Unity: Passing Constructor Parameters to Resolve

by Mikael Koskinen 11. February 2012 18:55

In this tutorial we will go through of couple different ways of using custom constructor parameters when resolving an instance with Unity:

  1. By using the built-in ParameterOverride
  2. 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:

    public class MyClass
    {
        public string Hello { get; set; }
        public int Number { get; set; }

        public MyClass(string hello, int number)
        {
            Hello = hello;
            Number = number;
        }
    }

It is registered to the container using RegisterType-method and without passing in any parameters:

            var unity = new UnityContainer();
            unity.RegisterType<MyClass>();

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 is ParameterOverride 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:

        [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));
        }

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:

    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);
        }
    }

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:

        [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));
        }

Sample code

The above examples can be found from GitHub.

Tags:

c#

Comments (1) -

Ross Dargan
4/27/2012 9:15:07 AM #

First a quick thanks as your blog has been very useful to me learning DI, mvvm and win8 metro apps!

I have been struggling with a very similar issue to the one you describe. On page one I want to select am object using my viewmodel, then on page two I want to new up my view model and pass in a parameter from the first view.

I'm yet to find the best way to solve this issue, but the idea above just feels brittle to me. It has been recommended that I use an abstract factory, which can be newed up using an IOC container, and the creat method then accepts the required parameters.

In the case above you would create an abstract MyClassFactory with a create method returning an IClass with the Paramaters hello and int. this way you can create the factory via the container, and when you need the class you can use the create method on the factory.

This feels better, but it is a bit of overheard!

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