OO Programming Question: Global Object - c++

I have probably a quite simple problem but I did not find a proper design decision yet.
Basically, I have 4 different classes and each of those classes has more than 10 methods.
Each of those classes should make use of the same TCP Socket; this object keeps a socket open to the server throughout program execution. My idea was to have the TCP obejct declared as "global" so that all other classes can use it:
classTCP TCPSocket;
class classA
{
private:
public:
classA();
...
};
class classB
{
private:
public:
classB();
...
};
Unfortunately, when declaring it like this my C++ compiler gives me an error message that some initialized data is written in the executable (???). So I am wondering if there is any other way I could declare this TCP object so that it is available for ALL the other classes and its methods?
Many thanks!

I'd suggest you keep the instance in your initialization code and pass it into each of the classes that needs it. That way, it's much easier to substitute a mock implementation for testing.

This sounds like a job for the Singleton design pattern.

The me sounds more for the right time to use Dependency Injection as i tend to avoid Singleton as much as i can (Singleton are just another way for accessing GLOBLAS, and its something to be avoided)
Singleton vs Dependency Injection has been already discussed on SO, check the "dependency injection" tag (sorry for not posting some links, but SO doens't allow me to post more than one link being a new user)
Wikipedia: Dependency Injection
As per your current code example, should be modified to allow injecting the Socket on the constructor of each Class:
class classA
{
private:
public:
classA(TCPSocket socket);
...
};
class classB
{
private:
public:
classB(TCPSocket socket);
...
};

Pass the socket into the constructor of each object. Then create a separate factory class which creates them and passes in the appropriate socket. All code uses the set of objects which are required to have the same socket should then create them via an instance of this factory object. This decouples the classes that should be using the single socket while still allowing the enforcement of the shared socket rule.

The best way to go about doing this is with a Singleton. Here is it's implementation in Java
Singleton Class:
public class SingletonTCPSocket {
private SingletonTCPSocket() {
// Private Constructor
}
private static class SingletonTCPSocketHolder {
private static final SingletonTCPSocket INSTANCE = new SingletonTCPSocket ();
}
public static SingletonTCPSocket getInstance() {
return SingletonTCPSocket.INSTANCE;
}
// Your Socket Specific Code Here
private TCPSocket mySocket;
public void OpenSocket();
}
The class that needs the socket:
public class ClassA {
public ClassA {
SingletonTCPSocket.getInstance().OpenSocket();
}
}

When you have an object which is unique in your program and used in a lot of places, you have several options:
pass a reference to the object everywhere
use a global more or less well hidden (singleton, mono-state, ...)
Each approach have its drawbacks. They are quite well commented and some have very strong opinions on those issues (do a search for "singleton anti-pattern"). I'll just give some of those, and not try to be complete.
passing a reference along is tedious and clutter the code; so you end up by keeping these references in some long lived object as well to reduce the number of parameters. When the time comes where the "unique" object is no more unique, you are ready? No: you have several paths to the unique object and you'll see that they now refer to different objects, and that they are used inconsistently. Debugging this can be a nightmare worse than modifying the code from a global approach to a passed along approach, and worse had not be planned in the schedules as the code was ready.
global like approach problem are even more well known. They introduce hidden dependencies (so reusing components is more difficult), unexpected side-effect (getting the right behaviour is more difficult, fixing a bug somewhere triggers a bug in another components), testing is more complicated, ...
In your case, having a socket is not something intrinsically unique. The possibility of having to use another one in your program or to reuse the components somewhere were that socket is no more unique seems quite high. I'd not go for a global approach but a parametrized one. Note that if your socket is intrinsically unique -- says it is for over the network logging -- you'd better encapsulate it in a object designed for that purpose. Logging for instance. And then it could make sense to use a global like feature.

