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C# StandardKernel.Unbind方法代码示例

本文整理汇总了C#中Ninject.StandardKernel.Unbind方法的典型用法代码示例。如果您正苦于以下问题:C# StandardKernel.Unbind方法的具体用法?C# StandardKernel.Unbind怎么用?C# StandardKernel.Unbind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Ninject.StandardKernel的用法示例。


在下文中一共展示了StandardKernel.Unbind方法的7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: Configure

        public static void Configure(StandardKernel kernel)
        {
            kernel.Bind(x => x.FromAssembliesMatching("GestionAdministrativa.*")
                                 .SelectAllClasses()
                                 .BindAllInterfaces()
                                 .Configure(c => c.InTransientScope()));

            kernel.Bind(x => x.FromAssembliesMatching("Framework.*")
                                 .SelectAllClasses()
                                 .BindAllInterfaces()
                                 .Configure(c => c.InTransientScope()));

            kernel.Bind(x => x.FromAssembliesMatching("GestionAdministrativa.*")
                                 .SelectAllInterfaces()
                                 .EndingWith("Factory")
                                 .BindToFactory()
                                 .Configure(c => c.InSingletonScope()));

            kernel.Bind(x => x.FromThisAssembly()
                                 .SelectAllInterfaces()
                                 .Including<IRunAfterLogin>()
                                 .BindAllInterfaces()
                                 .Configure(c => c.InSingletonScope()));

            kernel.Bind<IIocContainer>().To<NinjectIocContainer>().InSingletonScope();
            kernel.Rebind<IClock>().To<Clock>().InSingletonScope();
               // kernel.Bind<IMessageBoxDisplayService>().To<MessageBoxDisplayService>().InSingletonScope();

            //Custom Factories
            //kernel.Rebind<ICajaMovientoFactory>().To<CajaMovimientoFactory>();

            //Overide defaults bindings.
            kernel.Unbind<IGestionAdministrativaContext>();
            kernel.Bind<IGestionAdministrativaContext>().To<GestionAdministrativaContext>().InSingletonScope();

            kernel.Unbind<IFormRegistry>();
            kernel.Bind<IFormRegistry>().To<FormRegistry>().InSingletonScope();

            kernel.Unbind<IEncryptionService>();
            kernel.Bind<IEncryptionService>().To<EncryptionService>().InSingletonScope();

            //kernel.Bind<IRepository<TituloStockMigracion>>().To<EFRepository<TituloStockMigracion>>()
            //      .WithConstructorArgument("dbContext", (p) =>
            //      {
            //          var dbContext = new MigracionLaPazEntities();

            //          // Do NOT enable proxied entities, else serialization fails
            //          dbContext.Configuration.ProxyCreationEnabled = false;

            //          // Load navigation properties explicitly (avoid serialization trouble)
            //          dbContext.Configuration.LazyLoadingEnabled = false;

            //          // Because Web API will perform validation, we don't need/want EF to do so
            //          dbContext.Configuration.ValidateOnSaveEnabled = false;

            //          return dbContext;
            //      });
        }
开发者ID:silviaeaguilar,项目名称:SistemaGestion,代码行数:58,代码来源:IoCConfig.cs

示例2: CanRemoveBinding

 public void CanRemoveBinding()
 {
     var kernel = new StandardKernel();
     kernel.Bind<IVegetable>().To<Carrot>();
     kernel.Unbind<IVegetable>();
     Assert.That(kernel.GetBindings(typeof(IVegetable)).Count(), Is.EqualTo(0));
 }
开发者ID:abalkany,项目名称:Ninject-Examples,代码行数:7,代码来源:Chapter_01_Kernel_Registration.cs

示例3: PrepareKernel

        /// <summary>
        /// Dependency injection configuration.
        /// </summary>
        /// <returns>NInject kernel</returns>
        IKernel PrepareKernel()
        {
            IKernel kernel = new StandardKernel();
            kernel.Unbind<ModelValidatorProvider>();

            // Common
            kernel.Bind<ISessionFactory>().ToMethod((_) => HibernateUtil.GetSessionFactory());

            // Common
            kernel.Bind<HR.Controllers.HomeController>().ToSelf();
            kernel.Bind<HR.Controllers.ImageController>().ToSelf();

            // Settings
            kernel.Bind<HR.Areas.Settings.Controllers.InfoTypeController>().ToSelf();

            return kernel;
        }
开发者ID:AlinaKulishdp,项目名称:hr,代码行数:21,代码来源:Global.asax.cs

示例4: Main

        static void Main(string[] args)
        {
            IKernel kernel = new StandardKernel();

