C#基于接口设计三层架构Unity篇

一、引言

面向接口(抽象)编程,是为了降低程序的耦合度,符合依赖倒置原则。因此典型的三层架构UI、BLL、DAL基于接口设计后,会拓展成UI、IBLL、BLL、IDAL、DAL。在上一篇《C# IoC学习笔记》中我们可以了解到,控制反转(IoC)使对象的创建交给了第三方IoC容器如Unity。利用Unity的IoC功能,可以对基于接口设计的三层架构做进一步的升级,搭建一个更容易实现的可配置可扩展的三层架构;利用Unity的AOP功能,使框架更加的简洁,因为它抽出了框架的公共逻辑部分。

二、项目建立

2.1、项目建立

依次新建项目UI(Client)、IBLL、BLL、IDAL、DAL、Model、Common。

2.2项目说明

三、项目之间的引用关系

3.1、对着项目名称右键->添加->引用->项目,添加各个项目的引用。

3.2、引用说明

四、项目需安装的NuGet包

五、注意事项

对Unity容器的IoC调用进行封装,Container应封装成单例模式以提高效率,此处使用MemoryCache。

5.1、在Common项目引用System.Runtime.Caching.dll,并在Helper文件夹下新建一个缓存帮助类:MemoryCacheHelper.cs。

/// <summary>    /// 内存缓存帮助类,支持绝对过期时间、滑动过期时间、文件依赖三种缓存方式。    /// </summary>    class MemoryCacheHelper    {        private static readonly object _locker1 = new object(), _locker2 = new object();        /// <summary>        /// 取缓存项,如果不存在则返回空。        /// </summary>        /// <typeparam name="T"></typeparam>        /// <param name="key"></param>        /// <returns></returns>        public static T GetCacheItem<T>(string key)        {            try            {                return (T)MemoryCache.Default[key];            }            catch            {                return default(T);            }        }        /// <summary>        /// 是否包含指定键的缓存项        /// </summary>        /// <param name="key"></param>        /// <returns></returns>        public static bool Contains(string key)        {            return MemoryCache.Default.Contains(key);        }        /// <summary>        /// 取缓存项,如果不存在则新增缓存项。        /// </summary>        /// <typeparam name="T"></typeparam>        /// <param name="key"></param>        /// <param name="cachePopulate"></param>        /// <param name="slidingExpiration"></param>        /// <param name="absoluteExpiration"></param>        /// <returns></returns>        public static T GetOrAddCacheItem<T>(string key, Func<T> cachePopulate, TimeSpan? slidingExpiration = null, DateTime? absoluteExpiration = null)        {            if (string.IsNullOrWhiteSpace(key)) throw new ArgumentException("Invalid cache key");            if (cachePopulate == null) throw new ArgumentNullException("cachePopulate");            if (slidingExpiration == null && absoluteExpiration == null) throw new ArgumentException("Either a sliding expiration or absolute must be provided");            if (MemoryCache.Default[key] == null)            {                lock (_locker1)                {                    if (MemoryCache.Default[key] == null)                    {                        T cacheValue = cachePopulate();                        if (!typeof(T).IsValueType && cacheValue == null)   //如果是引用类型且为NULL则不存缓存                        {                            return cacheValue;                        }                        var item = new CacheItem(key, cacheValue);                        var policy = CreatePolicy(slidingExpiration, absoluteExpiration);                        MemoryCache.Default.Add(item, policy);                    }                }            }            return (T)MemoryCache.Default[key];        }        /// <summary>        /// 取缓存项,如果不存在则新增缓存项。        /// </summary>        /// <typeparam name="T"></typeparam>        /// <param name="key"></param>        /// <param name="cachePopulate"></param>        /// <param name="dependencyFilePath"></param>        /// <returns></returns>        public static T GetOrAddCacheItem<T>(string key, Func<T> cachePopulate, string dependencyFilePath)        {            if (string.IsNullOrWhiteSpace(key)) throw new ArgumentException("Invalid cache key");            if (cachePopulate == null) throw new ArgumentNullException("cachePopulate");            if (MemoryCache.Default[key] == null)            {                lock (_locker2)                {                    if (MemoryCache.Default[key] == null)                    {                        T cacheValue = cachePopulate();                        if (!typeof(T).IsValueType && cacheValue == null)   //如果是引用类型且为NULL则不存缓存                        {                            return cacheValue;                        }                        var item = new CacheItem(key, cacheValue);                        var policy = CreatePolicy(dependencyFilePath);                        MemoryCache.Default.Add(item, policy);                    }                }            }            return (T)MemoryCache.Default[key];        }        /// <summary>        /// 指定缓存项的一组逐出和过期详细信息        /// </summary>        /// <param name="slidingExpiration"></param>        /// <param name="absoluteExpiration"></param>        /// <returns></returns>        private static CacheItemPolicy CreatePolicy(TimeSpan? slidingExpiration, DateTime? absoluteExpiration)        {            var policy = new CacheItemPolicy();            if (absoluteExpiration.HasValue)            {                policy.AbsoluteExpiration = absoluteExpiration.Value;            }            else if (slidingExpiration.HasValue)            {                policy.SlidingExpiration = slidingExpiration.Value;            }            policy.Priority = CacheItemPriority.Default;            return policy;        }        /// <summary>        /// 指定缓存项的一组逐出和过期详细信息        /// </summary>        /// <param name="filePath"></param>        /// <returns></returns>        private static CacheItemPolicy CreatePolicy(string filePath)        {            CacheItemPolicy policy = new CacheItemPolicy();            policy.ChangeMonitors.Add(new HostFileChangeMonitor(new List<string>() { filePath }));            policy.Priority = CacheItemPriority.Default;            return policy;        }        /// <summary>        /// 移除指定键的缓存项        /// </summary>        /// <param name="key"></param>        public static void RemoveCacheItem(string key)        {            if (Contains(key))            {                MemoryCache.Default.Remove(key);            }        }    }

