Hey Reader, Ever tried to choose the perfect weapon for each creature in a dark, spooky forest? Silver bullets for werewolves, garlic for vampires, chainsaws for zombies... but what if you had to pick your weapon before entering the forest? Just like that forest adventure, dependency injection in C# can leave you stuck with the wrong tool when you need it most - unless you know about the Factory Pattern! Today, I’m breaking down how the Factory Pattern solves real-world dependency injection issues and when to use it instead of conventional DI. If you’re interested in dynamically switching dependencies at runtime (instead of being locked in beforehand), this is for you! Watch on YouTube 📺Check out the full tutorial to see how the Factory Pattern saves the day 👇 The Problem: Static Dependencies in DIIn typical dependency injection, you declare services upfront, which locks in certain dependencies at compile time. Let’s say we’re working with different services to handle weapons:
Registered in the builder.Services.AddScoped<IWeaponService, VampireWeaponService>(); But here’s the catch: this setup only lets you pick one weapon before runtime. That’s fine if you’re only fighting vampires, but if you encounter a zombie with garlic in hand… well, you’re out of luck! The Factory Pattern SolutionEnter the Factory Pattern! With this approach, we can dynamically choose the right weapon at runtime based on the creature we’re facing. Here’s how it’s done: Step 1: Define a Factory Interface
Step 2: Implement the Factory
Step 3: Register Services and Factory in
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