type Switching / Dynamic Binding
This is the approach that I want to use instead of the above two approaches. It involves providing a delegate as part of the IOC container binding. Most all IOC Containers already have this ability, but this specific approach has an important subtle difference.
The syntax would be something like this:
Container.RegisterType(typeof(IDataAccess),
new InjectionStrategy((c) =>
{
//Access ambient context (perhaps thread-local-storage) to determine
//the type of the strategy...
Type selectedStrategy = ...;
return selectedStrategy;
})
);
Notice that the InjectionStrategy is not returning an instance of IDataAccess. Instead it is returning a type description that implements IDataAccess. The IOC Container would then perform the usual creation and "build up" of that type, which might include other strategies being selected.
This is in contrast to the standard type-to-delegate binding which, in the case of Unity, is coded like this:
Container.RegisterType(typeof(IDataAccess),
new InjectionFactory((c) =>
{
//Access ambient context (perhaps thread-local-storage) to determine
//the type of the strategy...
IDataAccess instanceOfSelectedStrategy = ...;
return instanceOfSelectedStrategy;
})
);
The above actually comes close to satisfying the overall need, but definitely falls short of the hypothetical Unity InjectionStrategy.
Focusing on the first sample (which used a hypothetical Unity InjectionStrategy):
Pros:
Hides the container
No need either to create endless abstract factories, or have consumers fiddle with them.
No need to manually adjust IOC container bindings whenever a new strategy is available.
Allows the container to retain lifetime management controls.
Supports a pure DI story, which means that a multi-threaded app can create the entire object-graph on a thread with the proper thread-local-storage settings.
Cons:
Because the Type returned by the strategy was not available when the initial IOC container bindings were created, it means there may be a tiny performance hit the first time that type is returned. In other words, the container must on-the-spot reflect the type to discover what constructors it has, so that it knows how to inject it. All subsequent occurrences of that type should be fast, because the container can cache the results it found from the first time. This is hardly a "con" worth mentioning, but I'm trying for full-disclosure.
???
Is there an existing IOC container that can behave this way? Anyone have a Unity custom injection class that achieves this effect?
As far as I can tell, this question is about run-time selection or mapping of one of several candidate Strategies.
There's no reason to rely on a DI Container to do this, as there are at least three ways to do this in a container-agnostic way:
Use a Metadata Role Hint
Use a Role Interface Role Hint
Use a Partial Type Name Role Hint
My personal preference is the Partial Type Name Role Hint.
I have achieved this requirement in many forms over the last couple of years. Firstly let's pull the main points I can see in your post
assume run-time selection of strategies and the use of an IOC container ... add the assumption that it is not a single strategy that must be selected. Rather, I might need to retrieve an object-graph that has several strategies ... [must not] binds the caller to the IOC Container ... Every new strategy must [not need to] be manually added to the list of bindings ... It would be nice if the IOC container simply gave a little more help.
I have used Simple Injector as my container of choice for some time now and one of the drivers for this decision is that it has extensive support for generics. It is through this feature that we will implement your requirements.
I'm a firm believer that the code should speak for itself so I'll jump right in ...
I have defined an extra class ContainerResolvedClass<T> to demonstrate that Simple Injector finds the right implementation(s) and successfully injects them into a constructor. That is the only reason for the class ContainerResolvedClass<T>. (This class exposes the handlers that are injected into it for test purposes via result.Handlers.)
This first test requires that we get one implementation back for the fictional class Type1:
[Test]
public void CompositeHandlerForType1_Resolves_WithAlphaHandler()
{
var container = this.ContainerFactory();
var result = container.GetInstance<ContainerResolvedClass<Type1>>();
var handlers = result.Handlers.Select(x => x.GetType());
Assert.That(handlers.Count(), Is.EqualTo(1));
Assert.That(handlers.Contains(typeof(AlphaHandler<Type1>)), Is.True);
}
This second test requires that we get one implementation back for the fictional class Type2:
[Test]
public void CompositeHandlerForType2_Resolves_WithAlphaHandler()
{
var container = this.ContainerFactory();
var result = container.GetInstance<ContainerResolvedClass<Type2>>();
var handlers = result.Handlers.Select(x => x.GetType());
Assert.That(handlers.Count(), Is.EqualTo(1));
Assert.That(handlers.Contains(typeof(BetaHandler<Type2>)), Is.True);
}
This third test requires that we get two implementations back for the fictional class Type3:
[Test]
public void CompositeHandlerForType3_Resolves_WithAlphaAndBetaHandlers()
{
var container = this.ContainerFactory();
var result = container.GetInstance<ContainerResolvedClass<Type3>>();
var handlers = result.Handlers.Select(x => x.GetType());
Assert.That(handlers.Count(), Is.EqualTo(2));
Assert.That(handlers.Contains(typeof(AlphaHandler<Type3>)), Is.True);
Assert.That(handlers.Contains(typeof(BetaHandler<Type3>)), Is.True);
}
These tests seems to meet your requirements and best of all no containers are harmed in the solution.
