In software engineering, the singleton pattern is a software design pattern that restricts the instantiation of a class to one "single" instance. This is useful when exactly one object is needed to coordinate actions across the system. The term comes from the mathematical concept of a singleton.
Critics consider the singleton to be an anti-pattern in that it is frequently used in scenarios where it is not beneficial, introduces unnecessary restrictions in situations where a sole instance of a class is not actually required, and introduces global state into an application.[1][2][3][4]
The singleton[5] design pattern is one of the twenty-three well-known "Gang of Four" design patterns that describe how to solve recurring design problems to design flexible and reusable object-oriented software, that is, objects that are easier to implement, change, test, and reuse.
The singleton design pattern solves problems like:[6]
The singleton design pattern describes how to solve such problems:
getInstance()
) that returns the sole instance of the class.The key idea in this pattern is to make the class itself responsible for controlling its instantiation (that it is instantiated only once).
The hidden constructor (declared private or protected) ensures that the class can never be instantiated from outside the class.
The public static operation can be accessed easily by using the class name and operation name (Singleton.getInstance()
).
The Singleton Pattern is generally considered an anti-pattern for the following reasons:
An implementation of the singleton pattern must:
Typically, this is done by:
The instance is usually stored as a private static variable; the instance is created when the variable is initialized, at some point before the static method is first called. The following is a sample implementation written in Java.
public final class Singleton {
private static final Singleton INSTANCE = new Singleton();
private Singleton() {}
public static Singleton getInstance() {
return INSTANCE;
}
}
class Singleton:
__instance = None
def __new__(cls, *args):
if cls.__instance is None:
cls.__instance = object.__new__(cls, *args)
return cls.__instance
As of C++11, static local variable initialization is thread-safe and occurs after the first invocation.[7] This is a safer alternative than a namespace or class-scope static variable.
class Singleton {
public:
static Singleton& GetInstance() {
// Allocate with `new` in case Singleton is not trivially destructible.
static Singleton* singleton = new Singleton();
return *singleton;
}
private:
Singleton() = default;
// Delete copy/move so extra instances can't be created/moved.
Singleton(const Singleton&) = delete;
Singleton& operator=(const Singleton&) = delete;
Singleton(Singleton&&) = delete;
Singleton& operator=(Singleton&&) = delete;
};
public sealed class Singleton
{
public static Singleton Instance { get; } = new Singleton();
private Singleton() { }
}
In C# you can also use static classes to create singletons, where the class itself is the singleton.
public static class Singleton
{
public static MyOtherClass Instance { get; } = new MyOtherClass();
}
Singletons can be a useful tool when developing with Unity, due to the unique way classes are instantiated. This method is preferred over constructor hiding as it is possible to instantiate an object with a hidden constructor in Unity.
In order to prevent Instance from being overwritten, a check must be performed to ensure Instance is null. If Instance is not null, the GameObject containing the offending script should be destroyed.
If other components are dependant on the Singleton, the script execution order should be modified. This ensures that the component defining the Singleton is executed first.
class Singleton : MonoBehaviour
{
public static Singleton Instance { get; private set; }
private void Awake()
{
if (Instance != null && Instance != this) {
Destroy(this.gameObject);
} else {
Instance = this;
}
}
}
Note: It is also possible to implement by only removing the offending script, not the GameObject, by instead calling Destroy(this);
A singleton implementation may use lazy initialization, where the instance is created when the static method is first invoked. If the static method might be called from multiple threads simultaneously, measures may need to be taken to prevent race conditions that could result in the creation of multiple instances of the class. The following is a thread-safe sample implementation, using lazy initialization with double-checked locking, written in Java.[a]
public final class Singleton {
private static volatile Singleton instance = null;
private Singleton() {}
public static Singleton getInstance() {
if (instance == null) {
synchronized(Singleton.class) {
if (instance == null) {
instance = new Singleton();
}
}
}
return instance;
}
}
class Singleton {
Singleton._();
static Singleton get instance => Singleton._();
}
class Singleton
{
private static $instance = null;
private function __construct() {}
public static function getInstance(): self
{
if (null === self::$instance) {
self::$instance = new self();
}
return self::$instance;
}
}
public class Coin {
private static final int ADD_MORE_COIN = 10;
private int coin;
private static Coin instance = new Coin(); // Eagerly Loading of singleton instance
private Coin(){
// private to prevent anyone else from instantiating
}
public static Coin getInstance() {
return instance;
}
public int getCoin() {
return coin;
}
public void addMoreCoin() {
coin += ADD_MORE_COIN;
}
public void deductCoin() {
coin--;
}
}
Kotlin object keyword declares a singleton class[9]
object Coin {
private var coin: Int = 0
fun getCoin():Int {
return coin
}
fun addCoin() {
coin += 10
}
fun deductCoin() {
coin--
}
}
GetInstance is thread safe implementation of Singleton.
unit SingletonPattern;
interface
type
TTest = class sealed
strict private
FCreationTime: TDateTime;
public
constructor Create;
property CreationTime: TDateTime read FCreationTime;
end;
function GetInstance: TTest;
implementation
uses
SysUtils
, SyncObjs
;
var
FCriticalSection: TCriticalSection;
FInstance: TTest;
function GetInstance: TTest;
begin
FCriticalSection.Acquire;
try
if not Assigned(FInstance) then
FInstance := TTest.Create;
Result := FInstance;
finally
FCriticalSection.Release;
end;
end;
constructor TTest.Create;
begin
inherited Create;
FCreationTime := Now;
end;
initialization
FCriticalSection := TCriticalSection.Create;
finalization
FreeAndNil(FCriticalSection);
end.
Usage:
procedure TForm3.btnCreateInstanceClick(Sender: TObject);
var
i: integer;
begin
for i := 0 to 5 do
ShowMessage(DateTimeToStr(GetInstance.CreationTime));
end;
This article's use of external links may not follow Wikipedia's policies or guidelines.(November 2016) |
By: Wikipedia.org
Edited: 2021-06-18 19:28:42
Source: Wikipedia.org