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Singleton: How should it be used

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How would you use a singleton?

It is used where only a single instance of a class is required to control the action throughout the execution. A singleton class shouldn't have multiple instances in any case and at any cost. Singleton classes are used for logging, driver objects, caching and thread pool, database connections.

Why do we use singleton?

The Singleton's purpose is to control object creation, limiting the number of objects to only one. Since there is only one Singleton instance, any instance fields of a Singleton will occur only once per class, just like static fields.

Is it OK to use singletons?

The truth is that singletons aren't inherently bad if they're used correctly. The goal of the singleton pattern is to ensure only one instance of a class is alive at any one time. That, however, is not the goal many developers have in mind when using singletons.


Answer:

Use a Singleton if:

  • You need to have one and only one object of a type in system

Do not use a Singleton if:

  • You want to save memory
  • You want to try something new
  • You want to show off how much you know
  • Because everyone else is doing it (See cargo cult programmer in wikipedia)
  • In user interface widgets
  • It is supposed to be a cache
  • In strings
  • In Sessions
  • I can go all day long

How to create the best singleton:

  • The smaller, the better. I am a minimalist
  • Make sure it is thread safe
  • Make sure it is never null
  • Make sure it is created only once
  • Lazy or system initialization? Up to your requirements
  • Sometimes the OS or the JVM creates singletons for you (e.g. in Java every class definition is a singleton)
  • Provide a destructor or somehow figure out how to dispose resources
  • Use little memory

Singletons give you the ability to combine two bad traits in one class. That's wrong in pretty much every way.

A singleton gives you:

  1. Global access to an object, and
  2. A guarantee that no more than one object of this type can ever be created

Number one is straightforward. Globals are generally bad. We should never make objects globally accessible unless we really need it.

Number two may sound like it makes sense, but let's think about it. When was the last time you **accidentally* created a new object instead of referencing an existing one? Since this is tagged C++, let's use an example from that language. Do you often accidentally write

std::ostream os;
os << "hello world\n";

When you intended to write

std::cout << "hello world\n";

Of course not. We don't need protection against this error, because that kind of error just doesn't happen. If it does, the correct response is to go home and sleep for 12-20 hours and hope you feel better.

If only one object is needed, simply create one instance. If one object should be globally accessible, make it a global. But that doesn't mean it should be impossible to create other instances of it.

The "only one instance is possible" constraint doesn't really protect us against likely bugs. But it does make our code very hard to refactor and maintain. Because quite often we find out later that we did need more than one instance. We do have more than one database, we do have more than one configuration object, we do want several loggers. Our unit tests may want to be able to create and recreate these objects every test, to take a common example.

So a singleton should be used if and only if, we need both the traits it offers: If we need global access (which is rare, because globals are generally discouraged) and we need to prevent anyone from ever creating more than one instance of a class (which sounds to me like a design issue). The only reason I can see for this is if creating two instances would corrupt our application state - probably because the class contains a number of static members or similar silliness. In which case the obvious answer is to fix that class. It shouldn't depend on being the only instance.

If you need global access to an object, make it a global, like std::cout. But don't constrain the number of instances that can be created.

If you absolutely, positively need to constrain the number of instances of a class to just one, and there is no way that creating a second instance can ever be handled safely, then enforce that. But don't make it globally accessible as well.

If you do need both traits, then 1) make it a singleton, and 2) let me know what you need that for, because I'm having a hard time imagining such a case.


The problem with singletons is not their implementation. It is that they conflate two different concepts, neither of which is obviously desirable.

1) Singletons provide a global access mechanism to an object. Although they might be marginally more threadsafe or marginally more reliable in languages without a well-defined initialization order, this usage is still the moral equivalent of a global variable. It's a global variable dressed up in some awkward syntax (foo::get_instance() instead of g_foo, say), but it serves the exact same purpose (a single object accessible across the entire program) and has the exact same drawbacks.

2) Singletons prevent multiple instantiations of a class. It's rare, IME, that this kind of feature should be baked into a class. It's normally a much more contextual thing; a lot of the things that are regarded as one-and-only-one are really just happens-to-be-only-one. IMO a more appropriate solution is to just create only one instance--until you realize that you need more than one instance.


One thing with patterns: don't generalize. They have all cases when they're useful, and when they fail.

Singleton can be nasty when you have to test the code. You're generally stuck with one instance of the class, and can choose between opening up a door in constructor or some method to reset the state and so on.

Other problem is that the Singleton in fact is nothing more than a global variable in disguise. When you have too much global shared state over your program, things tend to go back, we all know it.

It may make dependency tracking harder. When everything depends on your Singleton, it's harder to change it, split to two, etc. You're generally stuck with it. This also hampers flexibility. Investigate some Dependency Injection framework to try to alleviate this issue.


Singletons basically let you have complex global state in languages which otherwise make it difficult or impossible to have complex global variables.

Java in particular uses singletons as a replacement for global variables, since everything must be contained within a class. The closest it comes to global variables are public static variables, which may be used as if they were global with import static

C++ does have global variables, but the order in which constructors of global class variables are invoked is undefined. As such, a singleton lets you defer the creation of a global variable until the first time that variable is needed.

Languages such as Python and Ruby use singletons very little because you can use global variables within a module instead.

So when is it good/bad to use a singleton? Pretty much exactly when it would be good/bad to use a global variable.