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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