How to declare an static instance of a Class in C++? - c#

Some months ago I created a C# Project of a game called Vexed. Now I'm creating a Tetris, but in C++. Basically I want to use the same logic I used in the other project, it was a little bit like this:
I created a Class called "Game" where there was all the information about the game. It had it's methods, variables and everything. Then, I created a static class called "PublicInstances" or something like that, and in that class I declared something like this:
static class PublicInstances
{
public static Game vexedGame = new Game(); //This is C# and works.
}
It made it so simple to use then, because any change I made on the game was saved in that static instance of my class and I could access it anywhere on the project. I want to know how to do exactly that with C++, to create a public or global instance of my class Game so I can access it and change it everywhere and have everything updated in any Form or class of my project. I would really appreciate your help.
// Sorry if my English isn't the best ^^

Revisited and summarised
Option 1
You may simply declare and define a global instance of Game object.
In a header file, e.g. game.h:
extern Game globalGameObj;
When you include game.h in a source file globalGameObj name becomes visible.
You also need to create an actual object. In a source file, e.g. game.cc (outside of any class):
Game globalGameObj;
Access it by the variable name:
globalGameObj.do_some_work();
Option 2
Use a pattern often called singleton. Add the following to your Game class (game.h):
class Game
{
public:
static Game &shared_instance() {static Game game; return game;}
private:
// Make constructor private. Only shared_instance() method will create an instance.
Game() {/*whatever initialisation you need*/}
};
You access Game instance with shared_instance() method:
Game::shared_instance().do_some_work();
You do not use anything like your static class PublicInstances in the above. C++ allows you to introduce a namespace (e.g. PublicInstances) to provide name isolation and keep your global objects in one place but it'll probably to be an overkill. In any case if you have few global objects then it is likely to be a bad design.
What option is better? Some people would argue that singleton pattern should be used. It guarantees that only a single instance is created. However both option 1 and option 2 have the same problem: they introduce a global object in your code with all disadvantages attributed to global variables. I'd say that singleton is a global object in disguise. I do not see deciding technical reasons in favour of either option so I'd say that it is a matter of personal taste.
Historical note :)
My first suggestion for Option 2 was to use a dynamically allocated Game object rather than a function local static object.
static Game *instance() {if (!_inst) _inst = new Game(); return _inst;}
Few people suggested that it was not the best way anymore, thank you Kal, argiopeweb and Simple. C++03 has issues initialising static objects in presence of threads. C++11 guarantees safe initialisation of statics.
C++11 draft, secion 6.7
such a variable is initialized the first time control passes through its declaration;
such a variable is considered initialized upon the completion of its initialization. [...]
If control enters the declaration concurrently while the variable is being initialized,
the concurrent execution shall wait for completion of the initialization.

Related

Static methods/class vs non static [duplicate]

