I am trying to get IoC working with Unity in C# with the idea of a passing a wrapper/composite class into the children.
The top level class that composes multiple classes provides some common functionality that the composed classes require access to.
To illustrate:
// The top composite class
public class Context : IContext {
public ISomething SomethingProcessor { get; }
public IAnother AnotherProcessor { get; }
public Context(ISomething something, IAnother another) {
this.SomethingProcessor = something;
this.AnotherProcessor = processor;
}
// A function that individual classes need access to, which itself calls one of the children.
public string GetCommonData() {
return this.AnotherProcessor.GetMyData();
}
}
public class Something : ISomething {
private _wrapper;
public Something(IContext context) {
this._wrapper = context;
}
// This class has no knowledge of IAnother, and requests data from the master/top class, which knows where to look for whatever.
public void Do() {
Console.WriteLine(_wrapper.GetCommonData());
}
}
public class Another : IAnother {
public string GetMyData() {
return "Foo";
}
}
If you didn't use IoC, it's easy, as the constructor for the Context class becomes:
public Context() {
this.SomethingProcessor = new Processor(this);
this.AnotherProcessor = new Another();
}
But when you're using IoC, the idea of "this" doesn't exist yet because it is yet to be constructed by the injector. Instead what you have a is a circular dependency.
container.RegisterType<ISomething, Something>();
container.RegisterType<IAnother, Another>();
container.RegisterType<IContext, Context>();
var cxt = container.Resolve<IContext>(); // StackOverflowException
The above example has been greatly simplified to illustrate the concept. I'm struggling to find the "best practice" way of dealing with this kind of structure to enable IOC.
I don't know the name of this pattern, or even if it is a bad or good practice, but you can solve your problem of "double-binding" by creating a method to bind the "IContext", instead of doing it in the constructor.
For instance,
1) ISomething
has a void BindContext(IContext context)
method
2) You implement it as such :
class Something : ISomething
{
IContext _wrapper;
// ... nothing in constructor
public void BindContext(IContext context)
{
_wrapper = context;
}
}
3) Remove the IContext
dependency injection in Something constructor.
And you call it from the context constructor :
public Context(ISomething something, IAnother another) {
this.SomethingProcessor = something;
this.SomethingProcessor.BindContext(this);
// same for IAnother
}
And you do the same for IAnother
. You could even extract some common interface "IBindContext" to make things a beat more "DRY" (Don't Repeat yourself) and make IAnother
and ISomething
inherit from it.
Not tested, and again : not sure it's the best way to do such dependency design. I'll be glad if there is another answer which gives a state-of-the-art insight about this.