First, let’s examine the idea of dependency injection by walking
through a simple example. Let’s say you’re writing the next blockbuster
game, where noble warriors do battle for great glory. First, we’ll need a
weapon suitable for arming our warriors.
class Sword
{
public void Hit(string target)
{
Console.WriteLine("Chopped {0} clean in half", target);
}
}
Then, let’s create a class to represent our warriors themselves. In order to attack its foes, the warrior will need an
Attack() method. When this method is called, it should use its
Sword to strike its opponent.
class Samurai
{
readonly Sword sword;
public Samurai()
{
this.sword = new Sword();
}
public void Attack(string target)
{
this.sword.Hit(target);
}
}
Now, we can create our Samurai and do battle!
class Program
{
public static void Main()
{
var warrior = new Samurai();
warrior.Attack("the evildoers");
}
}
As you might imagine, this will print
Chopped the evildoers clean in half to the console. This works just fine, but what if we wanted to arm our
Samurai with another weapon? Since the
Sword is created inside the
Samurai class’s constructor, we have to modify the implementation of the class in order to make this change.
When a class is dependent on a concrete dependency, it is said to be
tightly coupled to that class. In this example, the
Samurai class is tightly coupled to the
Sword
class. When classes are tightly coupled, they cannot be interchanged
without altering their implementation. In order to avoid tightly
coupling classes, we can use interfaces to provide a level of
indirection. Let’s create an interface to represent a weapon in our
game.
interface IWeapon
{
void Hit(string target);
}
Then, our
Sword class can implement this interface:
class Sword : IWeapon
{
public void Hit(string target)
{
Console.WriteLine("Chopped {0} clean in half", target);
}
}
And we can alter our
Samurai class:
class Samurai
{
readonly IWeapon weapon;
public Samurai()
{
this.weapon = new Sword();
}
public void Attack(string target)
{
this.weapon.Hit(target);
}
}
Now our
Samurai can be armed with different weapons. But wait! The
Sword is still created inside the constructor of
Samurai. Since we still need to alter the implementation of
Samurai in order to give our warrior another weapon,
Samurai is still tightly coupled to
Sword.
Fortunately, there is an easy solution. Rather than creating the
Sword from within the constructor of
Samurai, we can expose it as a parameter of the constructor instead.
class Samurai
{
readonly IWeapon weapon;
public Samurai(IWeapon weapon)
{
this.weapon = weapon;
}
public void Attack(string target)
{
this.weapon.Hit(target);
}
}
Then, to arm our warrior, we can inject the
Sword via the
Samurai ‘s constructor. This is an example of dependency injection (specifically,
constructor injection). Let’s create another weapon that our
Samurai could use:
class Shuriken : IWeapon
{
public void Hit(string target)
{
Console.WriteLine("Pierced {0}'s armor", target);
}
}
Now, we can create an army of warriors:
class Program
{
public static void Main()
{
var warrior1 = new Samurai(new Shuriken());
var warrior2 = new Samurai(new Sword());
warrior1.Attack("the evildoers");
warrior2.Attack("the evildoers");
}
}
This results in the following output to be printed to the console:
Pierced the evildoers armor.
Chopped the evildoers clean in half.
This is called
dependency injection by hand, because each time you want to create a
Samurai, you must first create some implementation of
IWeapon and then pass it to the constructor of
Samurai. Now that we can change the weapon the
Samurai uses without having to modify its implementation, the
Samurai class could be in a separate assembly from
Sword – in fact, we can create new weapons without needing the source code of the
Samurai class!
Dependency injection by hand is an effective strategy for small
projects, but as your application grows in size and complexity, it
becomes more and more cumbersome to wire all of your objects up. What
happens when the dependencies have dependencies of their own? What
happens when you want to add a (e.g. caching, tracing to a log, auditing
etc.) decorator in front of each instance of a given dependency? You
can easily end up spending most of your time creating and wiring
together objects, when you could be writing code that adds real value to
your software. This is where dependency injection libraries /
frameworks like Ninject can help.
Ref:- Here
For Eg:-
class Client
{
static void Main(string[] args)
{
var con1 = new Assembly(new SQLConnection());
Console.Write(con1.WriteConnection() + "\n" );
var con2 = new Assembly(new MySQLConnection());
Console.Write(con2.WriteConnection() + "\n");
var oracle = new Assembly(new OracleConnection());
Console.Write(oracle.WriteConnection());
Console.Read();
}
}
public interface IConnection
{
string GetConnection(string con);
}
public class SQLConnection : IConnection
{
public string GetConnection(string conn)
{
return conn;
}
}
public class MySQLConnection : IConnection
{
public string GetConnection(string conn)
{
return conn;
}
}
public class OracleConnection : IConnection
{
public string GetConnection(string con)
{
return con;
}
}
//This is a assembly which will be loosely coupled in spite of any connection
public class Assembly
{
readonly IConnection objCon;
//We inject connection in constructor
public Assembly(IConnection conn)
{
this.objCon = conn;
}
public string WriteConnection()
{
return this.objCon.GetConnection(this.objCon.ToString());
}
}
Thanks,
Amit