Singleton Pattern - Cannot call member function without object - c++

I'm new to singletons and generally to OOP, and i have a little problem with my code. I searched here for "Cannot call member function without object", but the engine returned some topics that aren't related to singletons.
This is my code and the compiler tells me "cannot call member function 'void mySingleton::set_value(int)' without object". Do you have any ideas on how could i solve this?
#include <iostream>
class mySingleton{
private:
int value;
static mySingleton *_pInstance;
mySingleton(int Value=0) {value=Value;}
public:
~mySingleton() {value=0;}
static mySingleton *getInstance()
{
if(!_pInstance) _pInstance=new mySingleton;
return _pInstance;
}
int get_value() {return value;}
void set_value(int x=0) {value=x;}
};
mySingleton *mySingleton::_pInstance=NULL;
int main()
{
std::cout << "Initial value:" << mySingleton::getInstance()->get_value() << std::endl;
mySingleton::set_value(5);
std::cout << "Modified value: " << mySingleton::getInstance()->get_value() << std::endl;
return 0;
}

Related

What's The Point of A Singleton Pointer?

I see the use of a Singleton pointer with online examples, so when I created my own Singleton without a pointer I became very confused as to why every example uses a pointer.
Why is a pointer better than a reference?
Here's my code:
class SimpleSingleton{
private:
static int integerDataMember;
static SimpleSingleton singletonInstance;
SimpleSingleton(){}
public:
static SimpleSingleton GetInstance(){
return singletonInstance;
}
void IncrementDataMember() const { integerDataMember++; }
int GetDataMember() const { return integerDataMember; }
};
SimpleSingleton SimpleSingleton::singletonInstance;
int SimpleSingleton::integerDataMember = 0;
int main()
{
SimpleSingleton::GetInstance().IncrementDataMember();
cout << SimpleSingleton::GetInstance().GetDataMember() << endl;
{
SimpleSingleton::GetInstance().IncrementDataMember();
cout << SimpleSingleton::GetInstance().GetDataMember() << endl;
}
return 0;
}

How to read the following code for main? I do not know this

How to read the following code for main?
I do not know this
Code :
class one
{
public:
void operator()() const
{
f();
f1();
}
};
I want to call the operator To main?
void operator()() const defines a function call operator, which can be used as:
one ob;
ob(); // calls ob.operator()()
For another, more complete, example.
#include <iostream>
class Two
{
public:
int operator()(const char *str) const
{
std::cout << "operator() called with " << str << std::endl;
return 101;
}
};
int main()
{
Two two;
int n = two("'test'");
std::cout << "operator() returned " << n << std::endl;
}
Output:
operator() called with 'test'
operator() returned 101
You can create an instance of the class in the main function and call the function using that instance.
class one
{
public:
void operator()() const
{
f();
f1();
}
};
int main() {
one obj_one;
// calling the member function -> method
obj_one.operator()();
return 0;
}

C++ Singleton instantiate with overloaded operator -> possible?

Today I'm working on a singleton test case in c++.
The singleton is working fine but I would like to instantiate the static object when the user try to access a member of it, so if the variable isn't created when we try to access a member of it, it will not crash instead it will simply generate my singleton.
Here's my class.h:
class PDG : public EmployeRH
{
public:
static void Instantiate(std::string nom, std::string prenom);
// Current manual instantiation version of the singleton
PDG* operator->();
// This is the line I just added to overload "->" operator ... But it seems it's never called.
void SePresenter();
static PDG* _instance;
private:
PDG();
~PDG();
PDG(std::string nom, std::string prenom);
int _budget;
};
Methods.cpp
PDG* PDG::_instance=NULL;
PDG::PDG()
{
}
PDG::~PDG()
{
}
PDG::PDG(std::string a_nom, std::string a_prenom):EmployeRH(a_nom,a_prenom)
{
_budget = 100000;
}
void PDG::Instantiate(std::string a_nom, std::string a_prenom)
{
cout << "instantiation pdg" << endl;
if (_instance == NULL)
{
_instance = new PDG(a_nom,a_prenom);
}
}
PDG* PDG::operator->()
{
PDG::Instantiate("Unknown", "Unknown");
return _instance;
}
void PDG::SePresenter()
{
cout << _nom << " " << _prenom << endl;
}
main.cpp
void main()
{
PDG::_instance->SePresenter();
system("pause");
}
The thing is, it goes directly into "SePresenter()" and not into my overloaded operator "->".
If anyone could help it would be greatfull.
Thanks,
Impact
PDG::_instance is a pointer to PDG so -> simply dereferences the pointer and you can't override the behaviour. To override the -> operator you must call it on the class directly not on a pointer: (*PDG::_instance)->SePresenter(). To preserve your desired syntax and to remove the undefined behaviour from dereferencing the null pointer you can change PDG::_instance into a structure which holds your instance pointer.
#include <string>
#include <iostream>
using namespace std;
struct EmployeRH {
EmployeRH() {}
EmployeRH(std::string nom, std::string prenom) {}
std::string _nom;
std::string _prenom;
};
class PDG : public EmployeRH {
public:
static PDG* Instantiate(std::string nom, std::string prenom);
// Current manual instantiation version of the singleton
void SePresenter();
static struct Instance {
PDG* operator->()
{
return PDG::Instantiate("Unknown", "Unknown");
}
} _instance;
private:
PDG();
~PDG();
PDG(std::string nom, std::string prenom);
int _budget;
};
PDG::Instance PDG::_instance;
PDG::PDG()
{
}
PDG::~PDG()
{
}
PDG::PDG(std::string a_nom, std::string a_prenom)
: EmployeRH(a_nom, a_prenom)
{
_budget = 100000;
}
PDG* PDG::Instantiate(std::string a_nom, std::string a_prenom)
{
static PDG instance(a_nom, a_prenom);
cout << "instantiation pdg" << endl;
return &instance;
}
void PDG::SePresenter()
{
cout << _nom << " " << _prenom << endl;
}
int main()
{
PDG::_instance->SePresenter();
return 0;
}
I've also changed your singleton to use a function static which makes your code thread safe.

