Abstract Factory with Unity
I have a simple abstract Factory implementation:
public abstract class ICarFactory{
public abstract ISportsCar CreateSportCar();
public abstract IFamilyCar CreateFamilyCar();
}
public abstract class ISportsCar {
public abstract void Accelerate();
}
public abstract class IFamilyCar {
public abstract void Accelarete();
}
public class BMWFactory : ICarFactory {
public override ISportsCar CreateSportCar() {
return new BMWi7();
}
public override IFamilyCar CreateFamilyCar() {
return new BMWM5();
}
}
public class WolksvagenFactory : ICarFactory {
public override ISportsCar CreateSportCar() {
return new WVGolfR();
}
public override IFamilyCar CreateFamilyCar() {
return new WVGolf();
}
}
public class BMWi7 : ISportsCar {
public override void Accelerate() {
Console.WriteLine(this.ToString() + "accelerated.");
}
}
public class BMWM5 : IFamilyCar {
public override void Accelarete() {
Console.WriteLine(this.ToString() + "accelerated.");
}
}
public class WVGolfR : ISportsCar {
public override void Accelerate() {
Console.WriteLine(this.ToString() + "accelerated.");
}
}
public class WVGolf : IFamilyCar {
public override void Accelarete() {
Console.WriteLine(this.ToString() + "accelerated.");
}
}
The client code looks like this:
class Program
{
static void Main(string[] args)
{
ISportsCar sportsCar = GetFactory().CreateSportCar();
sportsCar.Accelerate();
}
static ICarFactory GetFactory()
{
string userLocation;
userLocation = "Hamburg"; //Get user location from user settings
if (userLocation == "Hamburg")
{
return new BMWFactory();
}
else
{
return new WolksvagenFactory();
}
}
}
Can the work done by the GetFactory () method be done with Microsoft.Practices.Unity?
I spent a lot of time looking for this problem. But I couldn't find anything useful.
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2 answers
You can implement this with named registrations by registering a set of specific factories for each location and a default factory:
_container = new UnityContainer();
//Register location specific factories
_container.RegisterType<ICarFactory,BMWFactory>("Hamburg");
...
//Register the default factory
_container.RegisterType<ICarFactory,WolksvagenFactory>();
Then you can use the following code to resolve the factory (using IsRegistered
to check if a specific factory exists for a location):
static ICarFactory GetFactory()
{
string userLocation;
userLocation = "Hamburg"; //Get user location from user settings
//try get specific factory for location
if(_container.IsRegistered<ICarFactory>(userLocation)){
return _container.Resolve<ICarFactory>(userLocation);
}
//if not found, get default factory
return _container.Resolve<ICarFactory>();
}
See the script here
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Maybe.
Register your CarFactories with a name in the unit container
_container.RegisterType<ICarFactory, BMWFactory>("Hamburg");
_container.RegisterType<ICarFactory, WolkswagenFactory>("Wolfsburg");
Then change your method to use a unity container to return an instance of your factory
return _container.Resolve<ICarFactory>(userLocation);
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