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

From:
James Kanze <james.kanze@gmail.com>
Newsgroups:
comp.lang.c++
Date:
Sat, 7 Mar 2009 02:29:24 -0800 (PST)
Message-ID:
<fee61e6a-9ed3-449d-93d9-c7d297235f92@x13g2000yqf.googlegroups.com>
On Mar 5, 5:16 pm, Pallav singh <singh.pal...@gmail.com> wrote:

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> &);


A singleton should not support copy, and since there can never
be more than one of them, there's no point in supporting
assignment, either.

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


What on earth for?

  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;
        }
    }
};


The comments about mutexes above are misleading; even with the
mutexes, the code isn't thread safe. Which generally isn't a
problem; just ensure that instance() is called at least once
before threading starts. Of course, the above can be written
much simpler:

    static Type& instance()
    {
        if ( ourInstance == NULL ) {
            ourInstance = new Type ;
        }
        return *ourInstance ;
    }

This is far simpler, and works just as well as what you have
written.

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


If I want to use the code in a multithreaded environment, I'd
write:
    template< typename Type >
    Type* Singleton< Type >::ourInstance
            = & Singleton< Type >::instance() ;
This will ensure that instance() is called at least once before
entering main (and thus, normally, before threads are started).

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


As mentionned above, the variable isn't needed, and the volatile
doesn't affect anything. And using a long for something which
can only take two values, 0 and 1, is a bit strange as well.

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;
}


What's the relationship of A to Singleton? A isn't a singleton,
so delete of an A* is perfectly fine. A is NOT a singleton.
And since obj1, obj2 and obj3 all point to the same object, the
second and third deletes are undefined behavior.

--
James Kanze (GABI Software) email:james.kanze@gmail.com
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