I've got a class (A) that accesses (indirectly via a static method) a static variable (an STL container) in another class (B) in its constructor and destructor.
A objects may be global, global constants, static members of another class, stored in other classes (which may themselves have global or static instances) or basically anywhere else a c++ object can be.
If an A object is constructed before the static members in B or destructed after the static members in B, it will cause a crash at some point (usually an access violation).
Is there some way to guarantee that all instances of class A (except those that have leaked, since by definition there "lost" and so wont be destructed any way) are constructed after and destructed before B's static variable?
I've seen some solutions for making a specific variable be constructed/destructed before/after another, however not a general case of all instances of a given type so am not sure how to approach this.
No. This is known as the static-initialization fiasco. The order that objects get constructed prior to entering main is unspecified. The only guarantee is that it happens.
What you can do is lazy-initialize. This means your objects won't be initialized until you use them. Such as:
struct A { /* some data */ };
struct B { B(void){ /* get A's data */ } };
A& get_A(void)
{
static A instance;
return instance;
}
B& get_B(void)
{
static B instance;
return instance;
}
You use get_A and get_B to get the global instances. The part where B uses A should use get_A, and your use of B should be with get_B. Note the get_B is optional in your case.
What happens when B is first created? (Either globally or in the function) The constructor will call get_A and that's where A will be created. This let's you control the order things get constructed.
Note I think I reversed your A and B.
In general, no such method. There are workarounds, though. You can get an object with global scope and a slightly-less-than global lifetime by having a global pointer and initializing/destructing it in main/WinMain. Also, you place your global state to be destructed last in a ref-counted heap object.
Also, consider redesign :)
The book "Modern C++ Design" covers this issue nicely.
Google Books contains scans of much of it - see section 6.5 (page 135) - link.
You can handle this cleanly, by putting pointers to the objects in global space,
then newing them in the desired order in your main, and destroying them in the desired order at the end of the main.
As others pointed, there is no standard and portable way to solve this problem, due to the Static initialization order fiasco issue.
However, you should be able to solve your problem by applying a bit of design, so you gain a degree of control when (and how) objects of A and B are constructed. Take a look on design patterns like creational pattern Singleton it is considered in many (if not most) cases as anti-pattern, despite it is worth to learn about it. Also look at to Monostate pattern which may be used as a bit better Singleton. These patterns can help to control object creation and lifetime, so things are properly initialized before use.
Generally, it's a good idea to avoid globals - sticking to deglobalisation is a good idea.
In case if you use lazy singletons (that return on-demand created statics) you may end up with possibility where one singleton uses another one after it was already deleted. For example, imagine you have a global HttpClient singleton that allows you to make http requests. Also, you probably want to have logging, which might be provided by Log singleton:
class HttpClient
{
...
static HttpClient& singleton()
{
static HttpClient http;
return http;
}
};
Same for Log singleton. Now, imagine HttpClient constructor and destructor simply log that that HttpClient was created and deleted. In this case destructor of HttpClient may end up using deleted Log singleton.
Sample code:
#include <stdio.h>
class Log
{
Log()
{
msg("Log");
}
~Log()
{
msg("~Log");
}
public:
static Log& singleton()
{
static Log log;
return log;
}
void msg(const char* str)
{
puts(str);
}
};
class HttpClient
{
HttpClient()
{
Log::singleton().msg("HttpClient");
}
~HttpClient()
{
Log::singleton().msg("~HttpClient");
}
public:
static HttpClient& singleton()
{
static HttpClient http;
return http;
}
void request()
{
Log::singleton().msg("HttpClient::request");
}
};
int main()
{
HttpClient::singleton().request();
}
and the output is:
Log
HttpClient
HttpClient::request
~HttpClient
~Log
So far everything is correct, simply because it happened that Log was constructed before HttpClient, which means that HttpClient can still use Log in its destructor. Now simply comment out logging code in HttpClient constructor and you'll end up with this output:
Log
HttpClient::request
~Log
~HttpClient
As you can see, log is being used after its destructor ~Log was already called. As pointed out, deglobalization might be a better approach, but if you want to use on-demand created singletons and make some of them live longer than the others, then you can make such singletons use a global static initialized on demand. I use that approach quite often in production code:
class Log
{
friend std::unique_ptr<Log>::deleter_type;
...