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5.2、在Common项目Helper文件夹下面新建一个Unity帮助类:UnityHelper.cs,并实现Container的缓存。

/// <summary>    /// Unity容器帮助类    /// </summary>    public static class UnityHelper    {        /// <summary>        /// Unity容器创建对象(不含别名)        /// </summary>        /// <param name="containerName">容器名称</param>        /// <returns></returns>        public static T GetObject<T>(string containerName)        {            IUnityContainer container = MemoryCacheHelper.GetOrAddCacheItem(containerName, () =>            {                IUnityContainer unityContainer = new UnityContainer();                ExeConfigurationFileMap fileMap = new ExeConfigurationFileMap                {                    ExeConfigFilename = Path.Combine(AppDomain.CurrentDomain.BaseDirectory + @"ConfigFiles\Unity.config")                };                Configuration configuration = ConfigurationManager.OpenMappedExeConfiguration(fileMap, ConfigurationUserLevel.None);                UnityConfigurationSection configSection = (UnityConfigurationSection)configuration.GetSection(UnityConfigurationSection.SectionName);                configSection.Configure(unityContainer, containerName);                return unityContainer;            },TimeSpan.FromMinutes(30),null);                        return container.Resolve<T>();        }        /// <summary>        /// Unity容器创建对象(含别名)        /// </summary>        /// <typeparam name="T"></typeparam>        /// <param name="containerName">容器名称</param>        /// <param name="alisName">对象别名</param>        /// <returns></returns>        public static T GetObject<T>(string containerName, string alisName)        {            IUnityContainer container = MemoryCacheHelper.GetOrAddCacheItem(containerName, () =>            {                IUnityContainer unityContainer = new UnityContainer();                ExeConfigurationFileMap fileMap = new ExeConfigurationFileMap                {                    ExeConfigFilename = Path.Combine(AppDomain.CurrentDomain.BaseDirectory + @"ConfigFiles\Unity.config")                };                Configuration configuration = ConfigurationManager.OpenMappedExeConfiguration(fileMap, ConfigurationUserLevel.None);                UnityConfigurationSection configSection = (UnityConfigurationSection)configuration.GetSection(UnityConfigurationSection.SectionName);                configSection.Configure(unityContainer, containerName);                return unityContainer;            }, TimeSpan.FromMinutes(30), null);            return container.Resolve<T>(alisName);        }    }

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