I'm new to c sharp and programming generally. I have a quick question - what is best practise with regards to static/non static variables.
I have a variable,private int x, which belongs to class y. To access this variable, i need to reference y. If x was static however, i can access this variable with no references to y.
Which is the best way to go, in a situation whereby several methods within the class y will be referencing this value ?
Hope this makes sense, and my question isn't too basic !
Many thanks
You need to think about static variables as belonging to the class, not to instances of the class.
If, in all instances of the class this variable should be identical, use a static variable.
If not, use an instance variable.
In general having public static variables is bad practice - it is a shared global resource and if you change it you need to synchronize access to it. Having global state is something you want to avoid as much as possible.
Best practice is to avoid public static. In OOP, class is meant to hide its members. Static is actually not a member of the instance but of the type.
Static comes handy if you are implementing singleton pattern. But then again they need to be made private and accessible through a public property.
You need to read Static Classes and Static Class Members (C# Programming Guide).
Well I can't conclusively say that one is better, because they serve different purposes.
Are you familiar with OOP? In OOP, static objects or members of a class that can be accessed directly from the class, while non-static members can only be accessed from the instance it belongs to.
C# follows a similar principle for the methods. The static methods can by accessed directly from the class, while non-static methods (or instance methods as I like to call them) have to be accessed from an instance. That is why instatiating needs to be done for instance methods, while for static methods it's just not needed, and furthermore impractical (see below).
In OOP, static variables are used for values which cannot be stored by an instance variable. Example: supposed you wanted to keep a count of how many instances of a class exists? How would you store that in a single instance?
The methods use a similar principle. They should be used for procedures for which it is impractical to do within an instance of a class. I tend to use them for broad procedures (not a technical term), meaning those that do not require me to instantiate an object. Example, adding two parameters. (This usage may or may not be correct, but I believe it is)
However, if you wanted to add two properties of an object, the method cannot be static, because as you would soon realize, static methods cannot access instance methods or variables within a class. Of course that makes sense because that static method would not know which instance of the class the get these from unless it were told, since it is not part of an instance itself)
For the sake of no further complicating things, I'll stop here. Let me know if you misunderstood anything.
Your choice depends on your architecture.
Static makes part of a Type, others make part of an instance of that type. If you want have some shared state (say) between different instances of the same type, use static. If you want that every instance have it's own value, independent from others, use instance fields.
In both cases, by the way, avoid to expose like a public fields, but use properties.
I completely agree with Mr Oded:
If, in all instances of the class this variable should be identical, use a static variable.
If not, use an instance variable.
Yes, adding static to a class member basically means you can access it without an instance, and only outside any instance. And yes, it becomes a global resource, or even a global variable if you will.
But I think there's at least another (heavily edited) good point to be made here...
Using static members as global vars go against OOP
This means once you set a static member you can't pass it around as an object. The more you use static as global var, the more difficult it is for unit testing / mocking classes.
There is a solution for that, Singletons. But they should never come without warnings!
At other hand, if you're sure you really need global vars, take a look at the Toolbox pattern. It's a not well known extension of Singleton pattern. It's so unknown in fact, if you google for it you won't find it with those keywords (toolbox pattern).
So plan ahead. Read more. Get to know about every option so you can decide better. Even get a book. Object Oriented Programming is more about applying concepts that will help in the long run than just making things work now.
In general if you want to have a variable public, either static or instance, you must wrap it in a property and expose it like that. This is for sure a principle that you will love to follow.
But despite some of the other answers I cannot say don't use static. Static is not the devil that you should avoid in any case. What you have to do will decide if you are going to use static or not, as long as you keep your program clean and easy to maintain.
Easily speaking, and not in the language of the elders, static stands for something that don't belong to any instance of this class but has an effect on them. An example of a static property in a class that generates instances is for example a factor, which should be global for all instances of the class, to take part in a calculation that is done inside instances. To this case, and to my opinion, it is better to have this factor declared as static rather that have it in every single instance. Especially if this factor changes in the lifetime of your program to affect the next calculation.
You need to ask a question to youself: why I need x to be static?
If you make x static it means that x is a part of all objects of class A, but when x is not static it means, than x is a part only of one object.
In geleral using of static fields is painfull for bug tracking, but in some cases this is very helpfull.
I suggest you to look in using of singelton http://en.wikipedia.org/wiki/Singleton

Should every class that is only used once be static?

I've seen various discussions about this and I suppose it may be a bit opinion based, but what I'm trying to find out is if I know I will only use a class once (one instance), should I just make it static for convenience? Is that bad practice or will it create a problem?
For example. If I make a single player game, there will only be one player at all times. So do I make public static class Player{} or do I stick with public class Player{} Player player = new Player();
The idea is that this would save time by not needing to pass around references.
Note that there is a difference between using a class only once and using only one instance of a class (more on that below).
Static classes are usually classes whose purpose is to expose a set of functionalities and/or constants which are independent of each other and do not need to maintain state information. If this is what your class does then you can declare it as a static.
In your example, I do not think that this is the way to go. A Player object might have different states and other properties, such as location, health etc. The moment you try to have 2 players in the game then your design breaks.
Using only one instance of a class is usually achieved through the Singleton design pattern. The aim of this pattern is to provide you with the same instance of a given object, regardless of how many times you actually make use of said object.
It is bad practice. You don't know how your game will scale, so in some time you will decide to make abstractions behind your class and it will turn refactoring of code into hellpit.
If you, for example, decided what your Player is inherited from class Human or from some abstract class VisibleObject you will be stuck with dilemma.
So, when to use static? Primarly on methods, Extensions classes, some very simple fields and that's all.
static class is basically same as other class but the difference is that you cannot instantiated.
In above example, it does not matter you use static class or not.