static std::unique_ptr<Log> log;
static Log& createSingleton()
{
assert(!log);
log.reset(new Log);
return *log;
}
public:
static Log& singleton()
{
static Log& log = createSingleton();
return log;
}
};
std::unique_ptr<Log> Log::log;
Now, regardless of order in which these singletons were constructed, destruction order will ensure that Log is destructed after HttpClient. This, however, might still fail and produce unexpected output if HttpClient was used from a global static constructor. Or if you want to have multiple such "super" globals (like Log and Config for example) that use each other in random order, you will still have these problem. In such cases sometimes it's just better allocate once on heap never delete some of these objects.
Related
I just want to know when should I use singleton class over static object and vice versa. Because same can be used to have only one instance.
One reason I can guess about the storage difference in memory.
Is there any other reason to choose one over the other.
The main difference between a singleton and a static object is that the singleton guarantees that there can only be one instance of a particular class type, whereas a static object is only a single instance of a particular type. This means that the fundamental difference is whether it makes sense for the class to have multiple instances or not. For example, let's say that you have a factory that builds widgets.
class WidgetFactory {
public:
int numberOfWidgetsBuiltInTheWholeApplication();
// returns number_of_widgets_built
std::shared_ptr<Widget> build();
// increments number_of_widgets_built
private:
size_t number_of_widgets_built;
};
Let's also assume that we want to guarantee that we can determine the number of Widgets that were created in the entire application, and enforcing that there is only one WidgetFactory is an easy way to do this. This is where we would use a singleton. If we were to just use a static object, like this:
WidgetFactory& theWidgetFactory()
{
static WidgetFactory widget_factory;
return widget_factory;
}
we would have no guarantee that theWidgetFactory().numberOfWidgetsBuiltInTheWholeApplication() was actually the real total, since someone else could come along and make their own WidgetFactory instance.
However, if we make WidgetFactory be a singleton, we now have that guarantee. We could do that perhaps by making the constructors private:
class WidgetFactory {
public:
int numberOfWidgetsBuiltInTheWholeApplication();
std::shared_ptr<Widget> build();
private:
WidgetFactory();
WidgetFactory(const WidgetFactory &); // not implemented
friend WidgetFactory& theWidgetFactory();
};
Now only theWidgetFactory() function is allowed to create the instance. There are other ways that we could make numberOfWidgetsBuiltInTheWholeApplication() function properly without using a singleton, but perhaps in some situations that solution is more complicated or has other downsides.
where only static initialization is involved, a global constant is ok. where dynamic initialization is involved, you want to avoid the static initialization fiasco. hence if you must, singleton should be preferred.
however, mutable singletons are generally just global variables in disguise.
therefore, to the extent practically possible, avoid them.
I'm new to C++ and OOP in general and have been trying to learn efficient or 'correct' ways to do things, but am still having trouble.
I'm creating a DataStore class that holds data for other classes/objects. There will only ever be one instance/object of this class; however, there doesn't really need to be an object/instance since it's global data, right. In this case I feel like it's just a way to provide scope. So, I want to directly change the class members instead of passing around the object. I have read about static and _extern, but I can't decide if either would be viable, or if anything else would be better.
Right now I'm passing the one created object around to change it's data, but I would rather the class be accessed as 'itself' instead of by 'an instance of itself' while still retaining the idea of it being an object.
Typically, this sort of problem (where you need one, but only ever one - and you are SURE you never ever need more), is solved by using a "singleton" pattern.
class Singleton
{
public:
static Singleton* getInstance()
{
if (!instance) instance = new Singleton();
return instance;
}
int getStuff() { return stuff; }
private:
Singleton() { stuff = 42; }
static Singleton *instance;
int stuff;
};
then in some suitiable .cpp file>
static Singleton *instance;
Or use a global variable directly:
class Something
{
public:
Something() { stuff = 42; }
int getStuff() { return stuff; }
private:
int stuff;
}
extern Something global_something; // Make sure everyone can find it.
