And then you can load plugin classes from all the dlls with dependency injection, and execute them though something like this:
<span style="color:#323232;">public class ImageEditor(IEnumerable<IImageEditorPlugin> plugins)
</span><span style="color:#323232;">{
</span><span style="color:#323232;"> public void EditImage(int[,] imageData)
</span><span style="color:#323232;"> {
</span><span style="color:#323232;"> foreach (var imageEditorPlugin in plugins)
</span><span style="color:#323232;"> {
</span><span style="color:#323232;"> imageEditorPlugin.BeforeImageEdit(imageData);
</span><span style="color:#323232;"> // Do internal image edit function
</span><span style="color:#323232;"> imageEditorPlugin.AfterImageEdit(imageData);
</span><span style="color:#323232;"> }
</span><span style="color:#323232;"> }
</span><span style="color:#323232;">}
</span>
This is a very simple example obviously, normally you’d send more meta-data to the plugins, or have multiple different interfaces depending on the kinda plugin it is, or have some methods to ask plugins when they’re suitable to be used. But this way a user can provide compiled versions of their plugins (in the same language as the core application) - instead of having to provide something like lua scripts