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You can also use the dependencyName and dependencyType attributes to specify how Unity should resolve the type for a parameter in exactly the same way as you saw for property injection. If you have more than one overload of a method in your class, Unity uses the set of parameters you define in your configuration to determine the actual method to populate and execute. Run-Time Configuration As with constructor and property injection, you can configure injection for any public method of the target class at run time by calling the RegisterType method of the Unity container. The following code achieves the same result as the configuration extract you have just seen.
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myContainer.RegisterType<MyNewObject>( new InjectionMethod("Initialize", typeof(Database), "CustomerServices") );
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In addition, you can specify the lifetime of the type, and use named dependencies, in exactly the same way as you saw for constructor injection. Configuration with Attributes You can apply the InjectionMethod attribute to a method to indicate that any types defined in parameters of the method are dependencies of the class. The following code demonstrates the most common scenario, saving the dependent object instance in a classlevel variable, for a class named MyNewObject that exposes a method named Initialize that takes as parameters instances of the type Database and an instance of a concrete type that implements the ILogger interface.
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public class MyNewObject { private Database theDB; private ILogger theLogger; [InjectionMethod] public void Initialize(Database customerDB, ILogger loggingComponent) { // assign the dependent objects to class-level variables theDB = customerDB; theLogger = loggingComponent; } }
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You can also add the Dependency attribute to a parameter to specify the name of the registration Unity should use to resolve the parameter type, just as you saw earlier for constructor injection with attributes. And, as with constructor injection, all of the parameters of the method must be resolvable through the container. If any are value types that Unity cannot create, you must ensure that you have a suitable registration in the container for that type, or use a dependency override to set the value.
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In addition to the techniques we have shown here for defining dependencies, Unity allows you to specify both the type to resolve, and its dependencies, as generic types. You can also specify dependencies that are arrays of any type, including generic types. You can even have Unity resolve all the members of an array automatically, or specify individual members of the array yourself.
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Resolving Populated Instances of Your Classes
After you have defined your object graph dependencies, you must resolve the type at the root of this hierarchy through the container to initiate the dependency injection process. In Unity, you use the Resolve method to kick off the process by specifying the type of the object whose dependencies you want Unity to populate. The following code resolves a populated instance of the MyNewObject type from the container.
MyNewObject theInstance = container.Resolve<MyNewObject>();
This returns the type registered as the default (no name was specified when it was registered). If you want to resolve a type that was registered with a name, you specify this name as a parameter of the Resolve method. You might also consider using implicit typing instead of specifying the type, to make your code less dependent on the results of the resolve process.
var theInstance = container.Resolve<MyNewObject>("Registration Name");
Alternatively, you may choose to define the returned type as the interface type when you are resolving a mapped type. For example, if you registered a type mapping between the interface IMyType and the concrete type MyNewObject, you should consider using the following code when you resolve it.
IMyType theInstance = container.Resolve<IMyType>();
Writing code that specifies an interface instead of a particular concrete type means that you can change the configuration to specify a different concrete type without needing to change your code. Unity will always return a concrete type (unless it cannot resolve an interface or abstract type that you specify; in which case an exception is thrown). You can also resolve a collection of types that are registered using named mappings (not default unnamed mappings) by calling the ResolveAll method. This may be useful if you want to check what types are registered in your run-time code, or display a list of available types. However, Unity also exposes methods that allow you to iterate over the container and obtain information about all of the registrations. We don t have room to provide a full guide to using Unity here. However, this discussion should have given you a taste of what you can achieve using dependency injection. For more detailed information about using Unity, see the documentation installed with Enterprise Library and available online at http://go.microsoft.com/ fwlink/ LinkId=188874.
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