SignalR with an IoC container


There seem to be a number of posts out there on how to use an SignalR with an IoC container e.g. MS Unity. Nearly all of them of them seem to be taking a sledgehammer approach to solve what most people generally want to do, which is create their Hubs with an IoC container. They … Continue reading SignalR with an IoC container

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Unity Automapper in 10 minutes


http://www.youtube.com/watch?v=Bkc9kEq4CD0 If you have ten minutes (well, 12), and use the Microsoft Unity DI framework, take a look at the Unity Automapper. It removes the need to manually map interfaces to concretes, as well as offering powerful new features to enable plug-ins and easy-to-use AOP. Make sure you watch in HD to actually see the … Continue reading Unity Automapper in 10 minutes

Unity Automapper 1.3 released


A new version of the Unity Automapper (1.3) is now available on NuGet. It now supports a fluent-style, provider API in addition to the attribute-based model for overriding default settings etc. I’ve also decided to open-source the Unity Automapper at this time and push it onto GitHub. There are several reasons for this. Primarly, I’ve … Continue reading Unity Automapper 1.3 released

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

Unity Automapper 1.1 released


I’ve released a new version of my Unity Automapper today. It introduces what I’m finding to be a powerful feature of Unity that I call Multimapping which gives plug-in style capabilities in a very flexible manner. Using Unity as an Collection Factory Let’s say you had implemented a command pattern, and being a good developer … Continue reading Unity Automapper 1.1 released

Using Unity Call Handlers to compose logic


The most common use of Unity Call Handlers (or Interceptors) is for cross-cutting concerns. I’ve demonstrated the use of such handlers in the past for things such as logging or caching. However, there’s another use for these handlers that allows us to build reusable blocks of business-related code that can be composed together to act … Continue reading Using Unity Call Handlers to compose logic