C# Ways to access containing class without passing reference

Is there any way to access the containing/enclosing class during initialization (constructor logic) of the nested owned class without needing a reference passed as a constructor parameter?
The reason I don't want to pass a reference to the containing class as a constructor parameter to the nested owned class is because virtually every single object in my program would need it, and it just feels sloppy passing in an argument manually every time that would never change anyways. I want to simplify the programming as much as possible as other team members of mine will be using my engine.
I tried making a method for the container class to use when adding new objects that would take the new instance as a parameter and then set that instance's "container" variable to "this" (the container class), but the nested owned object's initialization code happens first which defeats the purpose (I want to be able to access the container during initialization, so the container variable needs to be set before, not after the constructor code is executed).
Any ways to make this happen? Or am I doomed to manually pass in a reference to the container class every time I make a new nested owned object?
EDIT:
Example:
Let's say I'm making a video game, and the player is going to cast a magic spell that spawns a HealerGoblin:
From Player class:
spawnMonster(new HealerGoblin(30)); //30 = Monster's Combat Level
In HealerGoblin class:
public HealerGoblin(int Level)
{
Owner.Health += Level; //Owner in this case, being the player.
}
As you could probably see, the player would cast the spawn monster spell, select a level 30 healer goblin, and the healer goblin has a special effect when he spawns that increases his owner's health by some amount (in this case equal to the goblin's level). (Keep in mind this is a hypothetical, I know there are other, probably better, ways to do something like this specifically, but this is just an example of what I'm trying to do).
So the problem is, any player or NPC in the game could cast that spell and be the "owner". How would the goblin's Owner property be set by the time that initialization code that references the owner is executed?
I know I could pass the owner by reference:
spawnMonster(new HealerGoblin(this, 30); //First argument being what Owner is set to.
But I want every single object in my program to automatically have a reference to their "owners", and manually putting (this) every time I initialize a new object, and having to set up a new owner parameter to be passed every time I make a new derived class, just seems sloppy and counter-intuitive considering you would never not pass the reference.
So my question is what other ways would there be to do get a reference to the container/owner object before initialization besides passing it by reference through the constructor? If any?
I understand your pain. I've been there too. But the answer is no in a standard way of programming. It maybe possible by using the call stack, reflection and some hack work, but since you are trying to simplify your code, you don't want to have that kind of stuff in your code.
As far as I know. In short there is no such feature.