Calling std::function object pointing to the method of deallocated object

Consider this code:
#include <iostream>
#include <functional>
using namespace std;
using namespace std::placeholders;
typedef function<void(const int&)> SomeFunc;
class X {
public:
X(string name):name_(name)
{ cout << "ctor " << name_ << endl; }
~X()
{
cout << "dtor " << name_ << endl;
name_ = "empty";
}
SomeFunc
getSomeFunc()
{ return bind(&X::someMethod, this, _1); }
private:
string name_;
void
someMethod(const int& a)
{
cout << name_ << " some method with " << a << endl;
}
};
int main()
{
SomeFunc f;
{
shared_ptr<X> x(new X("Object"));
f = x->getSomeFunc();
f(1);
}
f(2);
return 0;
}
Sometimes, output gives me this:
ctor Object
Object some method with 1
dtor Object
empty some method with 2
other times this:
ctor Object
Object some method with 1
dtor Object
some method with 2
In real world, it would most probably give me crashes once deallocated object tries to access it's attributes.
So here is a question - as function does not guarantee holding a reference to the object which method it's pointing to, what is the best practice to avoid crashes when function is called after referenced object was already deallocated?
One of the solutions I might think of - maintain a special flag bool deallocated_ inside object and check it inside the method which might be called after deallocation. However, I suspect, it's not reliable either.
UPDATE (from comments):
The real reason I need this workaround is the library that takes function as a parameter. This library operates asynchronously and I have no control over function objects passed into it. That's why when my object is deallocated, library still can invoke callbacks using originally passed function which leads to a crash.
Your object is being held by a shared_ptr, so you can use a lambda to close over the shared_ptr:
auto func = [ptr](const int &p){ ptr->someMethod(p); };
You'll need to use shared_from_this to get ptr within the class.
Here's a full example that works:
#include <iostream>
#include <functional>
#include <memory>
using namespace std;
using namespace std::placeholders;
typedef function<void(const int&)> SomeFunc;
class X : public enable_shared_from_this<X> {
public:
X(string name) : name_(name) {
cout << "ctor " << name_ << endl;
}
~X() {
cout << "dtor " << name_ << endl;
name_ = "empty";
}
SomeFunc getSomeFunc() {
auto ptr = shared_from_this();
return [ptr](const int &a){ ptr->someMethod(a); };
}
private:
string name_;
void someMethod(const int& a) {
cout << name_ << " some method with " << a << endl;
}
};
int main()
{
SomeFunc f;
{
shared_ptr<X> x(new X("Object"));
f = x->getSomeFunc();
f(1);
}
f(2);
return 0;
}
The output looks like this:
ctor Object
Object some method with 1
Object some method with 2
dtor Object
Sulution 1) Using weak_ptr + lambda (almost the same as from b4hand, but it won't force your class beeing alive)
Inherit your class from std::enable_shared_from_this
class X : public enable_shared_from_this<X>
and change getSomeFunc to something like this:
SomeFunc getSomeFunc()
{
weak_ptr<X> weak = shared_from_this();
return [weak, this](const int& a){
shared_ptr<X> shared = weak.lock();
if (shared)
{
this->someMethod(a);
}
};
}
output:
ctor Object
Object some method with 1
dtor Object
more details here and here.
Solution 2) A bit of crazy code + lambda
If you can't or don't want to use shared/weak ptrs, you can do it this way:
#include <memory>
#include <functional>
#include <iostream>
#include <memory>
#include <string>
#include <set>
using namespace std;
typedef function<void(const int&)> SomeFunc;
class X {
private:
static set<X*> _aliveInstanties;
public:
X(string name) :name_(name)
{
_aliveInstanties.insert(this);
cout << "ctor " << name_ << endl;
}
~X()
{
_aliveInstanties.erase(_aliveInstanties.find(this));
cout << "dtor " << name_ << endl;
name_ = "empty";
}
SomeFunc getSomeFunc()
{
return [this](const int& a)
{
if (_aliveInstanties.find(this) != _aliveInstanties.end())
{
this->someMethod(a);
}
};
}
private:
string name_;
void someMethod(const int& a)
{
cout << name_ << " some method with " << a << endl;
}
};
You can create a class that holds a function pointer and a shared_ptr to the object. The shared_ptr to the object guarantees the object won't be destroyed until your function class is destroyed.
Another solution without using lambda is to derive from enable_shared_from_this and pass shared_from_this in getSomeFunc method:
class X : public enable_shared_from_this<X> {
public:
X(string name):name_(name)
{ cout << "ctor " << name_ << endl; }
~X()
{
cout << "dtor " << name_ << endl;
name_ = "empty";
}
SomeFunc
getSomeFunc()
{
return bind(&X::someMethod, shared_from_this(), _1);
}
private:
string name_;
void
someMethod(const int& a)
{
cout << name_ << " some method with " << a << endl;
}
};
This, however, will hold object until all callbacks are released.

