Comp-os-ition F# fanbois often talk about how F# supposedly makes "composition" easier than C# (or indeed any OO-first langage). If you come from a C# background, you might not really think about what people mean by "composition", because to be honest functional composition in the OO world is pretty difficult to achieve. You achieve it … Continue reading Reusable decorators in F#
Unity Call Handlers released on NuGet
Having worked on this for a while, I've now released a set of simple, easy-to-use call handlers for Unity on NuGet. These include Method Logging, Timing, Caching and null argument Validators. I might add to this collection in future - the source code is on GitHub so you have a look through it as you … Continue reading Unity Call Handlers released on NuGet
Unity Automapper 1.2 released
Unity Automapper is probably nearly finished. There aren’t many features left that I want to implement without over-complicating things – which is one of the main goals I want to avoid. Things I am looking at include adding a mechanism to allow an assembly to provide configuration details rather than attributes placed directly on types, … Continue reading Unity Automapper 1.2 released
Getting creative with IDisposable Part 2
In my last post, I gave some examples of how we can use the IDisposable interface in conjunction with the using statement to implement an on/off pattern wrapping around some critical region of code, even though there is no “disposable resource” involved. Problems with using IDisposable In this post I want to expand on the … Continue reading Getting creative with IDisposable Part 2
Getting creative with IDisposable Part 1
It occurred to me it might be interesting to describe some of the more unconventional uses of IDisposable that can help to make your code more readable, and even apply a kind of AOP-style coding to your code. MSDN describes IDisposable as follows: - Defines a method to release allocated resources. In the remarks section … Continue reading Getting creative with IDisposable Part 1
AOP with Unity – Part 3
So, here’s the final part of my Interception / Behaviours / AOP with Unity thread… I discussed (at length) an example problem space we have in my previous post; I want to give an example solution which provides very good encapsulation to the client code using Interceptors. Carrying right on then - we already have … Continue reading AOP with Unity – Part 3
AOP with Unity – Part 2
In my previous post I gave some examples of how Unity implements behaviours (or interceptors) typically using a form of the Decorator pattern. Most of the examples you see of where you use these behaviours are for classes you yourself own, and thus can put attributes on the methods or whatnot. There is, however, another … Continue reading AOP with Unity – Part 2