Global access vs. local variables

I have two objects that I will be mainly use inside of single class. I will initialize them at the beginning and use them throughout the life of the program. Now, my question is that if I should just create them as global variables and access them anywhere in the code (in side of single class) or I should create them as local variables and pass them as parameters to other functions. I just want to see what would be the best programming practice.
I am using C#.
Thanks.
In general you should avoid global variables. If it will be practical, I recommend keeping them as locals and passing them as parameters to your functions.
As Josh pointed out, if these variables are only used inside a single instance of the class, then you should just make them private (or protected) members of that class and be done with it. Of course, then they could only be passed in as parameters to other methods with the same access level (IE, private).
Alternatively, you may consider using the Singleton Design Pattern, which is slightly cleaner (and preferable) to using globals.
If the scope of the objects is the lifetime of the class they are instantiated in, then they should be private member variables.
If they do not maintain state themselves, then you should make them static classes.
You should still pass them around as variables, or at least create property accessors to get at the backing field. This way you can change implementation details without blowing up your code.
SOLID design principles are a good place to start when thinking about these things.
I have two objects that I will be
mainly use inside of single class. I
will initialize them at the beginning
and use them throughout the life of
the program.
This sounds like a perfect time to use a private static readonly variable. These can be initialized in their declaration, or you can make a static constructor to initialize them.
The fact that you are only referencing these objects within a single class is key point. There are other better ways to do things if these objects are ever needed outside of the single class.
If the objects will be the same for every instance of the class then
static const double PI = 3.14158;
You should generally use accessor methods (e.g. getters and setters) and keep your internal variables private. This way the rest of your code, outside of your class, is not dependent on your actual variables.
See this tutorial.
If your class is dependent on these 2 objects then they should probably be members on the class itself. Something like this (where A is the class you are talking about and B is one of the objects you initialize:
public class A
{
private B _b;
public A(B b)
{
_b = b;
}
public void DoSomething()
{
//do something with _b;
}
private void DoSomethingElse()
{
//do something else with _b;
}
}
In this example A is dependent on B (so you pass your instance of B into A's constructor or through some Dependency Injection framework). It wouldn't make a lot of sense for every method on class A to need a parameter of type B to be passed to it.
I think in this case you should ask what makes more sense. Is there some kind of relationship between the 2 objects and the new class. Also, how often are they used in the class.
Generally, If only a couple of methods use the objects, pass them around otherwise, instantiate them as class level variables (possibly using private static readonly as Jefferey suggests) and use them in the class. Making the code more readable should be your goal here.