In ONE .cpp file:
Something global_something;
Since BOTH of these are essentially a global variable solution, I expect someone disliking global variables will downvote it, but if you don't want to pass around your class object everywhere, a global variable is not a terrible idea. You just have to be aware that global variables are not necessarily a great idea as a solution in general. It can be hard to follow what is going on, and it certainly gets messy if you suddenly need more than one (because you decided to change the code to support two different storages, or whatever) - but this applies to a singleton too.
EDIT: In a comment OP explained the data store will be read by code running in multiple threads, and updated by code in one thread. My previous answer no longer applies. Here's a better answer.
Don't use a global variable to hold the store's instance. This will open the door for many subtle bugs that can haunt you for a long while. You should give your reading threads read-only access to the store. Your writing thread should get read-write access.
Make sure your read methods in the data store are properly marked as const. Then create a single instance of the data store, and put a pointer to it in a const global variable. Your writing thread should have another mechanism of getting a non-const pointer (add a GetInstance public static method, as suggested by #Mats).
My previous answer:
If you're certain there will always be just one data store instance, don't pass it around.
Global variables are frowned upon, and some languages (Java and C#) outlawed them altogether. So in C# and Java you use static class members instead, which are practically the same thing (with exactly the same problems).
If you can put your single instance in a a const global variable, you should be fine.
If you're doing any kind of multithreading, you'll need to make sure your store is thread-safe, or else really bad things will happen.
I do this for object that have 1 instance most of time during execution of program.
class Object {
private:
Object();
friend Object & GetObject();
public:
...
};
inline Object & GetObject() {
static Object O;
return O;
}
1) this is less verbose than singleton.
2) this avoid pitfall of global object, such as undefined initialization order.
you can use a controversial Singleton pattern or you can use one of PARAMETERISE FROM ABOVE approaches described in Mark Radford (Overload Journal #57 – Oct 2003) SINGLETON - the anti-pattern! article.
PARAMETERISE FROM ABOVE approach (in his opinion) strengthen encapsulation and ease initialisation difficulties.
The classic lazy evaluated and correctly destroyed singleton:
class S
{
public:
static S& getInstance()
{
static S instance; // Guaranteed to be destroyed.
// Instantiated on first use.
return instance;
}
private:
S() {}; // Constructor? (the {} brackets) are needed here.
// Dont forget to declare these two. You want to make sure they
// are unaccessable otherwise you may accidently get copies of
// your singleton appearing.
S(S const&); // Don't Implement
void operator=(S const&); // Don't implement
};
But note: this is not thread-safe.
see here for good StackOverflow post about Singletons
What is the rationale for not having static constructor in C++?
If it were allowed, we would be initializing all the static members in it, at one place in a very organized way, as:
//illegal C++
class sample
{
public:
static int some_integer;
static std::vector<std::string> strings;
//illegal constructor!
static sample()
{
some_integer = 100;
strings.push_back("stack");
strings.push_back("overflow");
}
};
In the absense of static constructor, it's very difficult to have static vector, and populate it with values, as shown above. static constructor elegantly solves this problem. We could initialize static members in a very organized way.
So why doesn't' C++ have static constructor? After all, other languages (for example, C#) has static constructor!
Using the static initialization order problem as an excuse to not introducing this feature to the language is and always has been a matter of status quo - it wasn't introduced because it wasn't introduced and people keep thinking that initialization order was a reason not to introduce it, even if the order problem has a simple and very straightforward solution.
Initialization order, if people would have really wanted to tackle the problem, they would have had a very simple and straightforward solution:
//called before main()
int static_main() {
ClassFoo();
ClassBar();
}
with appropriate declarations:
class ClassFoo {
static int y;
ClassFoo() {
y = 1;
}
}
class ClassBar {
static int x;
ClassBar() {
x = ClassFoo::y+1;
}
}
So the answer is, there is no reason it isn't there, at least not a technical one.