The trick is to use a combination of parameter objects and marker interfaces. The parameter objects contain the data for the behaviour (i.e. the IHandler's) and the marker interfaces govern which behaviours act on which parameter objects.
Here are the marker interfaces and parameter objects - you'll note that Type3 is marked with both marker interfaces:
private interface IAlpha { }
private interface IBeta { }
private class Type1 : IAlpha { }
private class Type2 : IBeta { }
private class Type3 : IAlpha, IBeta { }
Here are the behaviours (IHandler<T>'s):
private interface IHandler<T> { }
private class AlphaHandler<TAlpha> : IHandler<TAlpha> where TAlpha : IAlpha { }
private class BetaHandler<TBeta> : IHandler<TBeta> where TBeta : IBeta { }
This is the single method that will find all implementations of an open generic:
public IEnumerable<Type> GetLoadedOpenGenericImplementations(Type type)
{
var types =
from assembly in AppDomain.CurrentDomain.GetAssemblies()
from t in assembly.GetTypes()
where !t.IsAbstract
from i in t.GetInterfaces()
where i.IsGenericType
where i.GetGenericTypeDefinition() == type
select t;
return types;
}
And this is the code that configures the container for our tests:
private Container ContainerFactory()
{
var container = new Container();
var types = this.GetLoadedOpenGenericImplementations(typeof(IHandler<>));
container.RegisterAllOpenGeneric(typeof(IHandler<>), types);
container.RegisterOpenGeneric(
typeof(ContainerResolvedClass<>),
typeof(ContainerResolvedClass<>));
return container;
}
And finally, the test class ContainerResolvedClass<>
private class ContainerResolvedClass<T>
{
public readonly IEnumerable<IHandler<T>> Handlers;
public ContainerResolvedClass(IEnumerable<IHandler<T>> handlers)
{
this.Handlers = handlers;
}
}
I realise this post is a quite long, but I hope it clearly demonstrates a possible solution to your problem ...
This is a late response but maybe it will help others.
I have a pretty simple approach. I simply create a StrategyResolver to not be directly depending on Unity.
public class StrategyResolver : IStrategyResolver
{
private IUnityContainer container;
public StrategyResolver(IUnityContainer unityContainer)
{
this.container = unityContainer;
}
public T Resolve<T>(string namedStrategy)
{
return this.container.Resolve<T>(namedStrategy);
}
}
Usage:
public class SomeClass: ISomeInterface
{
private IStrategyResolver strategyResolver;
public SomeClass(IStrategyResolver stratResolver)
{
this.strategyResolver = stratResolver;
}
public void Process(SomeDto dto)
{
IActionHandler actionHanlder = this.strategyResolver.Resolve<IActionHandler>(dto.SomeProperty);
actionHanlder.Handle(dto);
}
}
Registration:
container.RegisterType<IActionHandler, ActionOne>("One");
container.RegisterType<IActionHandler, ActionTwo>("Two");
container.RegisterType<IStrategyResolver, StrategyResolver>();
container.RegisterType<ISomeInterface, SomeClass>();
Now, the nice thing about this is that I will never have to touch the StrategyResolver ever again when adding new strategies in the future.
It's very simple. Very clean and I kept the dependency on Unity to a strict minimum. The only time I would have touch the StrategyResolver is if I decide to change container technology which is very unlikely to happen.
Hope this helps!
I generally use a combination of your Abstract Factory and Named Bindings options. After trying many different approaches, I find this approach to be a decent balance.
What I do is create a factory that essentially wraps the instance of the container. See the section in Mark's article called Container-based Factory. As he suggests, I make this factory part of the composition root.
To make my code a little cleaner and less "magic string" based, I use an enum to denote the different possible strategies, and use the .ToString() method to register and resolve.
From your Cons of these approaches:
Typically binds the caller to the IOC Container
In this approach, the container is referenced in the factory, which is part of the Composition Root, so this is no longer an issue (in my opinion).
. . . and certainly requires the caller to know something about the strategy (such as the
name "Alpha").
Every new strategy must be manually added to the list
of bindings. This approach is not suitable for handling multiple
strategies in an object graph. In short, it does not meet
requirements.
At some point, code needs to be written to acknowledge the mapping between the structure that provides the implementation (container, provider, factory, etc.) and the code that requires it. I don't think you can get around this unless you want to use something that is purely convention-based.
