Can someone please help me understand what the following method is doing?
+ (Game *) shared
{
static Game *sharedSingleton;
@synchronized(self)
{
if (!sharedSingleton)
{
sharedSingleton = [[Game alloc] init];
}
}
return sharedSingleton;
}
Prevent Singleton Pattern From Cloning To overcome the above issue, we need to implement/override the clone() method and throw an exception CloneNotSupportedException from the clone method. If anyone tries to create a clone object of Singleton , it will throw an exception, as shown in the below code.
Cloning: Cloning is a concept to create duplicate objects. Using clone we can create copy of object. Suppose, we create clone of a singleton object, then it will create a copy that is there are two instances of a singleton class, hence the class is no more singleton.
A common mistake with that implementation is to neglect synchronization, which can lead to multiple instances of the singleton class.
By using singletons in your project, you start to create technical debt. Singletons tend to spread like a virus because it's so easy to access them. It's difficult to keep track of where they're used and getting rid of a singleton can be a refactoring nightmare in large or complex projects.
Obviously, the idea behind a singleton is to create only a single instance. The first step in achieving this is to declare a static instance of the class via the line static Game *sharedSingleton;
.
The second step is to check whether the single instance is already created, and if it isn't, to create it, or if it is, to return the existing single instance. However, this second step opens up the potential for problems in the event that 2 separate threads try to call the +shared
method at the same exact moment. You wouldn't want one thread to be modifying the single sharedSingleton
variable while another thread is trying to examine it, as it could produce unexpected results.
The solution to this problem is to use the @synchronized()
compiler directive to synchronize access to the object specified between the parenthesis. For example, say this single shared instance of the Game
class has an instance variable named players
which is an NSMutableArray
of instances of a Player
class. Let's say the Game
class had an -addPlayer:
method, which would modify the players
instance variable by adding the specified player. It's important that if that method were called from multiple threads, that only one thread be allowed to modify the players
array at a time. So, the implementation of that method might look something like this:
- (void)addPlayer:(Player *)player {
if (player == nil) return;
@synchronized(players) {
[players addObject:player];
}
}
Using the @synchronized()
directive makes sure only one thread can access the players
variable at a time. If one thread attempts to while another thread is currently accessing it, the first thread must wait until the other thread finishes.
While it's more straightforward when you're talking about an instance variable, it's perhaps less clear how to achieve the same type of result within the single creation method of the class itself. The self
in the @synchronized(self)
line in the following code basically equates to the Game
class itself. By synchronizing on the Game
class, it assures that the sharedSingleton = [[Game alloc] init];
line is only ever called once.
+ (Game *) shared
{
static Game *sharedSingleton;
@synchronized(self) // assures only one thread can call [Game shared] at a time
{
if (!sharedSingleton)
{
sharedSingleton = [[Game alloc] init];
}
}
return sharedSingleton;
}
[EDIT]: updated. Based on my tests a while back (and I just re-tested it now), the following all appear to be equivalent:
Outside @implementation
:
Game *sharedInstance;
@implementation Game
+ (Game *)sharedGame {
@synchronized(self) {
if (sharedInstance == nil) {
sharedInstance = [[[self class] alloc] init];
}
}
return sharedInstance;
}
@end
Outside @implementation
, static
:
static Game *sharedInstance;
@implementation Game
+ (Game *)sharedGame {
@synchronized(self) {
if (sharedInstance == nil) {
sharedInstance = [[[self class] alloc] init];
}
}
return sharedInstance;
}
@end
Inside @implementation
:
@implementation Game
static Game *sharedInstance;
+ (Game *)sharedGame {
@synchronized(self) {
if (sharedInstance == nil) {
sharedInstance = [[[self class] alloc] init];
}
}
return sharedInstance;
}
@end
Inside +sharedGame
:
@implementation Game
+ (Game *)sharedGame {
static Game *sharedInstance;
@synchronized(self) {
if (sharedInstance == nil) {
sharedInstance = [[[self class] alloc] init];
}
}
return sharedInstance;
}
@end
The only difference is that in the first variation, without the static
keyword, sharedInstance
doesn't show up under File Statics in gdb
. And obviously, in the last variation, sharedInstance
isn't visible outside of the +sharedGame
method. But practically speaking, they all assure that when you call [Game sharedInstance]
you'll get back the sharedInstance
, and that the sharedInstance
is only created once. (Note, however, that further precautions would be needed to prevent someone from creating a non-singleton instance using something like Game *game = [[Game alloc] init];
).
A row-by-row explanation ...
// A static variable guarantees there's only 1 instance of it ever,
// even accross multiple instances of the same class, this particular
// variable will store the class instance, so it can be returned whenever
// a client-class requests an instance of this class.
static Game *sharedSingleton;
// create a method that can always be called, even if there's no instance yet
// this method should create a new instance if there isn't one yet, otherwise
// return the existing instance
+ (Game *) shared
{
// synchronized makes sure only 1 client class can enter this method at any time,
// e.g. to prevent creating 2 instances whenever 2 client-classes try to
// access the following code from different threads.
@synchronized(self)
{
// if the static variable is called for the first time,
// create an instance and return it, otherwise return the existing instance ...
if (!sharedSingleton)
{
sharedSingleton = [[Game alloc] init];
}
}
return sharedSingleton;
}
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