            // Example 1 - simple 1 to 1 binding
            kernel.Bind<IAnimal>().To<Monkey>();
            var animal = kernel.Get<IAnimal>();
            Console.WriteLine("object is of type {0}", animal.GetType());
            kernel.Unbind<IAnimal>();

            // Example 2 - simple 1 to 1 binding
            kernel.Bind<IAnimal>().To<Tiger>();
            var animal2 = kernel.Get<IAnimal>();
            Console.WriteLine("object is of type {0}", animal2.GetType());
            kernel.Unbind<IAnimal>();

            // Example 3 - one to many binding
            string path = Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location);

            kernel.Bind(
                c => c.FromAssembliesInPath(path).SelectAllClasses().InheritedFrom<IAnimal>().BindAllInterfaces());

            kernel.GetAll<IAnimal>().ToList().ForEach( a => Console.WriteLine("{0} implements IAnimal",a.GetType()));
            kernel.Unbind<IAnimal>();

            // Example 4 - inject dependencies into constructor
            kernel.Bind<IAnimal>().To<Monkey>();
            kernel.Bind<ICar>().To<Volvo>();

            kernel.Bind(
                c => c.FromAssembliesInPath(path).SelectAllClasses().InheritedFrom<IServiceA>().BindAllInterfaces());

            var serviceA = kernel.Get<IServiceA>();

            Console.WriteLine("Service is of type {0} and has an animal of type {1} and a car of type {2}",serviceA.GetType(),serviceA.Animal,serviceA.Car);
            kernel.Unbind<IAnimal>();
            kernel.Unbind<ICar>();
            kernel.Unbind<IServiceA>();

            // Example 5 - new object versus singleton
            kernel.Bind<IAnimal>().To<Tiger>();
            var tiger1 = kernel.Get<IAnimal>();
            var tiger2 = kernel.Get<IAnimal>();
            if (tiger1 == tiger2)
                Console.WriteLine("tiger1 is the same object as tiger2");
            else
                Console.WriteLine("tiger1 is NOT the same object as tiger2");
            kernel.Unbind<IAnimal>();

            kernel.Bind<IAnimal>().To<Monkey>().InSingletonScope();
            tiger1 = kernel.Get<IAnimal>();
            tiger2 = kernel.Get<IAnimal>();
            if (tiger1 == tiger2)
                Console.WriteLine("tiger1 is the same object as tiger2");
            else
                Console.WriteLine("tiger1 is NOT the same object as tiger2");

            kernel.Unbind<IAnimal>();

            // Example 6 - bind to an class that implements two interfaces
            kernel.Bind<IServiceB, IServiceC>().To<ServiceBC>().InSingletonScope();
            var serviceB_impl = kernel.Get<IServiceB>();
            var serviceC_impl = kernel.Get<IServiceC>();

            Console.ReadKey();
        }
开发者ID:LarsBergqvist,项目名称:NinjectPlayground,代码行数:66,代码来源:Program.cs

示例5: Main

        internal static void Main(string[] args)
        {
            var connectToRunningGame = false;
            var options = new OptionSet
            {
                { "connect", "Internal use only (used by the game client).", v => connectToRunningGame = true }
            };
            try
            {
                options.Parse(args);
            }
            catch (OptionException ex)
            {
                Console.Write("ProtogameAssetManager.exe: ");
                Console.WriteLine(ex.Message);
                Console.WriteLine("Try `ProtogameAssetManager.exe --help` for more information.");
                return;
            }

            // Deploy the correct MojoShader DLL.
            MojoShaderDeploy.Deploy();

            var kernel = new StandardKernel();
            kernel.Load<Protogame2DIoCModule>();
            kernel.Load<ProtogameAssetIoCModule>();
            kernel.Load<ProtogameEventsIoCModule>();
            kernel.Load<ProtogamePlatformingIoCModule>();
            kernel.Load<AssetManagerIoCModule>();

            // Only allow the source load strategies.
            kernel.Unbind<ILoadStrategy>();
            kernel.Bind<ILoadStrategy>().To<RawTextureLoadStrategy>();
            kernel.Bind<ILoadStrategy>().To<RawModelLoadStrategy>();
            kernel.Bind<ILoadStrategy>().To<RawEffectLoadStrategy>();
            kernel.Bind<ILoadStrategy>().To<LocalSourceLoadStrategy>();
            kernel.Bind<ILoadStrategy>().To<EmbeddedSourceLoadStrategy>();
            kernel.Bind<ILoadStrategy>().To<EmbeddedCompiledLoadStrategy>();

