Best way to create an Environment object in C++ - c++

I want to create an environment class that is accessible from all of my classes in my program but I dont want to initialize the environment object everytime I want to access its members from my other classes. What is the best way to go around doing this in C++?
I want to do this because I have the environment object store all my config values that other classes may use. Those values are read from multiple places, including different files. I dont want to parse the files every time I create a new environment object in my classes.

A Singleton object isn't always the solution. While sometimes it seems like an easy solution, it does have some disadvantages (see this question for example).
How many of your classes actually need access to this Environment object? If you literally meant that every class you have do then it sounds like your design is flawed.
Quite often a better alternative to a singleton is just to pass the object around to those who actually need it.

What you need to do is to wrap your environment class in a Singleton Pattern. See this SO question for more info: C++ Singleton design Pattern

As has been pointed out, what you are looking for is the Singleton pattern. However, the Singleton pattern is frequently the result of poor design. Whenever you find yourself using the Singleton pattern, or, for that matter, any pattern that requires what are, in effect, global variables, you should consider whether there might be a better approach to the problem. With respect to your particular problem, I recommend you take a look at the QSettings class, which is a part of the Qt Framework, a free and high quality open source library.
The QSetttings class will allow you to load/save configuration settings using the preferred native mechanism (the registry on Windows, a property list file on Mac OS X, and a gconf XML file on Linux). Also, you might want to see my post Environment Variables are Evil, in case you were considering using environment variables for the configuration (the name "environment" for the configuration sounds awfully ominous).

Sounds like you want a singleton pattern. This will let you create and use one object/instance of a class, but no more, even if you access it many times. See:
http://www.infernodevelopment.com/singleton-c

You can create a service which is a static singleton. This service contains all your object collection(s) and provide functions to access these objects.

