本文整理汇总了C#中Autofac.ContainerBuilder.RegisterGeneratedFactory方法的典型用法代码示例。如果您正苦于以下问题:C# ContainerBuilder.RegisterGeneratedFactory方法的具体用法?C# ContainerBuilder.RegisterGeneratedFactory怎么用?C# ContainerBuilder.RegisterGeneratedFactory使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Autofac.ContainerBuilder
的用法示例。
在下文中一共展示了ContainerBuilder.RegisterGeneratedFactory方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Load
protected override void Load(ContainerBuilder builder)
{
builder.RegisterType<BleMoCoBusCommService>()
.As<IMoCoBusCommService>();
builder.RegisterType<MoCoBusProtocolService>()
.As<IMoCoBusProtocolService>();
builder.RegisterType<MoCoBusProtocolMainService>()
.As<IMoCoBusProtocolMainService>();
builder.RegisterType<MoCoBusProtocolCameraService>()
.As<IMoCoBusProtocolCameraService>();
builder.RegisterType<MoCoBusProtocolMotorService>()
.As<IMoCoBusProtocolMotorService>();
builder.RegisterGeneratedFactory<MoCoBusProtocolMotorServiceFactoryDelegate>(
new TypedService(typeof(IMoCoBusProtocolMotorService)));
builder.RegisterType<DeviceListViewModel>()
.SingleInstance();
builder.RegisterType<DeviceViewModel>();
builder.RegisterType<ModeAstroViewModel>();
}
示例2: CanBuildWithAutofac
public void CanBuildWithAutofac()
{
var builder = new ContainerBuilder();
builder.Register<LevelPiece>().FactoryScoped();
builder.RegisterGeneratedFactory<LevelPiece.Factory>(new TypedService(typeof(LevelPiece)));
builder.Register<DumbLevelLoader>().As<ILevelLoader>().SingletonScoped();
builder.Register<Level>().As<ILevel>().SingletonScoped();
builder.Register<LevelView>();
ISpriteBatch spriteBatch = MockRepository.GenerateStub<ISpriteBatch>();
builder.Register<ISpriteBatch>(spriteBatch);
ITexture texture = MockRepository.GenerateStub<ITexture>();
builder.Register<ITexture>(texture);
var container = builder.Build();
LevelView levelView = container.Resolve<LevelView>(new TypedParameter(typeof(ICamera), null));
Assert.IsNotNull(levelView);
}
示例3: Load
protected override void Load(ContainerBuilder builder)
{
builder.Register((container, parameters) =>
{
var pos = parameters.Named<Vector2>("position");
var size = parameters.Named<Vector2>("size");
var physics = container.Resolve<IPhysicsComponent>(new NamedParameter("size", size));
physics.Position = pos;
return new LevelPiece(physics);
}).FactoryScoped();
builder.RegisterGeneratedFactory<LevelPiece.Factory>(new TypedService(typeof(LevelPiece)));
builder.Register<DumbLevelLoader>().As<ILevelLoader>().ContainerScoped();
builder.Register<Frenetic.Gameplay.Level.Level>().As<ILevel>().ContainerScoped();
builder.Register<LevelController>().ContainerScoped();
builder.Register<LevelView>().ContainerScoped();
builder.Register<VisibilityView>().ContainerScoped();
builder.Register<PlayerRespawner>().As<IPlayerRespawner>().SingletonScoped();
}
示例4: Inject
public static void Inject(ContainerBuilder builder, string projectPath, SyncUIFeatures syncDialogFeatures)
{
//TODO: shouldn't we have people provide the whole project configuration? Otherwise, we have an empty set of
//include/exlcude patterns, so new files aren't going to get added. Maybe if we're going to do that, it
//doesn't make sense for this to do the injecting at all... maybe the client should do it. Similar issue
//below, with SyncUIFeatures
builder.Register<ProjectFolderConfiguration>(
c => new ProjectFolderConfiguration(projectPath)).InstancePerLifetimeScope();
builder.RegisterType<NavigateToRecordEvent>().InstancePerLifetimeScope();
builder.RegisterInstance(new NullProgress()).As<IProgress>();
builder.Register<Synchronizer>(c => Chorus.sync.Synchronizer.FromProjectConfiguration(
c.Resolve<ProjectFolderConfiguration>(), new NullProgress()));
builder.Register<HgRepository>(c => HgRepository.CreateOrUseExisting(projectPath, new NullProgress())).InstancePerLifetimeScope();
