美化的全局变量-变成一个美化的全局类。有人说打破面向对象设计。
给我一些场景,除了使用单例是有意义的良好的老记录器。
美化的全局变量-变成一个美化的全局类。有人说打破面向对象设计。
给我一些场景,除了使用单例是有意义的良好的老记录器。
当前回答
当你加载一个配置属性对象时,无论是从数据库还是从文件中,将它作为一个单例都会有所帮助;没有理由在服务器运行时重新读取不会改变的静态数据。
其他回答
单例候选人必须满足三个要求:
控制对共享资源的并发访问。 将从系统的多个不同部分请求对资源的访问。 只能有一个对象。
如果你提议的单例只有其中的一两个需求,那么重新设计几乎总是正确的选择。
例如,打印机假脱机程序不太可能从多个位置(打印菜单)调用,因此可以使用互斥来解决并发访问问题。
简单的日志记录器是可能有效的单例的最明显的例子,但这可能会在更复杂的日志记录方案中发生变化。
当你加载一个配置属性对象时,无论是从数据库还是从文件中,将它作为一个单例都会有所帮助;没有理由在服务器运行时重新读取不会改变的静态数据。
一个实例可以在Test::Builder中找到,这个类支持几乎所有现代Perl测试模块。Builder单例存储并代理测试流程的状态和历史记录(历史测试结果,计算运行的测试次数)以及测试输出流向等内容。这些都是协调由不同作者编写的多个测试模块以在单个测试脚本中一起工作所必需的。
The history of Test::Builder's singleton is educational. Calling new() always gives you the same object. First, all the data was stored as class variables with nothing in the object itself. This worked until I wanted to test Test::Builder with itself. Then I needed two Test::Builder objects, one setup as a dummy, to capture and test its behavior and output, and one to be the real test object. At that point Test::Builder was refactored into a real object. The singleton object was stored as class data, and new() would always return it. create() was added to make a fresh object and enable testing.
Currently, users are wanting to change some behaviors of Test::Builder in their own module, but leave others alone, while the test history remains in common across all testing modules. What's happening now is the monolithic Test::Builder object is being broken down into smaller pieces (history, output, format...) with a Test::Builder instance collecting them together. Now Test::Builder no longer has to be a singleton. Its components, like history, can be. This pushes the inflexible necessity of a singleton down a level. It gives more flexibility to the user to mix-and-match pieces. The smaller singleton objects can now just store data, with their containing objects deciding how to use it. It even allows a non-Test::Builder class to play along by using the Test::Builder history and output singletons.
似乎在数据的协调和行为的灵活性之间存在着一种推拉关系,这种关系可以通过在共享数据周围使用尽可能少的行为来缓解,以确保数据的完整性。
正如大家所说,共享资源——特别是不能处理并发访问的资源。
我所见过的一个具体例子是Lucene搜索索引写入器。
也许是一个带有代码的示例。
在这里,ConcreteRegistry是一个纸牌游戏中的单例,它允许行为沿着包树向上访问游戏的少数核心接口(即模型、视图、控制器、环境等的外观):
http://www.edmundkirwan.com/servlet/fractal/cs1/frac-cs40.html
Ed.