            var runningFile = new FileInfo(Assembly.GetExecutingAssembly().Location);
            var workingDirectoryInfo = new DirectoryInfo(Environment.CurrentDirectory);
            var scannedUnique = new List<string>();
            foreach (var file in runningFile.Directory.GetFiles("*.dll"))
            {
                if (scannedUnique.Contains(file.FullName))
                    continue;
                Console.WriteLine("Scanning " + file.Name);
                try
                {
                    RegisterEditorsFromAssembly(Assembly.LoadFrom(file.FullName), kernel);
                    scannedUnique.Add(file.FullName);
                }
                catch (BadImageFormatException) { }
                catch (FileLoadException) { }
            }
            foreach (var file in runningFile.Directory.GetFiles("*.exe"))
            {
                if (scannedUnique.Contains(file.FullName))
                    continue;
                Console.WriteLine("Scanning " + file.Name);
                try
                {
                    RegisterEditorsFromAssembly(Assembly.LoadFrom(file.FullName), kernel);
                    scannedUnique.Add(file.FullName);
                }
                catch (BadImageFormatException) { }
                catch (FileLoadException) { }
            }
            foreach (var file in workingDirectoryInfo.GetFiles("*.dll"))
            {
                if (scannedUnique.Contains(file.FullName))
                    continue;
                Console.WriteLine("Scanning " + file.Name);
                try
                {
                    RegisterEditorsFromAssembly(Assembly.LoadFrom(file.FullName), kernel);
                    scannedUnique.Add(file.FullName);
                }
                catch (BadImageFormatException) { }
                catch (FileLoadException) { }
            }
            foreach (var file in workingDirectoryInfo.GetFiles("*.exe"))
            {
                if (scannedUnique.Contains(file.FullName))
                    continue;
                Console.WriteLine("Scanning " + file.Name);
                try
                {
                    RegisterEditorsFromAssembly(Assembly.LoadFrom(file.FullName), kernel);
                    scannedUnique.Add(file.FullName);
                }
                catch (BadImageFormatException) { }
                catch (FileLoadException) { }
            }

            #if FALSE
            if (connectToRunningGame)
            {
                var node = new LocalNode(Architecture.ServerClient, Caching.PushOnChange);
                node.Bind(IPAddress.Loopback, 9837);
                node.GetService<IClientConnector>().Connect(IPAddress.Loopback, 9838);
//.........这里部分代码省略.........
开发者ID:johnsonc,项目名称:Protogame,代码行数:101,代码来源:Program.cs

示例6: BuiltinCompile

        /// <summary>
        /// Compiles the built-in embedded resources.
        /// </summary>
        private static void BuiltinCompile()
        {
            // Create kernel.
            var kernel = new StandardKernel();
            kernel.Load<ProtogameAssetIoCModule>();
            kernel.Load<ProtogameScriptIoCModule>();
            var services = new GameServiceContainer();
            var assetContentManager = new AssetContentManager(services);
            kernel.Bind<IAssetContentManager>().ToMethod(x => assetContentManager);

            // Only allow source and raw load strategies.
            kernel.Unbind<ILoadStrategy>();
            kernel.Bind<ILoadStrategy>().To<LocalSourceLoadStrategy>();
            var assetModule = new ProtogameAssetIoCModule();
            assetModule.LoadRawAssetStrategies(kernel);

            // Set up remaining bindings.
            kernel.Bind<IAssetCleanup>().To<DefaultAssetCleanup>();
            kernel.Bind<IAssetOutOfDateCalculator>().To<DefaultAssetOutOfDateCalculator>();
            kernel.Bind<IAssetCompilationEngine>().To<DefaultAssetCompilationEngine>();

            // Rebind for builtin compilation.
            kernel.Rebind<IRawAssetLoader>().To<BuiltinRawAssetLoader>();

            // Set up the compiled asset saver.
            var compiledAssetSaver = new CompiledAssetSaver();

            // Retrieve the asset manager.
            var assetManager = kernel.Get<LocalAssetManager>();
            assetManager.AllowSourceOnly = true;
            assetManager.SkipCompilation = true;

            // Retrieve the transparent asset compiler.
            var assetCompiler = kernel.Get<ITransparentAssetCompiler>();

            // Retrieve all of the asset savers.
            var savers = kernel.GetAll<IAssetSaver>();

            var rawLoader = kernel.Get<IRawAssetLoader>();

            // For each of the platforms, perform the compilation of assets.
            foreach (var platformName in new[]
                {
                    "Android",
                    "iOS",
                    "Linux",
                    "MacOSX",
                    "Ouya",
                    "RaspberryPi",
                    "Windows",
                    "WindowsPhone8",
                    "WindowsStoreApp"
                })
            {
                Console.WriteLine("Starting compilation for " + platformName);
                var platform = (TargetPlatform)Enum.Parse(typeof(TargetPlatform), platformName);
                var outputPath = Environment.CurrentDirectory;
                assetManager.RescanAssets();

