C# Circular dependencies in Unity with Ctor injection
I kno开发者_高级运维w that the issue of circular dependencies in the contect of dependency injection with prism/unity was dicussed here before.
But I still don't get it. Suppose the following classes:
class Feeder : IFeeder {
IManager _MM,
Feeder(IManager MM)
{
this._MM = MM;
}
public void Start()
{
...
}
public void Stop()
{
...
}
private Propagate()
{
_MM.ConsumeFeed()
}
};
class FeedManager : IManager
{
IFeeder _Feeder;
FeedManager(IFeeder Feeder)
{
this._Feeder = Feeder;
}
public ConsumeFeed()
{
...
}
private Shutdown()
{
_Feeder.Stop();
}
private StartUp()
{
_Feeder.Start();
}
};
This is clearly a circular dependcy, since Feeder depends on FeedManager and vice verca. I don't see a clear way to resovle this, since it seems a very natural design.
When you follow this link there is a hint to extract some methods but I still don't see how I can decouple those objects. I read about dependency inversion, observer pattern, shared objects, events and so on. To me, this seems all like an overkill to achieve a simple realtionship between the two objects.
Is the only way to resolve this to work with a million events in the application or shared objects? Thanks for help, Juergen
I would make the IFeeder.Propagate method an event the instance of IManager registers to. This way you do not have a circular reference.
Your example here has by the way nothing to do with unity. From my point of view it is more a design issue than an unity issue.
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