Some (self-indulgent) overview of G2's interface hierarchy is available.
The Enterprise Library 4.1 was released together with Unity 1.2 in which a whole interception mechanism was added as part of the aspect-oriented approach to coding and a merge of the policy injection ideas. This little note is just a stepping stone if you wish to play with the new interception namespace.
This is the third part (see part I & part II) of my series on Unity & ObjectBuilder. The previous introductory material was only there to make the stuff described below more accessible and the framework described here is in fact a complete addition to the Unity toolset, it allows you:
Each action requires either the whole domain entity or some part of it and maybe even some information from the already created data entities. In addition, writing code to assign all this to each instance becomes a repetitive task. So, the idea quickly became involved and difficult to implement. Until I realized that Unity and ObjectBuilder together with their extensibility model were perfectly adapted to this kind of paradigm.In the first part of this series I gave you an overview of Unity and OB. In this article I have picked out some concrete examples which cover the various (technical) ideas and OB techniques. While Unity & OB can be overwhelming at first in the amount of interface and classes you are presented with, I hope these articles demonstrate that if you keep a map of the main roads in your mind it's quite safe (and fun!) to walk around in uncharted OB areas.
This is a series of articles on Unity and ObjectBuilder (OB). Currently the OB is version 2 and Unity is version 1.1 (v1.2 is around the corner with the new interception mechanism). I have written these articles in the first place because I needed to understand myself the inner treasures of Unity & OB. During this research I discovered that there is very, very little info/documentation and few people have either the courage to go deep into these frameworks or lack the time to write down what they have understood. The exception to the rule is the (now somewhat obsolete) series of articles on the Software Mechanics blog, which seems to have had the same pains as me in trying to understand the OB. I'm not an expert and I don't pretend I understand all of it now (especially the threading stuff is intrinsically hard to fathom) but I hope these field notes will help others to extend Unity (write Unity extensions) and to use the OB with more confidence. The plan is the following. This first part will give an overview of Unity & OB. The second part goes into more details of how you can articulate OB to build stuff. The third part will deal with some concrete Unity extensions. The goal is to show you that creating (for example) something like the Microsoft Extensibility Framework (MEF) on top of Unity & OB is conceptually not difficult once you unsterstand the basic tenets.