Related

C++ Singleton Design pattern alternatives

I hate to beat a dead horse, that said, I've gone over so many conflicting articles over the past few days in regards to the use of the singleton pattern.
This question isn't be about which is the better choice in general, rather what makes sense for my use case.
The pet project I'm working on is a game. Some of the code that I'm currently working on, I'm leaning towards using a singleton pattern.
The use cases are as follows:
a globally accessible logger.
an OpenGL rendering manager.
file system access.
network access.
etc.
Now for clarification, more than a couple of the above require shared state between accesses. For instance, the logger is wrapping a logging library and requires a pointer to the output log, the network requires an established open connection, etc.
Now from what I can tell it's more suggested that singletons be avoided, so lets look at how we may do that. A lot of the articles simply say to create the instance at the top and pass it down as a parameter to anywhere that is needed. While I agree that this is technically doable, my question then becomes, how does one manage the potentially massive number of parameters? Well what comes to mind is wrapping the different instances in a sort of "context" object and passing that, then doing something like context->log("Hello World"). Now sure that isn't to bad, but what if you have a sort of framework like so:
game_loop(ctx)
->update_entities(ctx)
->on_preupdate(ctx)
->run_something(ctx)
->only use ctx->log() in some freak edge case in this function.
->on_update(ctx)
->whatever(ctx)
->ctx->networksend(stuff)
->update_physics(ctx)
->ctx->networksend(stuff)
//maybe ctx never uses log here.
You get the point... in some areas, some aspects of the "ctx" aren't ever used but you're still stuck passing it literally everywhere in case you may want to debug something down the line using logger, or maybe later in development, you actually want networking or whatever in that section of code.
I feel like the above example would much rather be suited to a globally accessible singleton, but I must admit, I'm coming from a C#/Java/JS background which may color my view. I want to adopt the mindset/best practices of a C++ programmer, yet like I said, I can't seem to find a straight answer. I also noticed that the articles that suggest just passing the "singleton" as a parameter only give very simplistic use cases that anyone would agree a parameter would be the better way to go.
In this game example, you probably wan't to access logging everywhere even if you don't plan on using it immediately. File system stuff may be all over but until you build out the project, it's really hard to say when/where it will be most useful.
So do I:
Stick with using singletons for these use cases regardless of how "evil/bad" people say it is.
Wrap everything in a context object, and pass it literally everywhere. (seems kinda gross IMO, but if that's the "more accepted/better" way of doing it, so be it.)
Something completely else. (Really lost as to what that might be.)
If option 1, from a performance standpoint, should I switch to using namespace functions, and hiding the "private" variables / functions in anonymous namespaces like most people do in C? (I'm guessing there will be a small boost in performance, but then I'll be stuck having to call an "init" and "destroy" method on a few of these rather than being able to just allow the constructor/destructor to do that for me, still might be worth while?)
Now I realize this may be a bit opinion based, but I'm hoping I can still get a relatively good answer when a more complicated/nested code base is in question.
Edit:
After much more deliberation I've decided to use the "Service Locator" pattern instead. To prevent a global/singleton of the Service Locator I'm making anything that may use the services inherit from a abstract base class that requires the Service Locator be passed when constructed.
I haven't implemented everything yet so I'm still unsure if I'll run into any problems with this approach, and would still love feedback on if this is a reasonable alternative to the singleton / global scope dilemma.
I had read that Service Locator is also somewhat of an anti-pattern, that said, many of the example I found implemented it with statics and/or as a singleton, perhaps using it as I've described removes the aspects that cause it to be an anti-pattern?
Whenever you think you want to use a Singleton, ask yourself the following question: Why is it that it must be ensured at all cost that there never exists more than one instance of this class at any point in time? Because the whole point of the Singleton pattern is to make sure that there can never be more than one instance of the Singleton. That's what the term "singleton" is all about: there only being one. That's why it's called the Singleton pattern. That's why the pattern calls for the constructor to be private. The point of the Singleton pattern is not and never was to give you a globally-accessible instance of something. The fact that there is a global access point to the sole instance is just a consequence of the Singleton pattern. It is not the objective the Singleton pattern is meant to achieve. If all you want is a globally accessible instance of something, then use a global variable. That's exactly what global variables are for…
The Singleton pattern is probably the one design pattern that's singularly more often misunderstood than not. Is it an intrinsic aspect of the very concept of a network connection that there can only ever be one network connection at a time, and the world would come to an end if that constraint was ever to be violated? If the answer is no, then there is no justification for a network connection to ever be modeled as a Singleton. But don't take my word for it, convince yourself by checking out page 127 of Design Patterns: Elements of Reusable Object-Oriented Software where the Singleton pattern was originally described…😉
Concerning your example: If you're ending up having to pass a massive number of parameters into some place then that first and foremost tells you one thing: there are too many responsibilities in that place. This fact is not changed by the use of Singletons. The use of Singletons simply obfuscates this fact because you're not forced to pass all stuff in through one door in the form of parameters but rather just access whatever you want directly all over the place. But you're still accessing these things. So the dependencies of your piece of code are the same. These dependencies are just not expressed explicitly anymore at some interface level but creep around in the mists. And you never know upfront what stuff a certain piece of code depends on until the moment your build breaks after trying to take away one thing that something else happened to depend upon. Note that this issue is not specific to the Singleton pattern. This is a concern with any kind of global entity in general…
So rather than ask the question of how to best pass a massive number of parameters, you should ask the question of why the hell does this one piece of code need access to that many things? For example, do you really need to explicitly pass the network connection to the game loop? Should the game loop not maybe just know the physics world object and that physics world object is at the moment of creation given some object that handles the network communication. And that object in turn is upon initialization told the network connection it is supposed to use? The log could just be a global variable (or is there really anything about the very idea of a log itself that prohibits there ever being more than one log?). Or maybe it would actually make sense for each thread to have its own log (could be a thread-local variable) so that you get a log from each thread in the order of the control flow that thread happened to take rather than some (at best) interleaved mess that would be the output from multiple threads for which you'd probably want to write some tool so that you'd at least have some hope of making sense of it at all…
Concerning performance, consider that, in a game, you'll typically have some parent objects that each manage collections of small child objects. Performance-critical stuff would generally be happening in places where something has to be done to all child objects in such a collection. The relative overhead of first getting to the parent object itself should generally be negligible…
PS: You might wanna have a look at the Entity Component System pattern…

Avoid configuration class as a Singleton

I need to use kind of Configuration class, which is used across several other. Part of them are using Configuration to read values, some of them are changing them.
What is important - all "read" classes has to stay up to date with configuration. What means - all of them are observing Configuration instance.
The first approach - use Singleton pattern. Then Configuration is consistent across all other classes.
Unfortunately it is hard to test such classes. I want to avoid coupling between Singleton and the rest of my application. Here is my new approach:
*ConfigurationProxy is created at each class and it is the only one, which is coupled with Configuration
Is there a better way to avoid coupling with such a Singleton?
Is there a better way to avoid coupling with such a Singleton?
Yes, don't have a singleton.
This is one reason why I avoid global variables (whether or not you disguise them with some weird antipattern). You tie your code to a particular object, and it can't be tested without that object.
Just define an abstract interface for the configuration, and pass that to everything that needs it. Your tests provide a stub; your real programs provide a real configuration.

