I'm a huge fan of using Unity for .NET applications to keep code module and dependencies "manageable" in large code-bases. I've used it for years with .NET by dropping assemblies into the main program's program directory and re-configuring an IoC configuration file (usually the .exe.config file), injecting new behaviour into a program without needing to re-compile the main program.
However, I have started my foray into writing universal apps for Windows Store and more importantly, Windows IoT - however because these apps are "packaged up" during compilation, I'm finding it difficult to understand how best to continue doing this.
One possible option would be to compile the "modules" (PCL/Universal class libraries) and include them (and their dependencies) as "Content" files within the Universal app, then use reflection to load types from these assemblies during the start-up of the program via reflection.
Another option would be to include all modules and their dependencies into the main program's project references before compilation but using "poor man's dependency injection to hard code the registrations and resolutions", but this feels really wrong to me - I'd ideally like to keep the separation of dependencies if at all possible?
Any ideas...?
PS. I'm not tied to Unity in any way, if there is another IoC library that does it better on this platform then fine - but Unity is what I already know and love!
I do this using Castle Windsor. You can probably use the same approach with Unity:
Install
method.Install
method,
passing in the container instanceThis way you can keep your dependencies separate, and you don't have to worry about adding extra references or adding .dlls as content files.