how to pass class to method, and from base class detect inheritor?

It's hard to explain exactly what I want to do here, but I have a base class and two classes which inherit this base class. Both classes which inherit it have their own unique members. I want to be able to pass both to a method, and have that method detect which it is, then access their unique members. I can't assume there will only be two classes which inherit it, so i'm looking for something of a more general solution.
Here is an example of what I'd like to do:
#include <iostream>
class Base {
public:
int _type;
Base() { }
};
class First : public Base {
public:
int _first_only;
First() { }
};
class Second : public Base {
public:
int _second_only;
Second() { }
};
void test (Base b) {
std::cout << "Type: " << b._type << std::endl;
if(b._type==1) {
std::cout << "First\n";
// Want to be able to do this
std::cout << "Val: " << (First)b._first_only << std::endl;
} else if(b._type==2) {
std::cout << "Second\n";
// And this
std::cout << "Val: " << (Second)b._second_only << std::endl;
}
}
int main() {
First f;
f._first_only=1;
f._type=1;
Second s;
s._type=2;
s._second_only=2;
test(f);
test(s);
}
This is similar to others answers:
You can write polymorphic classes to get this behavior using virtual functions.
Pass the Dervied class objects either by pointer or by reference to get polymorphic behaviour. Otherwise it will lead to object slicing. Your test() function leads to object slicing.
This code may also help you. You can see that there are different ways to print the type. I used GetBaseType(), GetDerivedType() and GetType(). Among these GetType() method is convenient for you case. There are two constructors for convenience. Constructors allow to initialize data members.
class Base {
private:
int _type;
public:
Base(int type) : _type(type) { }
int GetBaseType() { return _type; }
virtual int GetDerivedType() = 0;
virtual int GetType() { return _type; }
};
class First : public Base {
private:
int _first_only;
public:
First() : Base(1), _first_only(1) { }
First(int first_only) : Base(first_only), _first_only(first_only) { }
int GetDerivedType() { return _first_only; }
virtual int GetType() { return _first_only; }
};
class Second : public Base {
private:
int _second_only;
public:
Second() : Base(2), _second_only(2) { }
Second(int second_only) : Base(second_only), _second_only(second_only) { }
int GetDerivedType() { return _second_only; }
virtual int GetType() { return _second_only; }
};
void test (Base &b) {
std::cout << "Type: " << b.GetBaseType() << std::endl;
std::cout << "Type: " << b.Base::GetType() << std::endl;
std::cout << "Dervied type: \n";
std::cout << "Val: " << b.GetDerivedType() << std::endl;
std::cout << "Val: " << b.GetType() << std::endl;
}
int main() {
First f(1);
Second s(2);
test(f);
test(s);
First f1;
Second s1;
test(f1);
test(s1);
}
Either declare a virtual function in Base
Move the common members types from First and Second into Base.
For your specific problem, 2nd option is better:
class Base {
public:
int _member; // have getter() method, if '_member' is private
Base() { }
};
Inside, test():
void test (Base &b) { // <--- practice to pass by reference if copy is not needed
// use b._member;
};
Your code does not work polymorphically, because you are passing the function-parameter by value, which results in slicing.
If you have a method that does different things for different types, consider overloading it for each of these types.
Three things I'd do:
In general switching on type codes is not considered good object oriented design: Instead pull the switched code into the classes.
I'd also set up the type tags in the constructor of the specific classes.
And as others have mentioned you need to pass the argument by reference to avoid slicing.
Here's what the code would look like:
#include <iostream>
class Base {
public:
int _type;
Base() { }
virtual void print_to_stream( std::ostream & os ) const =0;
};
class First : public Base {
public:
int _first_only;
First() { _type =1; }
void print_to_stream( std::ostream & os ) const
{
os<<"First\n";
os<<"Val: " << _first_only << std::endl;
}
};
class Second : public Base {
public:
int _second_only;
Second() { _type=2; }
void print_to_stream( std::ostream & os ) const
{
os << "Second\n";
os << "Val: " << _second_only << std::endl;
}
};
void test (Base & b)
{
std::cout << "Type: " << b._type << std::endl;
b.print_to_stream( std::cout );
}
int main() {
First f;
f._first_only=1;
Second s;
s._second_only=2;
test(f);
test(s);
}