public override void Dispose() { if (this.container == null) { return; } container.Dispose(); this.container = null; }
public void DIBuilderTests_SimpleDispose() { IDiContainerBuilder containerBuilder = new DiContainerBuilder(); containerBuilder.Bind <Class1Test>().FromNew(); containerBuilder.Bind <Class3Test>() .FromNew() .WhenDispose((o) => o.Dispose()); IDiContainer container = containerBuilder.Build(); Class3Test class3Test = container.Resolve <Class3Test>(); container.Dispose(); Assert.IsNotNull(class3Test); Assert.IsTrue(class3Test.Disposed); }
/// <summary> /// Initialiseert de unity container voor de factory. /// </summary> public static void ContainerInit() { // Kunnen we dit niet gewoon in de constructor doen, en zo een // singleton implementeren? lock (ThreadLock) { if (_container != null) { // Andere container in gebruik: geef eerst vrij. _container.Dispose(); _container = null; } _container = new UnityDiContainer(); _container.InitVolgensConfigFile(); } }
public void Dispose() { container.Dispose(); }
public virtual void Dispose() { _diContainer?.Dispose(); }