[英]avoid Circular reference when using Unity 4.0 C#
I am not sure how to avoid circular reference in following scenario. 我不确定在以下情况下如何避免循环引用。 Issue is stackoverflow due to circular reference. 由于循环引用,问题是堆栈溢出。 How do I use Lazy or another approach to resolve this? 如何使用懒惰或其他方法解决此问题? I don't like to pass the container everywhere as well. 我也不喜欢将容器传递到任何地方。
public class MySocket : ISender
{
[Dependency]
public IVehicleManager VehicleManager { get; set; }
public void Connect()
{
Console.WriteLine("MySocket: Connect");
VehicleManager.AddActiveConnection();
}
}
public class MyVehicleManager : IVehicleManager
{
[Dependency]
public ISender Sender { get; set; }
public void AddActiveConnection()
{
Console.WriteLine("MyVehicleManager: Add");
}
public void SendPacketToVehicle(ISender sender)
{
Console.WriteLine("MyVehicleManager: Passing data");
sender.SendPacket();
}
}
static void Main(string[] args)
{
UContainer = new UnityContainer();
UContainer.RegisterType<IVehicleManager, MyVehicleManager>(new ContainerControlledLifetimeManager());
UContainer.RegisterType<MySocket, MySocket>(new ContainerControlledLifetimeManager());
MySocket myInstance = UContainer.Resolve<MySocket>();
}
You can do this: 你可以这样做:
public class MySocket : ISender
{
[Dependency]
public Lazy<IVehicleManager> VehicleManager { get; set; }
public void Connect()
{
Console.WriteLine("MySocket: Connect");
VehicleManager.Value.AddActiveConnection();
}
}
But in general, you should strive to avoid circular dependencies. 但总的来说,您应该努力避免循环依赖。 I don't know your application domain, but I find it strange that MySocket
depends on IVehicleManager
. 我不知道您的应用程序域,但是我发现MySocket
依赖IVehicleManager
感到奇怪。 You should try to invert the dependency, eg by exposing an event on ISender
. 您应该尝试反转依赖关系,例如,通过在ISender
上公开一个事件。
Prper way is to create a super class that MyVehicleManager and MySocket derive from. Prper方法是创建一个MyVehicleManager和MySocket派生的超类。 Or do lazy like you suggested, or a factory. 或者像您建议的那样懒惰,或者去工厂。
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