//this is a sad hack... I don't know how to simly override the default using the container,
//which I'd rather do, and just leave this to pushing in the "normal"
builder.Register<SyncUIFeatures>(c => syncDialogFeatures).As<SyncUIFeatures>().SingleInstance();
builder.RegisterInstance(new EmbeddedMessageContentHandlerRepository());
builder.RegisterInstance(ChorusFileTypeHandlerCollection.CreateWithInstalledHandlers()).SingleInstance();
builder.RegisterType<SyncPanel>().InstancePerLifetimeScope();
builder.RegisterType<SyncControlModel>().InstancePerLifetimeScope();
builder.RegisterType<SyncDialog>().InstancePerDependency();//NB: was FactoryScoped() before switch to autofac 2, which corresponds to this InstancePerDependency
builder.RegisterGeneratedFactory<SyncDialog.Factory>().InstancePerLifetimeScope();
builder.RegisterType<Chorus.UI.Misc.TroubleshootingView>().InstancePerLifetimeScope();
RegisterSyncStuff(builder);
RegisterReviewStuff(builder);
RegisterSettingsStuff(builder);
InjectNotesUI(builder);
}
示例5: InjectNotesUI
/// <summary>
/// Only call this directly if you're not using the synching stuff (e.g., testing the notes UI)
/// </summary>
/// <param name="builder"></param>
public static void InjectNotesUI(ContainerBuilder builder)
{
builder.RegisterType<MessageSelectedEvent>().InstancePerLifetimeScope();
builder.RegisterType<Chorus.notes.EmbeddedMessageContentHandlerRepository>().InstancePerLifetimeScope();
builder.RegisterType<NotesInProjectViewModel>().InstancePerLifetimeScope();
builder.RegisterType<NotesInProjectView>().InstancePerLifetimeScope();
builder.RegisterType<Chorus.UI.Notes.AnnotationEditorView>().InstancePerLifetimeScope();
builder.RegisterType<Chorus.UI.Notes.AnnotationEditorModel>().InstancePerDependency();
builder.RegisterType<NotesBrowserPage>().InstancePerLifetimeScope();
builder.Register<StyleSheet>(c => StyleSheet.CreateFromDisk()).InstancePerLifetimeScope();
builder.RegisterGeneratedFactory<AnnotationEditorModel.Factory>().InstancePerLifetimeScope();
builder.RegisterType<NotesBarModel>().InstancePerLifetimeScope();
builder.RegisterGeneratedFactory<NotesBarModel.Factory>().InstancePerLifetimeScope();
builder.RegisterType<NotesBarView>().InstancePerLifetimeScope();
builder.RegisterGeneratedFactory<NotesBarView.Factory>().InstancePerLifetimeScope();
builder.RegisterGeneratedFactory<NotesInProjectView.Factory>().InstancePerLifetimeScope();
builder.RegisterGeneratedFactory<NotesInProjectViewModel.Factory>().InstancePerLifetimeScope();
builder.RegisterGeneratedFactory<NotesBrowserPage.Factory>().InstancePerLifetimeScope();
}
示例6: RegisterReviewStuff
internal static void RegisterReviewStuff(ContainerBuilder builder)
{
builder.RegisterInstance(new ConsoleProgress( )).As<IProgress>();
builder.RegisterType<RevisionInspector>().InstancePerLifetimeScope();
builder.RegisterType<ChangesInRevisionModel>().InstancePerLifetimeScope();
builder.RegisterType<HistoryPage>().InstancePerLifetimeScope();
builder.RegisterGeneratedFactory<HistoryPage.Factory>();
builder.RegisterType<ChangesInRevisionView>().InstancePerLifetimeScope();
builder.RegisterType<ChangeReportView>().InstancePerLifetimeScope();
//review-related events
builder.RegisterType<RevisionSelectedEvent>().InstancePerLifetimeScope();
builder.RegisterType<ChangedRecordSelectedEvent>().InstancePerLifetimeScope();
builder.RegisterType<RevisionInRepositoryModel>().InstancePerLifetimeScope();
builder.RegisterGeneratedFactory<RevisionInRepositoryModel.Factory>();
builder.RegisterType<RevisionsInRepositoryView>().InstancePerLifetimeScope();
}
示例7: BuildContainer
IContainer BuildContainer()
{
var builder = new ContainerBuilder();
#region XNA
// NOTE: This is order sensitive because disposing of the GraphicsDeviceManager also disposes the ContentManager, and we don't want that to happen twice...
