Low performance resolving transient components

May 16, 2012 at 12:51 PM


The time that Microsoft Unity is using to resolve a big amount of transient components compared with other IoC's has a very big gap.

I can say this because I have done some tests about different IoC's (Microsoft Unity included).

Furthemore, If you compare the results of Microsoft Unity v2.1 and the new Microsoft Unity v3.0, both are very similar.

I think that you haven't improved some performance details of Microsoft Unity. It's a good opportunity to improve some things about Microsoft Unity.

Have you really thought about this to improve Microsoft Unity or isn't important for you?

Thanks in advanced.


May 16, 2012 at 12:54 PM

Do you mind to share your numbers and how you got them?