This doesn't really make sense for c++ - classes are not first class objects (like in e.g. java).
A (static|anything) constructor implies something is constructed - and c++ classes aren't constructed, they just are.
You can easily achieve the same effect though:
//.h
struct Foo {
static std::vector<std::string> strings;
};
//.cpp
std::vector<std::string> Foo::strings(createStrings());
IMO there's just no need for one more syntactic way of doing this.
In which translation unit would the static objects be placed?
Once you account for the fact that statics have to be placed in one (and only one) TU, it's then not "very difficult" to go the rest of the way, and assign values to them in a function:
// .h
class sample
{
public:
static int some_integer;
static std::vector<std::string> strings;
};
//.cpp
// we'd need this anyway
int sample::some_integer;
std::vector<std::string> sample::strings;
// add this for complex setup
struct sample_init {
sample_init() {
sample::some_integer = 100;
sample::strings.push_back("stack");
sample::strings.push_back("overflow");
}
} x;
If you really want the code for sample_init to appear in the definition of class sample, then you could even put it there as a nested class. You just have to define the instance of it in the same place you define the statics (and after they've been initialized via their default constructors, otherwise of course you can't push_back anything).
C# was invented 15-20 years after C++ and has a completely different build model. It's not all that surprising that it offers different features, and that some things are less simple in C++ than in C#.
C++0x adds a features to make it easier to initialize vectors with some data, called "initializer lists"
You could get by with putting your "static" members in their own class with their own constructor that performs their initialization:
class StaticData
{
int some_integer;
std::vector<std::string> strings;
public:
StaticData()
{
some_integer = 100;
strings.push_back("stack");
strings.push_back("overflow");
}
}
class sample
{
static StaticData data;
public:
sample()
{
}
};
Your static data member is guaranteed to be initialized before you first try to access it. (Probably before main but not necessarily)
Static implies a function that is disassociated with an object. Since only objects are constructed, it is not apparent why a static constructor would have any benefit.
You can always hold an object in a static scope which has been constructed in a static block, but the constructor you would use would still be declared as non-static. There's no rule that indicates you can't call a non-static method from a static scope.
Finally, C++ / C defines the start of a program to be when the main function is entered. Static blocks are called prior to the entry of the main function as part of setting up the "environment" of the evaluated code. If your environment dictates full control over the set-up and tear-down, then it's easy to argue that it's not really some environmental fixture as much as an inherit procedural component of the program. I know that the last bit is sort of code-philosophy (and that it's rationale could be interpreted differently), but one shouldn't put critical code "before" the official start of an executable's handing off "full control" to the code written by the programmer.
Suppose you have the following code:
int main(int argc, char** argv) {
Foo f;
while (true) {
f.doSomething();
}
}
Which of the following two implementations of Foo are preferred?
Solution 1:
class Foo {
private:
void doIt(Bar& data);
public:
void doSomething() {
Bar _data;
doIt(_data);
}
};
Solution 2:
class Foo {
private:
Bar _data;
void doIt(Bar& data);
public:
void doSomething() {
doIt(_data);
}
};
In plain english: if I have a class with a method that gets called very often, and this method defines a considerable amount of temporary data (either one object of a complex class, or a large number of simple objects), should I declare this data as private members of the class?
On the one hand, this would save the time spent on constructing, initializing and destructing the data on each call, improving performance. On the other hand, it tramples on the "private member = state of the object" principle, and may make the code harder to understand.
Does the answer depend on the size/complexity of class Bar? What about the number of objects declared? At what point would the benefits outweigh the drawbacks?
From a design point of view, using temporaries is cleaner if that data is not part of the object state, and should be preferred.
Never make design choices on performance grounds before actually profiling the application. You might just discover that you end up with a worse design that is actually not any better than the original design performance wise.