// Needs to be fixed somehow...
builder.Register<ContentManager>(Content).SingletonScoped();
builder.Register<XnaContentManager>(new XnaContentManager(Content)).As<IContentManager>().SingletonScoped();
builder.Register<XnaGame>(new XnaGame(this)).As<IGame>().SingletonScoped();
builder.Register<GraphicsDevice>(graphics.GraphicsDevice).SingletonScoped();
#endregion
#region Engine
builder.Register<Quitter>().SingletonScoped();
builder.Register<SettingsPersister>().As<ISettingsPersister>().SingletonScoped();
builder.Register<Frenetic.Engine.TimerController>().ContainerScoped();
builder.Register((c, p) =>
{
var timer = new Frenetic.Engine.Timer();
c.Resolve<TimerController>().Tick += timer.UpdateElapsedTime;
return timer;
}).As<ITimer>().FactoryScoped();
//builder.Register<log4net.ILog>((c, p) => log4net.LogManager.GetLogger(p.TypedAs<Type>())).FactoryScoped();
builder.Register<log4netLoggerFactory>().As<ILoggerFactory>().SingletonScoped();
#endregion
#region Menus
builder.Register<ScreenManager>((c, p) => new ScreenManager(this, Content, c.Resolve<MenuInputState>())).SingletonScoped();
builder.Register<MenuInputState>().SingletonScoped();
builder.Register<ScreenFactory>().As<IScreenFactory>().SingletonScoped();
builder.Register<MainMenuScreen>().SingletonScoped();
#endregion
#region Networking
builder.Register(new NetServer(new NetConfiguration("Frenetic")));
builder.Register(new NetClient(new NetConfiguration("Frenetic")));
builder.Register<NetServerWrapper>().As<INetServer>().ContainerScoped();
builder.Register<NetClientWrapper>().As<INetClient>().ContainerScoped();
builder.Register<LidgrenServerNetworkSession>().As<IServerNetworkSession>().ContainerScoped();
builder.Register<LidgrenServerMessageSender>().As<IServerMessageSender>().ContainerScoped();
builder.Register<LidgrenClientNetworkSession>().As<IClientNetworkSession>().ContainerScoped();
builder.Register<IncomingMessageQueue>().As<IIncomingMessageQueue>().ContainerScoped();
builder.Register<OutgoingMessageQueue>().As<IOutgoingMessageQueue>().ContainerScoped();
builder.Register<LocalClient>().ContainerScoped();
builder.Register<Client>().FactoryScoped();
builder.RegisterGeneratedFactory<Client.Factory>(new TypedService(typeof(Client)));
builder.Register<ServerSideClientFactory>().ContainerScoped();
builder.Register<ClientSideClientFactory>().ContainerScoped();
builder.Register<ClientInputSender>().ContainerScoped();
builder.Register<ClientInputProcessor>().ContainerScoped();
builder.Register<ClientStateTracker>().As<IClientStateTracker>().ContainerScoped();
builder.Register<SnapCounter>().As<ISnapCounter>().ContainerScoped();
builder.Register<NetworkPlayerProcessor>().As<INetworkPlayerProcessor>().ContainerScoped();
#endregion
#region Graphics
builder.Register<Viewport>(graphics.GraphicsDevice.Viewport);
builder.Register<SpriteFont>((c, p) => c.Resolve<ScreenManager>().Font);
builder.Register<SpriteBatch>((c, p) => c.Resolve<ScreenManager>().SpriteBatch);
builder.Register<XnaSpriteBatch>().As<ISpriteBatch>().FactoryScoped();
builder.Register<XnaTexture>().As<ITexture>().FactoryScoped();
builder.Register<XnaFont>().As<IFont>().FactoryScoped();
builder.Register<XnaPrimitiveDrawer>().As<IPrimitiveDrawer>().ContainerScoped();
builder.Register<BubbleTextDrawer>((c, p) => new BubbleTextDrawer(c.Resolve<IContentManager>().Load<IFont>("Fonts/BubbleText"))).As<IBubbleTextDrawer>().SingletonScoped();
#endregion
#region GameSession
builder.Register<GameSessionFactory>().As<IGameSessionFactory>().SingletonScoped();
builder.Register<GameSession>().As<IGameSession>().ContainerScoped();
builder.Register<GameSessionController>().ContainerScoped();
builder.Register<GameSessionView>().ContainerScoped();
#endregion
#region Player
builder.RegisterModule(new PlayerModule() { ScreenWidth = _screenWidth, ScreenHeight = _screenHeight });
#endregion
#region Physics
builder.RegisterModule(new PhysicsModule() { Gravity = _gravity });
#endregion
#region Weapons
builder.RegisterModule(new WeaponsModule() { ContentManager = new ContentManager(this.Services, "Content"), GraphicsDeviceService = this.graphics });
#endregion
#region Level
builder.RegisterModule(new LevelModule());
#endregion
#region HUD
builder.RegisterModule(new OverlaysModule() { ScreenSize = new Vector2(_screenWidth, _screenHeight), InputBoxHeight = 24, ContentManager = this.Content });
#endregion
//.........这里部分代码省略.........