As everyone has mentioned, globals are bad etc.
But to actually address the compile error that you have, I'm pretty sure it's because you're defining the global in a header file, which is being included in multiple files. What you want is this:
something.h
extern classTCP TCPSocket; //global is DECLARED here
class classA
{
private:
public:
classA();
...
};
something.cpp
classTCP TCPSocket; //global is DEFINED here

Related

Using inheritance to add functionality

I'm using an abstract base class to add logging functionality to all of my classes. It looks like this:
class AbstractLog
{
public:
virtual ~AbstractLog() = 0;
protected:
void LogException(const std::string &);
private:
SingletonLog *m_log; // defined elsewhere - is a singleton object
};
The LogException() method writes the text to the log file defined in the SingletonLog object, and then throws an exception.
I then use this as my base class for all subsequent classes (there can be hundreds/thousands of these over hundreds of libraries/DLLs).
This allows me to call LogException() wherever I would normally throw an exception.
My question is whether or not this is good design/practice.
P.S.: I'm using inheritance simply to add functionality to all of my classes, not to implement any sort of polymorphism. On top of this, the concept of all of my classes having an is-a relationship with the AbstractLog class is arguable (each class is-a loggable object? Well, yes I suppose they are, but only because I've made them so).
What you suggesting will work, I think better is to create log class ( inheriting from this interface ) and use it as in a way composition ( using interface ) than inheritance - composition is weaker connection between your logic class and log class. The best practice is the less class does the better. Additional benefit is that you will be able to extend log functionality any time you want without modification of business logic.
About this singleton, maybe proxy pattern is better ?
Hope, I helped :)
This seems like overkill to me. And inheritance is supposed to express the is a relationship. So, in your case, you are kind of saying that every class in you project is a logger. But really you only want one logger hence the singleton.
It seems to me that the singleton gives you the opportunity to avoid both inheriting from your logger class and storing a logger class as a member. You can simply grab the singleton each time you need it.
class Logger
{
public:
void error(const std::string& msg);
void warning(const std::string& msg);
void exception(const std::string& msg);
// singleton access
static Logger& log()
{
// singleton
static Logger logger;
return logger;
}
};
class Unrelated
{
public:
void func()
{
// grab the singleton
Logger::log().exception("Something exceptional happened");
}
};
I suppose I am saying it seems less obtrusive to grab your singleton through a single static method of your logger than by having every class in the project inherit from the logger class.
I'm not sure you gain anything by having a free function to log the exception. If you have a LogException free function then presumbaly you'd also need free functions for LogError and LogWarning (to replicate Galik's functionality) and the Logger object would either be a non-local static object defined at file scope and instantiated at startup or you would need another free function (similar to the Logger method and called from all the other logging functions) in which the Logger object would be a local static object instantiated the first time the method is called. For me the Logger object captures all this neatly in one go.
Another point to consider is performance - if you're going to have a large number of objects all using a static logging object then the object could potentially struggle with a high rate of writing to the log file and your main business logic could get blocked on a file write. It might be worth considering adding the errors and warning messages to a queue inside the Logger object and then having a separate worker thread going through the queue and do the actual file writes. You would then need thread protection locks around the writing to and reading from this internal queue.
Also if you are using a static logging object then you need to be sure that the entire application including the DLLs is single threaded otherwise you could get multiple threads writing to the same file simultaneously and you'd need to put thread protection locks into the Logger even if you didn't use an internal queue.
Except from the friend relationship, inheritance is the strongest coupling that can be expressed in C++.
Given the principle of louse coupling, high cohesion, I think it is better to use a looser type of coupling if you just want to add functionality to a class.
As the logger is a singleton making LogException a free function is the simplest way to achieve the same goal without having the strong coupling you get with inheritance.
"...use this as my base class for all subsequent classes..." -- "...question is whether or not this is good design / practice."
No it is not.
One thing you usually want to avoid is multiple inheritance issues. If every class in your application is derived from some utility class, and then another utility class, and then another utility class... you get the idea.
Besides, you're expressing the wrong thing -- very few of your classes will actually be specialized loggers, right? (That is what inheritance implies -- is a.)
And since you mentioned DLLs... you are aware of the issues implied in C++ DLLs, namely the fragility of the ABI? You are basically forcing clients to use the very same compiler and -version.
And if your architecture results in (literally) hundreds of libraries, there's something very wrong anyways.

Is it okay when a base class has only one derived class?