The constructors of each strategy might have different needs. But now the responsibility of constructor injection has been transferred to the abstract factory from the container. In other words, every time a new strategy is added it may be necessary to modify the corresponding abstract factory.
This approach solves this concern completely.
Heavy use of strategies means heavy amounts of creating abstract factories.[...]
Yes, you will need one abstract factory for each set of strategies.
If this is a multi-threaded application and the "ambient context" is indeed provided by thread-local-storage, then by the time an object is using an injected abstract-factory to create the type it needs, it may be operating on a different thread which no longer has access to the necessary thread-local-storage value.
This will no longer be an issue since TLC will not be used.
I don't feel that there is a perfect solution, but this approach has worked well for me.

What is an IOC container actually doing for me here?

So I've refactored completely to constructor injection, and now I have a bootstrapper class that looks similar to this:
var container = new UnityContainer();
container.RegisterType<Type1, Impl1>();
container.RegisterType<Type2, Impl2>();
container.RegisterType<Type3, Impl3>();
container.RegisterType<Type4, Impl4>();
var type4Impl = container.Resolve((typeof)Type4) as Type4;
type4Impl.Run();
I stared at it for a second before realizing that Unity is really not doing anything special here for me. Leaving out the ctor sigs, the above could be written as:
Type1 type1Impl = Impl1();
Type2 type2Impl = Impl2();
Type3 type3Impl = Impl3(type1Impl, type2Impl);
Type4 type4Impl = Impl4(type1Impl, type3Impl);
type4Impl.Run();
The constructor injection refactoring is great and really opens up the testability of the code. However, I'm doubting the usefulness of Unity here. I realize I may be using the framework in a limited manner (ie not injecting the container anywhere, configuring in code rather than XML, not taking advantage of lifetime management options), but I am failing to see how it is actually helping in this example. I've read more than one comment with the sentiment that DI is better off simply used as a pattern, without a container. Is this a good example of that situation? What other benefits does this solution provide that I am missing out on?
I have found that a DI container becomes valuable when you have many types in the container that are dependent on each other. It is at that point that the auto-wire-up capability of a container shines.
If you find that you are referring to the container when you are getting object out of, then you are really following the Service Locator pattern.
To some extent you're right. Inversion of control does not need to mean using IoC container at all. If your object graph is small enough and convenient enough to be created at once in some kind of bootstrapping code, that's inversion of control, too.
But using an IoC tools simplifies the object creation in case of more complex scenarios. Using IoC tools you can manage object lifecycles, compose your object graph from different configurations or when not the whole graph is known at compile time, easily defer the object creation etc. etc.
There is no general solution. Everything depends from your specific needs. For a simple project with few classes, using IoC can be more annoying than helpful. For a big project I can't even imagine how the bootstrapping code need to look like.
See my post here for an extensive response to this question.
Most of the other answers here are correct, and say pretty much the same thing. I would add that most IoC containers allow you to auto-bind types to themselves, or use binding by convention. If you set up Unity to do that, then you can get rid of all that binding code entirely.
The difference is that you are doing the dependency injection instead of Unity doing dependency injection. In your example, you would have to know what types need to be created coupling your code to those types. You now need to know in your code that Impl1 should be created whenever you need a Type1.
Here's a simple code illustration of what other's have said (albeit taking a few liberties, property injection instead of constructor injection and assuming you've registered your types, etc).
public interface IFoo { }
public interface IBar { IFoo FooImpl { get; set; } }
public interface IBaz { IBar BarImpl { get; set; } }
public interface IBat { IBaz BazImpl { get; set; } }
As your object graph grows and dependencies are nested further and further down the graph, you'll have to provide the whole tree:
var bat = new Bat{
BazImpl = new BazImpl() {
BarImpl = new BarImpl() {
FooImpl = new FooImpl()
}
}
};
However, if you use the container correctly, all of that resolution comes based on what you've registered:
var bat = container.Resolve<IBat>()
Much like the other answers have probably stated, an IoC container is not required to perform dependency injection. It simply provides for automated dependency injection. If you don't get much of an advantage from the automation, then don't worry too much about a container, especially at the entry point of your application where you're injecting the initial objects.
There are however some things an IoC can make easier:
Lazy initialization. Autofac and a few others (not sure about Unity) can detect a constructor that takes a Func<IMyDependency> and, given a registration for an IDependency, will automatically generate the appropriate factory method. This reduces the front-loading often required in a DI system, where a lot of big objects like repositories have to be initialized and passed into the top-level object.
Sub-dependency hiding. Say class A needs to instantiate a class B, and B needs C, but A shouldn't know about C. Maybe even class Z which created A can't even know about C. This is the thing for which IoCs were created; throw A, B and C into the container, shake it up and resolve a fully-hydrated B to give to A, or a factory method which can be injected into A (automatically) and which the A can use to create all the B references it wants.
