Re: Singleton --- Just Look and give Suggestion's

From:
srdgame <srdgame@gmail.com>
Newsgroups:
comp.lang.c++
Date:
Thu, 5 Mar 2009 17:15:13 +0000 (UTC)
Message-ID:
<gop1b1$ks1$2@news.cn99.com>
??? Thu, 05 Mar 2009 08:16:45 -0800???Pallav singh?????????

1. its not executing display() properly ....just look to it 2.
Suggest effective way to write MUTEX class at User level

#include <iostream.h>
using namespace std;

template<typename TYPE>
class Singleton
{
  private :
    Singleton() { cout<<" constructor Invoked "<< endl; }
  ~Singleton() { cout<<" Destructor Invoked "<<endl; }
    Singleton(const Singleton<TYPE> & a)
         { cout<<" Copy Constructor Invoked "<<endl; }

   const Singleton<TYPE> & operator = (const Singleton<TYPE> &);

   static TYPE * instance;
   static volatile long Flag; // Flag is volatile.

  public :
   static TYPE * GetInstance( void )
    {
        if( Flag == 0 )
          {
              // TO BE DONE Guard<Mutex> acquire();
                if( Flag == 0 )
                   {
                           if( instance != NULL)
                            { try
                                   { instance = new TYPE();}
                               catch(...)
                                   { cout <<"Creation of Object failed
"<<endl; }
                            }
                     cout<<" Instance Created Successfully \n";

                     Flag = 1;
             // Mutex.release();
          }
        return instance;
        }
    else
        {
           cout<<" Returning the Already Created Instance \n"; return
           instance;
        }
    }
};

template<typename TYPE>
TYPE * Singleton<TYPE>::instance = 0 ;

template<typename TYPE>
volatile long Singleton<TYPE>::Flag = 0;

class A
{
  public :
     int i,j;
     A(int i = 1 , int j = 1):i(i),j(i){}

     void display()
     { cout<<" value of i "<< i <<" value of j "<< j <<endl; }
};

int main()
{
   A * obj1 = Singleton<A>::GetInstance(); A * obj2 =
   Singleton<A>::GetInstance(); A * obj3 = Singleton<A>::GetInstance();

   obj1->display();
  //obj2->display();
  //obj3->display();

  // To check if it call destructor of Object
   delete obj1;
   delete obj2;
   delete obj3;
}


My perferred Singleton way, If I want to make class A to be singleton, I
will declear it as:
class A : public Singleton< A >
{
}

namespace srdgame
{

template <class T>
class Singleton
{
public:
    static T* get_instance()
    {
        return &(get_singleton());
    }
    static T& get_singleton()
    {
        static T instance;
        return instance;
    }
    ~Singleton(){};
protected:
    Singleton(const Singleton& sig);
    Singleton& operator = (const Singleton& sig);
    Singleton(){};
}
;

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