I am creating a password module using OOD and design patterns. The module will keep log of recordable events and read/write to a file. I created the interface in the base class and implementation in derived class. Now I am wondering if this is sort of bad smell if a base class has only one derived class. Is this kind of class hierarchy unnecessary? Now to eliminate the class hierarchy I can of course just do everything in one class and not derive at all, here is my code.
class CLogFile
{
public:
CLogFile(void);
virtual ~CLogFile(void);
virtual void Read(CString strLog) = 0;
virtual void Write(CString strNewMsg) = 0;
};
The derived class is:
class CLogFileImpl :
public CLogFile
{
public:
CLogFileImpl(CString strLogFileName, CString & strLog);
virtual ~CLogFileImpl(void);
virtual void Read(CString strLog);
virtual void Write(CString strNewMsg);
protected:
CString & m_strLog; // the log file data
CString m_strLogFileName; // file name
};
Now in the code
CLogFile * m_LogFile = new CLogFileImpl( m_strLogPath, m_strLog );
m_LogFile->Write("Log file created");
My question is that on one hand I am following OOD principal and creating interface first and implementation in a derived class. On the other hand is it an overkill and does it complicate things? My code is simple enough not to use any design patterns but it does get clues from it in terms of general data encapsulation through a derived class.
Ultimately is the above class hierarchy good or should it be done in one class instead?
No, in fact I believe your design is good. You may later need to add a mock or test implementation for your class and your design makes this easier.
The answer depends on how likely it is that you'll have more than one behavior for that interface.
Read and write operations for a file system might make perfect sense now. What if you decide to write to something remote, like a database? In that case, a new implementation still works perfectly without affecting clients.
I'd say this is a fine example of how to do an interface.
Shouldn't you make the destructor pure virtual? If I recall correctly, that's the recommended idiom for creating a C++ interface according to Scott Myers.
Yes, this is acceptable, even with only 1 implementation of your interface, but it may be slower at run time (slightly) than a single class. (virtual dispatch has roughly the cost of following 1-2 function pointers)
This can be used as a way of preventing dependencies on clients on the implementation details. As an example, clients of your interface do not need to be recompiled just because your implementation gets a new data field under your above pattern.
You can also look at the pImpl pattern, which is a way to hide implementation details without using inheritance.
Your model works well with the factory model where you work with a lot of shared-pointers and you call some factory method to "get you" a shared pointer to an abstract interface.
The downside of using pImpl is managing the pointer itself. With C++11 however the pImpl will work well with being movable so will be more workable. At present though, if you want to return an instance of your class from a "factory" function it has copy semantic issues with its internal pointer.
This leads to implementers either returning a shared pointer to the outer class, which is made non-copyable. That means you have a shared pointer to one class holding a pointer to an inner class so function calls go through that extra level of indirection and you get two "new"s per construction. If you have only a small number of these objects that isn't a major concern, but it can be a bit clumsy.
C++11 has the advantage of both having unique_ptr which supports forward declaration of its underlying and move semantics. Thus pImpl will become more feasible where you really do know you are going to have just one implementation.
Incidentally I would get rid of those CStrings and replace them with std::string, and not put C as a prefix to every class. I would also make the data members of the implementation private, not protected.
An alternative model you could have, as defined by Composition over Inheritance and Single Responsibility Principle, both referenced by Stephane Rolland, implemented the following model.
First, you need three different classes:
class CLog {
CLogReader* m_Reader;
CLogWriter* m_Writer;
public:
void Read(CString& strLog) {
m_Reader->Read(strLog);
}
void Write(const CString& strNewMsg) {
m_Writer->Write(strNewMsg);
}
void setReader(CLogReader* reader) {
m_Reader = reader;
}
void setWriter(CLogWriter* writer) {
m_Writer = writer;
}
};
CLogReader handles the Single Responsibility of reading logs:
class CLogReader {
public:
virtual void Read(CString& strLog) {
//read to the string.
}
};
CLogWriter handles the Single Responsibility of writing logs:
class CLogWriter {
public:
virtual void Write(const CString& strNewMsg) {
//Write the string;
}
};
Then, if you wanted your CLog to, say, write to a socket, you would derive CLogWriter:
class CLogSocketWriter : public CLogWriter {
public:
void Write(const CString& strNewMsg) {
//Write to socket?
}
};
And then set your CLog instance's Writer to an instance of CLogSocketWriter:
CLog* log = new CLog();
log->setWriter(new CLogSocketWriter());
log->Write("Write something to a socket");
Pros
The pros to this method are that you follow the Single Responsibility Principle in that every class has a single purpose. It gives you the ability to expand a single purpose without having to drag along code which you would not modify anyways. It also allows you to swap out components as you see fit, without having to create an entire new CLog class for that purpose. For instance, you could have a Writer that writes to a socket, but a reader that reads a local file. Etc.
Cons
Memory management becomes a huge concern here. You have to keep track of when to delete your pointers. In this case, you'd need to delete them on destruction of CLog, as well as when setting a different Writer or Reader. Doing this, if references are stored elsewhere, could lead to dangling pointers. This would be a great opportunity to learn about Strong and Weak references, which are reference counter containers, which automatically delete their pointer when all references to it are lost.
No. If there's no polymorphism in action there's no reason for inheritance and you should use the refactoring rule to put the two classes into one. "Prefer composition over inheritance".
Edit: as #crush commented, "prefer composition over inheritance" may not be the adequate quotation here. So let's say: if you think you need to use inheritance, think twice. And if ever you are really sure you need to use it, think about it once again.

