Basic singleton object in C ++

Is this a legal way to create a basic singleton object that ensures that all of its children are singleton as well? I want to use this in conjunction with a factory pattern to ensure that all factories are single.

The key class is designed to prevent child elements from being cracked around the singleletons constructor, but is basically just a formal parameter.

Is there something wrong in particular with this approach?

class singleton
{
protected:
    struct key
    {
    private:
        friend class singleton;

        key(){}
    };

public:
    singleton(const key&)
    {}

    template <class child> static child* getInstance()
    {
        static key    instanceKey;
        static child* unique = new child(instanceKey);

        return unique;
    }

private:
};

class test : public singleton
{
public:
    test(singleton::key& key)
        : singleton(key)
    {}

    void init()
    {
        //init object
    }

private:
};

int main()
{
    test* t = singleton::getInstance<test>();

    return 0;
}

      

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2 answers


I added a class to remove all your factories at the end. :) For this mechanism, you need a virtual destructor chain. Also, I have not found any other memory leaks and the instances are unique. The "key" security mechanism seems fine too. I see no way to get a key from a static function.



#include <iostream>
#include <set>

class Singleton;

class Set_of_Singletons
{
    friend class Singleton;
private:
    std::set<Singleton*> instances;

    Set_of_Singletons():instances(){}
public:
    ~Set_of_Singletons();
};

class Singleton
{
private:
    static Set_of_Singletons  children;

protected:
    struct key
    {
    private:
        friend class Singleton;

        key(){}
    };    
public:
    template <class Child> static Child* doNew()
    {
        static key    instanceKey;
        Child* u = new Child(instanceKey);
        children.instances.insert((Singleton*)u);
        return u;
    }

    template <class Child> static Child* getInstance()
    {
        static Child* unique = doNew<Child>();
        return unique;
    }

    Singleton(const key&)
    {}

    virtual ~Singleton(){}
};

Set_of_Singletons::~Set_of_Singletons()
{
    for (auto inst: instances)
        delete inst;

    instances.clear();
}

Set_of_Singletons Singleton::children;

class B: public Singleton 
{
public:
    B(Singleton::key& key)
        : Singleton(key)
    {
        std::cout << ">>>> Construction of B \n";    
    }

    virtual ~B()
    {
        std::cout << "<<<< Destruction of B \n";    
    }

};

class C final: public Singleton 
{
public:
    C(Singleton::key& key)
        : Singleton(key)
    {
        std::cout << ">>>> Construction of C \n";
    }

    virtual ~C()
    {
        std::cout << "<<<< Destruction of C \n";    
    }
};

int main()
{
    // Object creation seems all ok
    B* x = Singleton::getInstance<B>();
    std::cout << "x: " << x << "\n";    

    B* y = Singleton::getInstance<B>();
    std::cout << "y: " << y << "\n";

    C* v = Singleton::getInstance<C>();
    std::cout << "v: " << v << "\n";

    C* w = Singleton::getInstance<C>();
    std::cout << "w: " << w << "\n";
    return 0;
}

// ~Have fun.~

      

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You can use CRTP something like:

template <typename T>
class Singleton
{
public:
    Singleton(const Singleton&) = delete;
    Singleton& operator=(const Singleton&) = delete;

    static T& getInstance() {
        static_assert(std::is_base_of<Singleton, T>::value, "T should inherit of Singleton");
        static T instance;
        return instance;
    }
protected:
    Singleton() = default;
    ~Singleton() = default;
};

      



And then

class MyFactory : Singleton<MyFactory>
{
private:
    friend class Singleton<MyFactory>;
    MyFactory() = default;
public:
    //...  
};

      

0


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