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Enterprise Library / Unity vNext

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This is a public forum for you to suggest/vote on the ideas for future capabilities/updates to Enterprise Library and Unity.

Please note the list may not always represent the actual prioritized backlog of the development team.

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6 results found

  1. Registration by Assembly Scanning

    • Create a basic attribute called "RegisterType" that you could place on a class, The options I've found most useful are an enum to define it's lifetime manager and addtional type attributes to filter out types you don't want to register, IDisposable etc.
    • Create an optional attribute that can be put in the assembly to indicate it should be scanned. This is optional but can be helpful for performance reasons.
    • Create a Unity extension that reads all loaded types (I've found tricks for web applications here) and scans for this attribute and registers matching types.
    50 votes
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    under review  ·  2 comments  ·  Unity  ·  Admin →
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  2. Improve performance of unity

    According to various benchmarks unity is quite slow when comparing with other ioc containers like AutoFac, StructureMap or Castle Windsor. It would be nice if could you improve performance of unity container.

    31 votes
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    5 comments  ·  Unity  ·  Admin →
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  3. Intellisense for types in config files

    It would be nice to have write extension for Visual Studio providing in configuration file Intellisense. It should show types referenced by assembly that can be registered in container.

    18 votes
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    0 comments  ·  Unity  ·  Admin →
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  4. Extension Hooks similar to WebActivator

    WebActivator is a great conventions for embedding hooks that get wired up in the assembly. The basic idea would be to allow for a static method in an assembly that would take a single IUnityContainer parameter and allow the developer to embed and extension/setup logic in there. This would help with NuGet packages that want to register items by default without configuration manipulation.

    13 votes
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    0 comments  ·  Unity  ·  Admin →
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  5. 9 votes
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    0 comments  ·  Unity  ·  Admin →
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  6. Optional<T> & IEnumerable<T>

    Optional<T> is a constructor parameter which is not an essential dependency of a class but can be needed for some actions. This is very helpfull if you have for example licence features in your application. You can than register on startup only components which are licensed and your other components can decide which parts to show or use based on the available features. Like nullable types it needs a HasValue or IsRegistred property to check if a type can be instanciated.
    IEnumerable<T> is needed to get all registrations of a particular type.

    3 votes
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Enterprise Library / Unity vNext

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