I'm converting a Castle/Monorails application into a Unity/Asp.NET MVC one, I'm stuck in trying to converting this component configuration:
<component
  id="ComponentBaseConfiguration"
  service="MyFakeNamespace.BOL.IConfiguration, MyFakeAppDll"
  type="MyFakeNamespace.BOL.ConfigurableConfiguration, MyFakeAppDll">
  <parameters>
    <!-- Setting Configuration (Dictionary<string,string>)-->
    <Config>
      <dictionary>
        <entry key="localHost">#{LocalHost}</entry>            
        <entry key="contentHost">#{ContentHost}</entry>
        <entry key="virtualDir">#{VirtualDir}</entry>            
      </dictionary>
    </Config>
  </parameters>
seems that Unity supports Array but not Dictionary, I would like to do something like this:
<unity>
<containers>
    <container>
        <types>
            <type name="ComponentBaseConfiguration" type="MyFakeNamespace.BOL.IConfiguration, MyFakeAppDll" mapTo="MyFakeNamespace.BOL.ConfigurableConfiguration, MyFakeAppDll">
                <typeConfig extensionType="Microsoft.Practices.Unity.Configuration.TypeInjectionElement, Microsoft.Practices.Unity.Configuration">
                    <property name="Config" propertyType="System.Collections.Generic.Dictionary`2[[System.String, mscorlib], [System.String, mscorlib]],mscorlib">
                        <dictionary>
                            <entry key="localHost">127.0.0.1</keyedValue>
                            <entry key="contentHost">\\content</keyedValue>
                            <entry key="virtualDir">/</keyedValue>
                        </dictionary>
                    </property>
                </typeConfig>
            </type>
        </types>
    </container>
</containers></unity>
How can I achieve something like this?
Unity cannot serialize standard dictionaries. This means that they won't show or be edited in the inspector and they won't be instantiated at startup. A classic workaround is to store the keys and values in separate arrays and construct the dictionary at startup.
Unity cannot serialize dictionaries by default. Make a struct/class that contains a key and a value, and expose a list of those objects.
Dictionaries — Unity C# The Dictionary type steps away from arrays and lists by storing value pairs in each element, instead of single values. These elements are referred to as key-value pairs: the key acts as the index, or lookup value, for its corresponding value. Unlike arrays and lists, dictionaries are unordered.
I think you have to use the method-element to archive this. It´s not nice but a workaround.
Your type must define a method Add(string key, string value) which the unity container uses to inject the values.
<method name="Add">
 <param name="key" parameterType="string">
  <value value="localHost"/>
 </param>
 <param name="value" parameterType="string">
  <value value="127.0.0.1"/>
 </param>
</method>
Unity definitely does not support dictionaries for container configuration. See Build Dictionaries using Unity container?
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