示例8: Load
protected override void Load(ContainerBuilder builder)
{
builder.Register((container, parameters) =>
{
Renderer renderer = new SpriteBatchRenderer() { BlendMode = SpriteBlendMode.Additive, GraphicsDeviceService = this.GraphicsDeviceService };
//Renderer renderer = new SpriteBatchRenderer() { BlendMode = SpriteBlendMode.AlphaBlend, GraphicsDeviceService = this.GraphicsDeviceService };
renderer.LoadContent(this.ContentManager);
return renderer;
}).SingletonScoped();
builder.Register((container, parameters) =>
{
var emitterName = parameters.TypedAs<string>();
Emitter emitter = this.ContentManager.Load<Emitter>("Effects\\" + emitterName);
emitter.LoadContent(this.ContentManager);
emitter.Initialize();
System.Diagnostics.Debug.Assert(emitter.ParticleTexture != null, "Emitter MUST have a texture otherwise nothing will be drawn!", "Probably need to specify the ParticleTextureAssetName xml tag in the Effect .em file.");
return emitter;
}).FactoryScoped();
builder.Register<MercuryLineParticleEffect>
(c => new MercuryLineParticleEffect
(
c.Resolve<Renderer>(),
c.Resolve<Emitter>(new TypedParameter(typeof(string), "line"))
)).As<ILineEffect>().SingletonScoped();
builder.Register<MercuryPointParticleEffect>
(c => new MercuryPointParticleEffect
(
c.Resolve<Renderer>(),
c.Resolve<Emitter>(new TypedParameter(typeof(string), "point")),
c.Resolve<Emitter>(new TypedParameter(typeof(string), "explosion"))
)).As<IEffect>().SingletonScoped();
builder.RegisterGeneratedFactory<Frenetic.Graphics.Effects.LineEffect.Factory>(new TypedService(typeof(ILineEffect)));
builder.Register<EffectUpdater>().ContainerScoped();
// WEAPONS:
builder.Register<RailGun>().As<RailGun>().FactoryScoped();
builder.Register<RocketLauncher>().As<RocketLauncher>().FactoryScoped();
builder.Register((container) =>
{
Dictionary<WeaponType, IWeapon> weapons = new Dictionary<WeaponType, IWeapon>();
weapons.Add(WeaponType.RailGun, container.Resolve<RailGun>());
weapons.Add(WeaponType.RocketLauncher, container.Resolve<RocketLauncher>());
return new WeaponList(weapons);
}).As<IWeapons>().FactoryScoped();
builder.Register<Rocket>().FactoryScoped();
builder.RegisterGeneratedFactory<Rocket.Factory>(new TypedService(typeof(Rocket)));
builder.Register<RocketLauncherView>().FactoryScoped();
builder.Register<RailGunView>().FactoryScoped();
builder.Register((container) =>
{
List<IWeaponView> weaponViews = new List<IWeaponView>() { container.Resolve<RocketLauncherView>(), container.Resolve<RailGunView>() };
return new WeaponDrawer(container.Resolve<IPlayerController>(), container.Resolve<IPlayerList>(), weaponViews);
}).As<IWeaponDrawer>().ContainerScoped();
}