Autofac ComponentRegistryBuilder in ASP.NET Core – How To Register Dependencies (Part 3)
Learn how to use Autofac ComponentRegistryBuilder in ASP.NET Core! We'll see how we can move closer to getting the C# plugin architecture support we want!
Learn how to use Autofac ComponentRegistryBuilder in ASP.NET Core! We'll see how we can move closer to getting the C# plugin architecture support we want!
Learn how to use Autofac ContainerBuilder in ASP.NET Core to wire up dependency injection. I'll explore what we can and cannot do with this approach!
Learn how to use AutofacServiceProviderFactory in ASP.NET Core for dependency injection! This article explains how to set it up along with the pros and cons.
If you're familiar with Autofac and module registration but want to make things easier, automatic module discovery might be for you! Let's see how it works!
Organizing code into Autofac modules can make maintaining code much easier and improve extensibility! It all starts with the Autofac module class. Check it out!
In Unity3D, the scripts we write and attach to GameObjects inherit from a base class called MonoBehaviour (and yes, that says Behaviour with a U in it, not the American spelling like Behavior... Just a heads up). MonoBehaviour instances can be attached to GameObjects in code by calling the AddComponent method, which takes a type parameter or type argument, and returns the new instance of the attached MonoBehaviour that it creates. This API usage means that: We cannot attach existing instances of a MonoBehaviour to a GameObject Unity3D takes care of instantiating MonoBehaviours for us (thanks Unity!) ... We can't pass parameters into the constructor of a MonoBehaviour because Unity3D only handles parameterless constructors (boo Unity!) So what's the problem with that? It kind of goes against some design patterns I'm a big fan of, where you pass your object's…
Why Consider Using Autofac With Unity3D? I think using a dependency injection framework is really valuable when you're building a complex application, and in my opinion, a game built in Unity is a great example of this. Using Autofac with Unity3D doesn't need to be a special case. I wrote a primer for using Autofac, and in it I discuss reasons why it's valuable and some of the reasons you'd consider switching to using a dependency container framework. Now it doesn't need to be Autofac, but I love the API and the usability, so that's my weapon of choice. Building a game can result in many complex systems working together. Not only that, if you intend to build many games it's a great opportunity to refactor code into different libraries for re-usability. If we're practicing writing good code using constructor…
Looking to get started using dependency injection with Autofac in your projects? Here's a quick primer on what it is and how to get going for your next project.