Singletons alternative

I have a pretty simple game engine. It uses several singletons(I'll enumerate some of them).
Resource Manager
Render Engine
Events Manager
Factory
etc
These singletons have many calls from one to another. I'll take Events Manager sample usage:
Any object derived from Listener can add itsel as a listener for some events just like this EventsManager->RegisterListener(this, &SomeClass::SomeMethod); (event type is deduced by SomeMethod parameter)
Any other object can fire an event like this EventsManager->PushEvent(SomeEvent);
After some synchronization the event reaches to all listeners. This is very a simple usage for EventsManager when it is singleton.
Similar behavior is with other singletons. I want to remove the singletons, but my main problem is that I want to keep the code simple to use from the "user point of view" as it is now. I read some techniques of doing this, but most of the make the initialization/usage of the classes more complicated. I know this topic was discused many times on SO, but no answer is appropriate for my programming philosophy - to keep everything as simple as possible.
I don't want to have complicated definition/initialization for my classes like:
SomeClass<EventManager, RenderEngine,...>
or
SomeClass::SomeClass(EventsManager, RenderEngine...)
Can you please give me some advice on this topic?
You could have a global "game" object that creates an instance of each of the classes that are currently singletons
For the specific example of your EventManager; your Listener base class could provide implementations of a register method and a push method that derived classes can call.
A skeleton definition:
class Listener
{
public:
virtual void ReceiveMessage( ... ) = 0;
protected:
void Register()
{
GetEventManagerSomehow()->RegisterListener( this, etc );
}
void PushEvent( etc )
{
GetEventManagerSomehow()->PushEvent( etc );
}
}
To solve the specific problem of detecting resource leaks in your singletons, give each singleton class a shutdown method that destroys the instance.
class Singleton
{
// ...
static Singleton * GetInstance()
{
if (instance == NULL)
instance = new Singleton;
return instance;
}
static void Shutdown()
{
delete instance;
instance = NULL;
}
static Singleton * instance;
};
Singleton * Singleton::instance = NULL;
Not really an answer, but maybe too long for a comment.
Dependency injection is a very good alternative to singletons: You create instances in the main function of your program and you pass them to "modules" (which are main classes), so they can use them locally. This means that for these classes you will have the "complicated" constructors that you don't want.
However, The complexity should only be limited to some classes and passing some dependent "modules" are in my point of view not that complex. As a bonus, you can find out dependencies between modules by just looking at the constructors or at the main function.
Dependency injection is used a lot because it does solve the issue that you are seeing (and more, like unit testing) with only a very limited amount of added complexity.