Simple "singletoning". Instead of creating and using a static singleton, an IoC can be told to create and return one and only one instance of any registered dependency no matter how many times that dependency is asked for. This allows the developer to turn any ordinary instance class into a singleton for use in the container, with no code change to the class itself required.
Your example is very simple, and the object graph would be very easily managable without using a DI framework. If this is really the extent of what is needed, doing manual DI would work fine.
The value of using a DI framework goes up very quickly as the dependency graph becomes more complex.

Typical IoC container usage - passing data down the line

I've recently started using an IoC container for the first time, but I'm not educated on the best practices for using it. More specificaly I'm using Unity in a C# .NET project, and I started using it because it came with Prism.
I use the container to resolve the "top level" objects, and they get the correct objects injected based on the container. However, I can't see the best practice clearly when I have an object with children and children's children, and I need some data from the IoC container all the way down, but not in between. How you'd typically organize the use of IoC container?
Initially I'd think that you'd pass the container everywhere it is needed instead of extracting the needed data from the container on top-level and passing this data on. But then again I get problems when I reach objects which take other specific data in addition to the injected interfaces, and I'd prefer not to inject these through properties or init-methods after resolving the object.
I hope this was clear enough, but let's look at a fictional (and slightly stupid..) example.
class Employee
{
private ICommands _commands;
priate List<Customer> _customers = new List<Customer>();
public Employee(ICommands commands)
{
_commands = commands;
}
public void AddCustomer(string customerName)
{
var customer = new Customer(customerName, _commands);
_customers.Add(customer);
}
}
class Customer
{
private string _name;
private ICommands _commands;
priate List<Case> _cases = new List<Case>();
public Customer(string, name, ICommands commands)
{
_name = name;
_commands = commands;
}
public void AddCase()
{
var case = new Case(_commands);
_cases.Add(case);
}
}
class Case {
private ICommands _commands;
public Customer(ICommands commands)
{
_commands = commands;
}
public void TriggerCommands()
{
_command.TriggerSomething();
}
}
So, this example doesn't really make much sense, but the essence is the same of what I need to do. I have some application commands I pass down the line through my ViewModel classes, because some of them need to be able to trigger commands to display something. I also have common storage, etc. which may be needed for some classes but currently are passed through and stored in middle classes. With only commands it's no big deal if you store commands or container, but would one in a typical IoC-usage pass the IoC container instead, and use this for resolving objects down the line? And what about specific data like the customer name? You can't just pass this in on the Resolve(), so you need to inject that afterwards?
Sorry - this was as short as I was able to make it. Won't require answers of the same length ;-) .. Just; what's the best practice of doing stuff like this with IoC containers?
I'm not quite sure that I understand your question. But I don't think you should be passing the container around at all. It's much easier to just create a wrapper class for the container. For example:
public class IoCContainer
{
private static ContainerType = null;
public static ContainerType Instance
{
get
{
if (_container == null)
{
string configFileName = ConfigurationManager.AppSettings[ConfigFileAppSettingName];
_container = new WindsorContainer(new XmlInterpreter(configFileName));
}
return _container;
}
}
}
Now you call this everywhere in your code.
IoCContainer.Instance.Resolve<IAwesomeService>();
Does this help you?
I'm not sure if this answers your question, but I would say that a good way to act on an application using the Unity container (also applicable to other IoC engines I think) is:
Design your classes so that all the
required dependencies are specified
in the constructor. This way you
don't need to explicitly deal with
Unity unless you need to create new
objects.
If you need to create new objects
within your classes, pass the Unity
container itself in the constructor
as well (as a reference to
IUnityContainer), and create all new
object instances by using the Resolve
method. Even for objects that are not
registered and have not dependencies,
the container will give you a proper
instance, and later you can decide to register types that were not previously registered, without changing the client code.
As for passing explicit values to resolved objects, you can specify concrete injection members when you register types (see the InjectionMembers parameter in the RegisterType class).
It seems that you need to declare factories for your entities. Resolve factories via constructor injection and pass data values via Create method. All other dependencies must be resolved via factory's constructor.
See this answer.
I'd define a static class IoC, that can be initialized with a particular container and implement methods like Resolve, Resolve(...), which in turn delegate the actual work to the container instance (you'll store this instance in a field or property). This way you don't have to pass anything around, just use
IoC.Resolve<SomeType>();
anywhere in your code.
Regarding the specific data: some containers will take a parameter and resolve depending on this parameter (Autofac has this kind of feature). Or you can always create a factory class that will have a method that accepts a set of parameters (like customer name) and returns a corresponding object instance.

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