To all the answers that recommend to reuse objects if construction/destruction cost is high, it is important to remark that if you must reuse the object from one invocation to another, in many cases the object must be reset to a valid state between method invocations and that also has a cost. In many such cases, the cost of resetting can be comparable to construction/destruction.
If you do not reset the object state between invocations, the two solutions could yield different results, as in the first call, the argument would be initialized and the state would probably be different between method invocations.
Thread safety has a great impact on this decision also. Auto variables inside a function are created in the stack of each of the threads, and as such are inherently thread safe. Any optimization that pushes those local variable so that it can be reused between different invocations will complicate thread safety and could even end up with a performance penalty due to contention that can worsen the overall performance.
Finally, if you want to keep the object between method invocations I would still not make it a private member of the class (it is not part of the class) but rather an implementation detail (static function variable, global in an unnamed namespace in the compilation unit where doOperation is implemented, member of a PIMPL...[the first 2 sharing the data for all objects, while the latter only for all invocations in the same object]) users of your class do not care about how you solve things (as long as you do it safely, and document that the class is not thread safe).
// foo.h
class Foo {
public:
void doOperation();
private:
void doIt( Bar& data );
};
// foo.cpp
void Foo::doOperation()
{
static Bar reusable_data;
doIt( reusable_data );
}
// else foo.cpp
namespace {
Bar reusable_global_data;
}
void Foo::doOperation()
{
doIt( reusable_global_data );
}
// pimpl foo.h
class Foo {
public:
void doOperation();
private:
class impl_t;
boost::scoped_ptr<impl_t> impl;
};
// foo.cpp
class Foo::impl_t {
private:
Bar reusable;
public:
void doIt(); // uses this->reusable instead of argument
};
void Foo::doOperation() {
impl->doIt();
}
First of all it depends on the problem being solved. If you need to persist the values of temporary objects between calls you need a member variable. If you need to reinitialize them on each invokation - use local temporary variables. It a question of the task at hand, not of being right or wrong.
Temporary variables construction and destruction will take some extra time (compared to just persisting a member variable) depending on how complex the temporary variables classes are and what their constructors and destructors have to do. Deciding whether the cost is significant should only be done after profiling, don't try to optimize it "just in case".
I'd declare _data as temporary variable in most cases. The only drawback is performance, but you'll get way more benefits. You may want to try Prototype pattern if constructing and destructing are really performance killers.
If it is semantically correct to preserve a value of Bar inside Foo, then there is nothing wrong with making it a member - it is then that every Foo has-a bar.
There are multiple scenarios where it might not be correct, e.g.
if you have multiple threads performing doSomething, would they need all separate Bar instances, or could they accept a single one?
would it be bad if state from one computation carries over to the next computation.
Most of the time, issue 2 is the reason to create local variables: you want to be sure to start from a clean state.
Like a lot of coding answers it depends.
Solution 1 is a lot more thread-safe. So if doSomething were being called by many threads I'd go for Solution 1.
If you're working in a single threaded environment and the cost of creating the Bar object is high, then I'd go for Solution 2.
In a single threaded env and if the cost of creating Bar is low, then I think i'd go for Solution 1.
You have already considered "private member=state of the object" principle, so there is no point in repeating that, however, look at it in another way.
A bunch of methods, say a, b, and c take the data "d" and work on it again and again. No other methods of the class care about this data. In this case, are you sure a, b and c are in the right class?
Would it be better to create another smaller class and delegate, where d can be a member variable? Such abstractions are difficult to think of, but often lead to great code.
Just my 2 cents.
Is that an extremely simplified example? If not, what's wrong with doing it this
void doSomething(Bar data);
int main() {
while (true) {
doSomething();
}
}
way? If doSomething() is a pure algorithm that needs some data (Bar) to work with, why would you need to wrap it in a class? A class is for wrapping a state (data) and the ways (member functions) to change it.
If you just need a piece of data then use just that: a piece of data. If you just need an algorithm, then use a function. Only if you need to keep a state (data values) between invocations of several algorithms (functions) working on them, a class might be the right choice.
