一个武士用剑,一个用匕首

Cod*_*ops 5 c# dependency-injection ninject inversion-of-control

谢谢你的期待.我对Ninject很新,到目前为止还喜欢它.我得到了在调试模式下绑定一个东西并在发布模式下绑定另一个东西的部分.那些是全局绑定,你必须使用Ninjects示例代码声明每个Samurai都有剑或匕首.它不是/或者是一个或另一个.

我怎么做我可以拥有一把带武器的武士,另一把带有匕首的地方,如果他们愿意,他们甚至可以换武器.除了创建一堆具有不同绑定模块的内核之外,还有其他方法吗?

以下是Ninject的示例代码.如果你把它放在一个控制台应用程序中,它应该运行:

using System;
using Ninject;

namespace NinjectConsole
{
    class Program
    {

        //here is where we have to choose which weapon ever samurai must use...
        public class BindModule : Ninject.Modules.NinjectModule
        {
            public override void Load()
            {
                //Bind<IWeapon>().To<Sword>();
                Bind<IWeapon>().To<Shuriken>();
            }
        }

        class Shuriken : IWeapon
        {
            public void Hit(string target)
            {
                Console.WriteLine("Pierced {0}'s armor", target);
            }
        }

        class Sword : IWeapon
        {
            public void Hit(string target)
            {
                Console.WriteLine("Chopped {0} clean in half", target);
            }
        }

        interface IWeapon
        {
            void Hit(string target);
        }

        class Samurai
        {
            readonly IWeapon weapon;

            [Inject]
            public Samurai(IWeapon weapon)
            {
                if (weapon == null)
                    throw new ArgumentNullException("weapon");

                this.weapon = weapon;
            }

            public void Attack(string target)
            {
                this.weapon.Hit(target);
            }
        }

        static void Main(string[] args)
        {

            //here is where we bind...
            Ninject.IKernel kernel = new StandardKernel(new BindModule());

            var samurai = kernel.Get<Samurai>();
            samurai.Attack("your enemy");

            //here is I would like to do, but with DI and no local newing up...
            var warrior1 = new Samurai(new Shuriken());
            var warrior2 = new Samurai(new Sword());
            warrior1.Attack("the evildoers");
            warrior2.Attack("the evildoers");
            Console.ReadKey();
        }
    }
}
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编辑

感谢您的重播和建议.

我想出了如何获得我想要的东西.好的,所以这就是我做的:

  1. 将默认/初始绑定设置为最弱的武器.有点像新b一样.
  2. 添加了另一种武器(匕首)
  3. 扩展IWeapon以包含一个WeaponHitPoints值来评估武器值.
  4. 扩大武士包括添加和放下武器的方法,以便武士可以获得或失去武器.
  5. 修改了攻击方法以使用最好的武器.
  6. 修改程序以使用添加的功能.
  7. TODO:添加try/catch和null检查...

创建一个名为NinjectConsole的控制台项目,安装Ninject,你应该可以放入并运行它.

这是新代码:

using System;
using System.Collections.Generic;
using System.Linq;
using Ninject;

namespace NinjectConsole
{
    class Program
    {
        public class BindModule : Ninject.Modules.NinjectModule
        {
            // default bind to weakest weapon 
            public override void Load()
            {
                Bind<IWeapon>().To<Dagger>();
            }
        }

        class Dagger : IWeapon
        {
            public int WeaponHitPoints { get { return 5; } }
            public string Hit(string target)
            {
                return String.Format("Stab {0} to death", target);
            }
        }

        class Shuriken : IWeapon
        {
            public int WeaponHitPoints { get { return 9; } }

            public string Hit(string target)
            {
                return String.Format("Pierced {0}'s armor", target);
            }
        }

        class Sword : IWeapon
        {
            public int WeaponHitPoints { get { return 11; } }

            public string Hit(string target)
            {
                return string.Format("Chopped {0} clean in half", target);
            }
        }

        interface IWeapon
        {
            int WeaponHitPoints { get; }
            string Hit(string target);
        }

        private class Samurai
        {
            private IEnumerable<IWeapon> _allWeapons;

            public Samurai(IWeapon[] allWeapons)
            {
                if (!allWeapons.Any())
                    throw new ArgumentException("Samurai");

                _allWeapons = allWeapons;
            }

            public void AddWeapon(IWeapon weapon)
            {  //TODO: check for nulls...
                _allWeapons = _allWeapons.Concat(new[] { weapon });
            }

            public void DropWeapon(IWeapon weapon)
            {  //TODO: check for nulls...
                Console.WriteLine("A Samurai got rid of a " + weapon.WeaponName);

                _allWeapons = _allWeapons.Where(x => x.WeaponName != weapon.WeaponName);
            }

            public void Attack(string target)
            {
                int points = 0;

                try
                {
                    points = _allWeapons.Max(x => x.WeaponHitPoints);
                }
                catch ()
                {
                    Console.WriteLine("You just punched " + target + " on the nose!");
                }

                var attackWeapon = _allWeapons.FirstOrDefault(i => i.WeaponHitPoints == points);

                //TODO: check for nulls... 
                Console.WriteLine(attackWeapon.Hit(target));
            }
        }

        static void Main(string[] args)
        {
            Ninject.IKernel kernel = new StandardKernel(new BindModule());

            var samurai1 = kernel.Get<Samurai>();
            var samurai2 = kernel.Get<Samurai>();

            Console.WriteLine("Samurai #1");
            samurai1.Attack("your enemy");

            samurai2.AddWeapon(new Shuriken());

            Console.WriteLine("\nSamurai #2 selects best weapon for attack");
            samurai2.Attack("your enemy");

            Console.WriteLine("\nSamurai #1 gets new weapon!");
            samurai1.AddWeapon(new Sword());

            Console.WriteLine("Samurai #1 selects best weapon for attack");
            samurai1.Attack("your enemy");

            Console.ReadKey();
        }
    }
}
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mip*_*e34 4

一般来说,除非您指定一些条件,否则您无法使用 IOC 容器来实现此目的,而应满足这些条件才能选择正确的实现(武器)。容器需要知道在当前情况下选择哪一种实现。

我建议,您正在寻找某种上下文绑定

Ninject 中有很多条件绑定方法(请参阅上面的链接)。我选择了命名绑定,因为它对于示例来说非常简单。

命名绑定

根据配置的名称解析依赖关系。

kernel.Bind<Samurai>().ToSelf().Named("SwordMaster");
kernel.Bind<Samurai>().ToSelf().Named("ShurikenMaster");

kernel.Bind<IWeapon>().To<Sword>().WhenParentNamed("SwordMaster");
kernel.Bind<IWeapon>().To<Shuriken>().WhenParentNamed("ShurikenMaster");

warrior1 = kernel.Get<Samurai>("SwordMaster");
warrior2 = kernel.Get<Samurai>("ShurikenMaster");
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多次注射

如果您希望Samurai能够处理多种武器,您可以声明多个绑定,IWeapon并且这些绑定可以Samurai作为集合注入。

public Samurai(IEnumerable<IWeapon> weapons)
{
     this.AllMyWeapons = weapons;
}
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