Static members class vs. normal c-like interface

Hey there.
After reading here about the Service Locator pattern, it got me thinking wether a class with only static members really is the way to go, or if a normal c-like interace wouldn't be more appropriate. I see people throwing around the class keyword all the time when they don't even need it.
Example with static members class taken from the linked page:
class Locator
{
public:
static IAudio* GetAudio() { return service_; }
static void Register(IAudio* service)
{
service_ = service;
}
private:
static IAudio* service_;
};
Here's a way one could do it too:
// in .h
namespace Locator{
IAudio* GetAudio();
void Register(IAudio* service);
}
// in .cpp
namespace Locator{
namespace {
IAudio* service_;
}
IAudio* GetAudio() {
return service_;
}
void Register(IAudio* service) {
service_ = service;
}
}
Both examples can be called exactly the same way with Locator::GetAudio() and Locator::Register(...).
Is one of the above superior to the other? Are they the same? Are there maybe better ways to accomplish this? Or is it just about personal preferences? Thanks for any help. :)
Your proposal with namespaces has a slight weakness in maintainability - if you need to change the interface for some reason, you have to remember to change both the interface (.h) and implementation (.cpp), or a mismatch may not be detected until link time. If you use a class, then the compiler can detect an error such as a number of parameters mismatch.
On the other hand, since the implementation (service_) in your case only appears in the .cpp file, you may be able to change the private implementation of the locator without forcing a recompile of code that depends on the locator. (Common class-based patterns can provide this same encapsulation.)
These are fairly minor differences. A public namespace containing functions is almost exactly the same as a class with only static member functions.
one good reason for using class interfaces is consistency.
often, there will be supporting implementation or subclass use of the shared data in the Locator class. therefore, it is preferable (to many people) to use one approach across their codebase, rather than combining namespaces and classes for their static data (since some implementations may extend or specialize the service).
many people don't like dealing with static data. some issues from the above examples are: thread safety, ownership, and the lifetime of the data. the data and the implementations can be easier to maintain if these are restricted to a class scope (rather than a file scope). these issues grow as the program's complexity grows -- the example you have posted is very simple.
namespace labels/aliases are more difficult to pass around (compared to types/typedefs/template parameters). this is useful if your interfaces are similar and you are using a good amount of generic programming, or if you simply want to implement tests.

OO Programming Design question: Global Object part II

Sorry for reposting this, but for some reason I can not add comments to my older
post. Some people wanted to know the exact error message I get when trying to do
the following:
I have probably a quite simple problem but I did not find a proper
design decision yet. Basically, I have 4 different inherited classes and
each of those classes has more than 10 methods.
Each of those classes should make use of the same TCP Socket; this
object keeps a socket open to the server throughout program execution.
My idea was to have the TCP obejct declared as "global" so that all
other classes can use it:
classTCP TCPSocket;
class classA
{
private:
public:
classA();
virtual void method1();
...
};
class classB
{
private:
public:
classB();
virtual void method1();
...
};
and so on for classC and classD...
Unfortunately, when declaring it like this my Symbian GCC-E compiler gives me the
following error message
elf2e32 : Error: E1027: ELF File contains initialized writable data.
So I am wondering if there is any other way I could declare this
TCP object so that it is available for ALL the other classes and its
methods? classA() is the first method that will be called when
initialising this subsystem.
Many thanks!
There is very elegant way to retrieve static instances on demand.
classTCP& SingletonInstance()
{
static classTCP instance;
return instance;
}
Idea is using c++ feature to initialize local static variables only on demand.
You can support a class-wide static member by allowing both classA and classB to inherit from the same parent.
class BaseTCP {
static classTCP tcp;
// ...
};
class classA : BaseTCP {
// ...
};
class classB : BaseTCP {
// ...
};
Now classA and ClassB both share the same static member. The stipulation is that you now have to declare the static member outside of the BaseTCP class someplace, similar to:
classTCP BaseTCP::tcp;
Depending on your situation, this may be overkill...
Instead of using singletons, why don't you just create a classTCP instance and pass references to the other objects, each of which owns a reference (or pointer) to the single instance of classTCP.
This offers a much more flexible design - I think singletons generally suck and have much more limited use that generally believed. If you use a singleton, your classes classA, classB etc... have no option but to use the singleton instance. Using a more standard object composition design, you free the whole thing up.
Ask yourself questions like, what if I want the application to talk to >1 server? or what if I want to write some unit test code for classA? Writing unit test code for networking applications is a lot easier when you don't need to use real sockets but can use dummy ones that simply hold the chunks of data in ram. Add a comment if you want an example, because I'm off for lunch now:)
Doing it the way I suggest does not add significant complexity to the overall design but makes it much more open.
A Singleton pattern.