I admit that the borderlines between these are blurred, but IME they make a good rule of thumb.
If it's really that temporary that costs you the time, then i would say there is nothing wrong with including it into your class as a member. But note that this will possibly make your function thread-unsafe if used without proper synchronization - once again, this depends on the use of _data.
I would, however, mark such a variable as mutable. If you read a class definition with a member being mutable, you can immediately assume that it doesn't account for the value of its parent object.
class Foo {
private:
mutable Bar _data;
private:
void doIt(Bar& data);
public:
void doSomething() {
doIt(_data);
}
};
This will also make it possible to use _data as a mutable entity inside a const function - just like you could use it as a mutable entity if it was a local variable inside such a function.
If you want Bar to be initialised only once (due to cost in this case). Then I'd move it to a singleton pattern.
As the title says. How would I create an instance of a class that is globally available(for example I have a functor for printing and i want to have a single global instance of this(though the possibility of creating more)).
Going to all the effort of making a singleton object using the usual pattern isn't addressing the second part of your question - the ability to make more if needed. The singleton "pattern" is very restrictive and isn't anything more than a global variable by another name.
// myclass.h
class MyClass {
public:
MyClass();
void foo();
// ...
};
extern MyClass g_MyClassInstance;
// myclass.cpp
MyClass g_MyClassInstance;
MyClass::MyClass()
{
// ...
}
Now, in any other module just include myclass.h and use g_MyClassInstance as usual. If you need to make more, there is a constructor ready for you to call.
First off the fact that you want global variables is a 'code smell' (as Per Martin Fowler).
But to achieve the affect you want you can use a variation of the Singleton.
Use static function variables. This means that variable is not created until used (this gives you lazy evaluation) and all the variables will be destroyed in the reverse order of creation (so this guarantees the destructor will be used).
class MyVar
{
public:
static MyVar& getGlobal1()
{
static MyVar global1;
return global1;
}
static MyVar& getGlobal2()
{
static MyVar global2;
return global2;
}
// .. etc
}
As a slight modification to the singleton pattern, if you do want to also allow for the possibility of creating more instances with different lifetimes, just make the ctors, dtor, and operator= public. That way you get the single global instance via GetInstance, but you can also declare other variables on the heap or the stack of the same type.
The basic idea is the singleton pattern, however.
Singleton is nice pattern to use but it has its own disadvantages. Do read following blogs by Miško Hevery before using singletons.
Singletons are Pathological Liars
Root Cause of Singletons
Where Have All the Singletons Gone?
the Singleton pattern is what you're looking for.
I prefer to allow a singleton but not enforce it so in never hide the constructors and destructors. That had already been said just giving my support.
My twist is that I don't use often use a static member function unless I want to create a true singleton and hide the constr. My usual approach is this:
template< typename T >
T& singleton( void )
{
static char buffer[sizeof(T)];
static T* single = new(buffer)T;
return *single;
}
Foo& instance = singleton<Foo>();
Why not use a static instance of T instead of a placement new? The static instance gives the construction order guarantees, but not destruction order. Most objects are destroyed in reverse order of construction, but static and global variables. If you use the static instance version you'll eventually get mysterious/intermittent segfaults etc after the end of main.
This means the the singletons destructor will never be called. However, the process in coming down anyway and the resources will be reclaimed. That's kinda tough one to get used to but trust me there is not a better cross platform solution at the moment. Luckily, C++0x has a made changes to guarantee destruction order that will fix this problem. Once your compiler supports the new standard just upgrade the singleton function to use a static instance.
Also, I in the actual implemenation I use boost to get aligned memory instead of a plain character array, but didn't want complicate the example
The simplest and concurrency safe implementation is Scott Meyer's singleton:
#include <iostream>
class MySingleton {
public:
static MySingleton& Instance() {
static MySingleton singleton;
return singleton;
}
void HelloWorld() { std::cout << "Hello World!\n"; }
};
int main() {
MySingleton::Instance().HelloWorld();
}
See topic IV here for an analysis from John Vlissides (from GoF fame).