/// <summary> /// /// </summary> /// <returns></returns> public IUser GetUserByAppConfiguration() { Unity.IUnityContainer unityContainer = new Unity.UnityContainer(); unityContainer.LoadConfiguration("unityContainer"); Strategy.IUser user = unityContainer.Resolve <Strategy.IUser>(); user = user.GetUserById(); return(user); }
/// <summary> /// /// </summary> /// <returns></returns> public Strategy.IUser GetUser() { //IOC容器 Unity.UnityContainer unityContainer = new Unity.UnityContainer(); unityContainer.RegisterType(typeof(Strategy.IUser), typeof(Domain.User)); Strategy.IUser user = unityContainer.Resolve <Strategy.IUser>(); return(user); }
/// <summary> /// /// </summary> /// <returns></returns> public IUser GetUserByUnityConfiguration() { Unity.IUnityContainer unityContainer = new UnityContainer(); ////根据文件名获取指定config文件 string filePath = AppDomain.CurrentDomain.BaseDirectory + @"Config\Unity.config"; var fileMap = new ExeConfigurationFileMap { ExeConfigFilename = filePath }; //从config文件中读取配置信息 Configuration configuration = ConfigurationManager.OpenMappedExeConfiguration(fileMap, ConfigurationUserLevel.None); var unitySection = (UnityConfigurationSection)configuration.GetSection("unity"); foreach (var item in unitySection.Containers) { unityContainer.LoadConfiguration(unitySection, item.Name); } Strategy.IUser user = unityContainer.Resolve <Strategy.IUser>(); user = user.GetUserById(); return(user); }