C# - Winforms - Global Variables

I want some variables to be global across the project and accessible in every form. How can I do this?
yes you can by using static class.
like this:
static class Global
{
private static string _globalVar = "";
public static string GlobalVar
{
get { return _globalVar; }
set { _globalVar = value; }
}
}
and for using any where you can write:
GlobalClass.GlobalVar = "any string value"
The consensus here is to put the global variables in a static class as static members. When you create a new Windows Forms application, it usually comes with a Program class (Program.cs), which is a static class and serves as the main entry point of the application. It lives for the the whole lifetime of the app, so I think it is best to put the global variables there instead of creating a new one.
static class Program
{
public static string globalString = "This is a global string.";
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new Form1());
}
}
And use it as such:
public partial class Form1 : Form
{
public Form1()
{
Program.globalString = "Accessible in Form1.";
InitializeComponent();
}
}
Or you could put your globals in the app.config
You can use static class or Singleton pattern.
One way,
Solution Explorer > Your Project > Properties > Settings.Settings. Click on this file and add define your settings from the IDE.
Access them by
Properties.Settings.Default.MySetting = "hello world";
public static class MyGlobals
{
public static string Global1 = "Hello";
public static string Global2 = "World";
}
public class Foo
{
private void Method1()
{
string example = MyGlobals.Global1;
//etc
}
}
If you're using Visual C#, all you need to do is add a class in Program.cs inheriting Form and change all the inherited class from Form to your class in every Form*.cs.
//Program.cs
public class Forms : Form
{
//Declare your global valuables here.
}
//Form1.cs
public partial class Form1 : Forms //Change from Form to Forms
{
//...
}
Of course, there might be a way to extending the class Form without modifying it. If that's the case, all you need to do is extending it! Since all the forms are inheriting it by default, so all the valuables declared in it will become global automatically! Good luck!!!
They have already answered how to use a global variable.
I will tell you why the use of global variables is a bad idea as a result of this question carried out in stackoverflow in Spanish.
Explicit translation of the text in Spanish:
Impact of the change
The problem with global variables is that they create hidden dependencies. When it comes to large applications, you yourself do not know / remember / you are clear about the objects you have and their relationships.
So, you can not have a clear notion of how many objects your global variable is using. And if you want to change something of the global variable, for example, the meaning of each of its possible values, or its type? How many classes or compilation units will that change affect? If the amount is small, it may be worth making the change. If the impact will be great, it may be worth looking for another solution.
But what is the impact? Because a global variable can be used anywhere in the code, it can be very difficult to measure it.
In addition, always try to have a variable with the shortest possible life time, so that the amount of code that makes use of that variable is the minimum possible, and thus better understand its purpose, and who modifies it.
A global variable lasts for the duration of the program, and therefore, anyone can use the variable, either to read it, or even worse, to change its value, making it more difficult to know what value the variable will have at any given program point. .
Order of destruction
Another problem is the order of destruction. Variables are always destroyed in reverse order of their creation, whether they are local or global / static variables (an exception is the primitive types, int,enums, etc., which are never destroyed if they are global / static until they end the program).
The problem is that it is difficult to know the order of construction of the global (or static) variables. In principle, it is indeterminate.
If all your global / static variables are in a single compilation unit (that is, you only have a .cpp), then the order of construction is the same as the writing one (that is, variables defined before, are built before).
But if you have more than one .cpp each with its own global / static variables, the global construction order is indeterminate. Of course, the order in each compilation unit (each .cpp) in particular, is respected: if the global variableA is defined before B,A will be built before B, but It is possible that between A andB variables of other .cpp are initialized. For example, if you have three units with the following global / static variables:
Image1
In the executable it could be created in this order (or in any other order as long as the relative order is respected within each .cpp):
Image2
Why is this important? Because if there are relations between different static global objects, for example, that some use others in their destructors, perhaps, in the destructor of a global variable, you use another global object from another compilation unit that turns out to be already destroyed ( have been built later).
Hidden dependencies and * test cases *
I tried to find the source that I will use in this example, but I can not find it (anyway, it was to exemplify the use of singletons, although the example is applicable to global and static variables). Hidden dependencies also create new problems related to controlling the behavior of an object, if it depends on the state of a global variable.
Imagine you have a payment system, and you want to test it to see how it works, since you need to make changes, and the code is from another person (or yours, but from a few years ago). You open a new main, and you call the corresponding function of your global object that provides a bank payment service with a card, and it turns out that you enter your data and they charge you. How, in a simple test, have I used a production version? How can I do a simple payment test?
After asking other co-workers, it turns out that you have to "mark true", a global bool that indicates whether we are in test mode or not, before beginning the collection process. Your object that provides the payment service depends on another object that provides the mode of payment, and that dependency occurs in an invisible way for the programmer.
In other words, the global variables (or singletones), make it impossible to pass to "test mode", since global variables can not be replaced by "testing" instances (unless you modify the code where said code is created or defined). global variable, but we assume that the tests are done without modifying the mother code).
Solution
This is solved by means of what is called * dependency injection *, which consists in passing as a parameter all the dependencies that an object needs in its constructor or in the corresponding method. In this way, the programmer ** sees ** what has to happen to him, since he has to write it in code, making the developers gain a lot of time.
If there are too many global objects, and there are too many parameters in the functions that need them, you can always group your "global objects" into a class, style * factory *, that builds and returns the instance of the "global object" (simulated) that you want , passing the factory as a parameter to the objects that need the global object as dependence.
If you pass to test mode, you can always create a testing factory (which returns different versions of the same objects), and pass it as a parameter without having to modify the target class.
But is it always bad?
Not necessarily, there may be good uses for global variables. For example, constant values ​​(the PI value). Being a constant value, there is no risk of not knowing its value at a given point in the program by any type of modification from another module. In addition, constant values ​​tend to be primitive and are unlikely to change their definition.
It is more convenient, in this case, to use global variables to avoid having to pass the variables as parameters, simplifying the signatures of the functions.
Another can be non-intrusive "global" services, such as a logging class (saving what happens in a file, which is usually optional and configurable in a program, and therefore does not affect the application's nuclear behavior), or std :: cout,std :: cin or std :: cerr, which are also global objects.
Any other thing, even if its life time coincides almost with that of the program, always pass it as a parameter. Even the variable could be global in a module, only in it without any other having access, but that, in any case, the dependencies are always present as parameters.
Answer by: Peregring-lk

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