我不确定如何在以下情况下避免循环引用。问题是由于循环引用引起的堆栈溢出。我如何使用Lazy或其他方法来解决此问题? 我不喜欢在任何地方通过容器。避免使用Unity 4.0 C时的循环引用#
public class MySocket : ISender
{
[Dependency]
public IVehicleManager VehicleManager { get; set; }
public void Connect()
{
Console.WriteLine("MySocket: Connect");
VehicleManager.AddActiveConnection();
}
}
public class MyVehicleManager : IVehicleManager
{
[Dependency]
public ISender Sender { get; set; }
public void AddActiveConnection()
{
Console.WriteLine("MyVehicleManager: Add");
}
public void SendPacketToVehicle(ISender sender)
{
Console.WriteLine("MyVehicleManager: Passing data");
sender.SendPacket();
}
}
static void Main(string[] args)
{
UContainer = new UnityContainer();
UContainer.RegisterType<IVehicleManager, MyVehicleManager>(new ContainerControlledLifetimeManager());
UContainer.RegisterType<MySocket, MySocket>(new ContainerControlledLifetimeManager());
MySocket myInstance = UContainer.Resolve<MySocket>();
}
我试过懒惰但ISender在MyVehicleManager中始终为空。我如何正确使用Lazy或使用Lazy。我不知道。 – pats