                // Create the output directory if it doesn't exist.
                if (!Directory.Exists(outputPath))
                {
                    Directory.CreateDirectory(outputPath);
                }

                // Get a list of asset names that we need to recompile for this platform.
                var assetNames = rawLoader.ScanRawAssets();

                foreach (var asset in assetNames.Select(assetManager.GetUnresolved))
                {
                    assetCompiler.HandlePlatform(asset, platform, true);

                    foreach (var saver in savers)
                    {
                        var canSave = false;
                        try
                        {
                            canSave = saver.CanHandle(asset);
                        }
                        catch (Exception)
                        {
                        }

                        if (canSave)
                        {
                            try
                            {
                                var result = saver.Handle(asset, AssetTarget.CompiledFile);
                                compiledAssetSaver.SaveCompiledAsset(
                                    outputPath,
                                    asset.Name,
                                    result,
                                    result is CompiledAsset,
                                    platformName);
                                Console.WriteLine("Compiled " + asset.Name + " for " + platform);
                                break;
                            }
//.........这里部分代码省略.........
开发者ID:johnsonc,项目名称:Protogame,代码行数:101,代码来源:Program.cs

示例7: BulkCompile

        private static void BulkCompile(List<string> assemblies, List<string> platforms, string output)
        {
            // Create kernel.
            var kernel = new StandardKernel();
            kernel.Load<ProtogameAssetIoCModule>();
            kernel.Load<ProtogameScriptIoCModule>();
            var services = new GameServiceContainer();
            var assetContentManager = new AssetContentManager(services);
            kernel.Bind<IAssetContentManager>().ToMethod(x => assetContentManager);

            // Only allow source and raw load strategies.
            kernel.Unbind<ILoadStrategy>();
            kernel.Bind<ILoadStrategy>().To<LocalSourceLoadStrategy>();
            var assetModule = new ProtogameAssetIoCModule();
            assetModule.LoadRawAssetStrategies(kernel);

            // The assembly load strategy is required for references.
            // Assets loaded with the assembly load strategy won't have
            // any savers defined, so they won't ever get processed.
            kernel.Bind<ILoadStrategy>().To<AssemblyLoadStrategy>();

            // Load additional assemblies.
            foreach (var filename in assemblies)
            {
                var file = new FileInfo(filename);
                try
                {
                    var assembly = Assembly.LoadFrom(file.FullName);
                    foreach (var type in assembly.GetTypes())
                    {
                        try
                        {
                            if (type.IsAbstract || type.IsInterface)
                                continue;
                            if (type.Assembly == typeof(FontAsset).Assembly)
                                continue;
                            if (typeof(IAssetLoader).IsAssignableFrom(type))
                            {
                                Console.WriteLine("Binding IAssetLoader: " + type.Name);
                                kernel.Bind<IAssetLoader>().To(type);
                            }
                            if (typeof(IAssetSaver).IsAssignableFrom(type))
                            {
                                Console.WriteLine("Binding IAssetSaver: " + type.Name);
                                kernel.Bind<IAssetSaver>().To(type);
                            }
                            if (type.GetInterfaces().Any(x => x.Name == "IAssetCompiler`1"))
                            {
                                Console.WriteLine("Binding IAssetCompiler<>: " + type.Name);
                                kernel.Bind(type.GetInterfaces().First(x => x.Name == "IAssetCompiler`1")).To(type);
                            }
                            if (typeof(ILoadStrategy).IsAssignableFrom(type))
                            {
                                Console.WriteLine("Binding ILoadStrategy: " + type.Name);
                                kernel.Bind<ILoadStrategy>().To(type);
                            }
                        }
                        catch
                        {
                            // Might not be able to load the assembly, so just skip over it.
                        }
                    }
                }
                catch (Exception)
                {
                    Console.WriteLine("Can't load " + file.Name);
                }
            }

            // Set up remaining bindings.
            kernel.Bind<IAssetCleanup>().To<DefaultAssetCleanup>();
            kernel.Bind<IAssetOutOfDateCalculator>().To<DefaultAssetOutOfDateCalculator>();
            kernel.Bind<IAssetCompilationEngine>().To<DefaultAssetCompilationEngine>();

            // Get the asset compilation engine.
            var compilationEngine = kernel.Get<IAssetCompilationEngine>();
            compilationEngine.Execute(platforms, output);
        }
开发者ID:johnsonc,项目名称:Protogame,代码行数:78,代码来源:Program.cs


注:本文中的Ninject.StandardKernel.Unbind方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。