In this tutorial we will go through of couple different ways of using custom constructor parameters when resolving an instance with Unity:
- By using the built-in ParameterOverride
- By creating a custom ResolverOverride.
Background
When you’re using a DI-container like Unity, you normally don’t have to worry about how the container resolves the new instance. You have configured the container and the container will act based on your configuration. But there may be cases where you have pass in custom constructor parameters for the resolve operation. Some may argue that this screams of bad architecture but there’s situations like bringing a DI-container to a legacy system which may require these kind of actions.
Resolved class
In this tutorial we are resolving the following test class:
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public
class
MyClass
{
public
string
Hello {
get
;
set
; }
public
int
Number {
get
;
set
; }
public
MyClass(
string
hello,
int
number)
{
Hello = hello;
Number = number;
}
}
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It is registered to the container using RegisterType-method and without passing in any parameters:
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var unity =
new
UnityContainer();
unity.RegisterType<MyClass>();
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So let’s see how we can pass in the “hello” and “number” variables for the MyClass’ constructor when calling Unity’s Resolve.
Unity ResolverOverride
Unity allows us to pass in a “ResolverOverride” when the container’s Resolve-method is called. ResolverOverride is an abstract base class and Unity comes with few of these built-in. One of them isParameterOverride which “lets you override a named parameter passed to a constructor.”
So knowing that we need to pass in a string named “hello” and an integer called “number”, we can resolve the instance with the help of ParameterOverride:
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[Test]
public void Test()
{
var unity = new UnityContainer();
unity.RegisterType<
MyClass
>();
var myObj = unity.Resolve<
MyClass
>(new ResolverOverride[]
{
new ParameterOverride(
"hello"
,
"hi there"
), new ParameterOverride(
"number"
, 21)
});
Assert.That(myObj.Hello,
Is
.EqualTo(
"hi there"
));
Assert.That(myObj.Number,
Is
.EqualTo(21));
}
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We pass in two instances of ParameterOverride. Both of these take in the name and the value of the parameter.
Custom ResolverOverride: OrderedParametersOverride
But what if you don’t like passing in the parameter names and instead you want to pass in just the parameter values, in correct order? In order to achieve this we can create a custom ResolverOverride. Here’s one way to do it:
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public
class
OrderedParametersOverride : ResolverOverride
{
private
readonly
Queue<InjectionParameterValue> parameterValues;
public
OrderedParametersOverride(IEnumerable<
object
> parameterValues)
{
this
.parameterValues =
new
Queue<InjectionParameterValue>();
foreach
(var parameterValue
in
parameterValues)
{
this
.parameterValues.Enqueue(InjectionParameterValue.ToParameter(parameterValue));
}
}
public
override
IDependencyResolverPolicy GetResolver(IBuilderContext context, Type dependencyType)
{
if
(parameterValues.Count < 1)
return
null
;
var value =
this
.parameterValues.Dequeue();
return
value.GetResolverPolicy(dependencyType);
}
}
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The parameter values are passed in through the constructor and put into a queue. When the container is resolving an instance, the parameters are used in the order which they were given to the OrderedParametersOverride.
Here’s a sample usage of the new OrderedParametersOverride:
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[Test]
public
void
TestOrderedParametersOverride()
{
var unity =
new
UnityContainer();
unity.RegisterType<MyClass>();
var myObj = unity.Resolve<MyClass>(
new
OrderedParametersOverride(
new
object
[] {
"greetings"
, 24 }));
Assert.That(myObj.Hello, Is.EqualTo(
"greetings"
));
Assert.That(myObj.Number, Is.EqualTo(24));
}
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Sample code
The above examples can be found from GitHub.