Avoiding singletons in plugins to be shared among all the instances

I'm building a plugin which will be used in a host. This plugin is using a singleton for services I would like to easily access anywhere. The problem comes when I instance several times the same plugin, the same (static) singleton, being specific to the runnable, will be shard among all the instanced plugins. Is there, generally speaking, a way to reduce the scope of the singleton (c++) ?
As each plugin is an instance in itself, I could obviously pass the root class of the plugin to all of it's subclasses but I would like to keep the same global singleton design as possible.
Is there a reason for having a singleton? The rationale is when you need to enforce that there is only one, and need to provide a single point of access. If these aren't really requirements, then just create one and pass it around where needed.
I would gradually get rid of the singleton.
Does the singleton do a lot, or not much?
You might need to divide it up into parts.
If it doesn't do much, just pass it where is is needed, and get rid of its singleton-ness.
If it provides lots of services, create interfaces for each service and pass those around where they are needed. Your design will improve and become more testable and easier to comprehend.
At first, the implementations of the interfaces could delegate to the original singleton, but you want to make them self contained eventually.
A singleton do internally make use of a static variable.
The scope of this static variable is specified by the source file where it is defined and partitioned by its current runnable. For those reason, while running under the same host (and then the same runnable) both plugins (which are the same code) do share the same static variable (and by extension the same singleton).
As we assume in this question the code to be the same for each plugin, the only way to split those singletons would then be to run a new executable. This could be done using the fork unix command for example where both process will then hold their own memory range.
Obviously (as most of you commented) it is a much better approach to avoid using singletons in this case as forking a process is just adding useless complexity.

Best option for managing module classes

My game base consists of a series of modules, organized as classes, that are created, updated and interact when needed.
A few examples could be: CWindowManager, CGraphicsManager, CPhysicsManager, and so on.
I'm ashamed to have to say that I currently use global pointers for them (extern CWindowManager* g_WindowManager;), and I know that this is probably a bad thing to do.
In any case, the thing is that these modules need to be created and deleted dynamically, and that in the right order of course. Theres also the problem that modules like CPhysicsManager are scene-dependent, therefore they are deleted when the scene is switched and then created again.
Now, I'd like to switch away from using globals for working with modules in my game.
I'm not afraid of the refactoring, but I can't really think of what would be the best alternative to globals.
I have thought about creating a CModuleManager class and storing instances of the modules in there as members, which are then derived from a CModule base class. Although I can't really think of how this would work in detail.
This seems like a common problem in software development and especially game development, so:
- What is the best option for managing modules, compared to simply using global pointers?
Some things to consider when using global data:
multi-threading. You need to be careful if the global data can be accessed by different threads concurrently.
testability. If you are writing unit tests, then the global data needs to be initialized before any code accesses the global data.
An alternative to using global data is to pass the object instances that each class/method requires as a parameter. This has the benefit that all the dependencies of a class are visibly from the API. It also makes writing unit tests much easier. The disadvantage is that the code can get messy if you are passing objects all over the place.
Your idea of having a ModuleManager sounds like the Service Locator pattern - which I think is a feasible solution. This link may help: http://gameprogrammingpatterns.com/service-locator.html.
If you choose to carry on using global pointers, then dynamically deleting the global data can be achieved in C++ using smart pointers (auto_ptr).

Using a singleton to store global application parameters

i'm developing a simple simulation with OpenGL and this simulation has some global constants that are changed by the user during the simulation execution. I would like to know if the Singleton design pattern is the best way to work as a temporary, execution time, "configuration repository"
A singleton is probably the best option if you need to keep these settings truly "global".
However, for simulation purposes, I'd consider whether you can design your algorithms to pass a reference to a configuration instance, instead. This would make it much easier to store configurations per simulation, and eventually allow you to process multiple simulations with separate configurations concurrently, if requirements change.
Often, trying to avoid global state is a better, long term approach.
I think in the past I've used namespaces for this purpose, not singleton classes, but this should work too (probably even better).
Of course, if you want to be able to change the configuration without recompiling, you might want to move everything to a separate properties file (or XML or YAML or CSV or whatever you prefer) and then load it at application start up. Then you WOULD need a "config" class to store all the values in a hashmap (or something like that).