Singleton,顾名思义,从字面上来理解就是单例模式,这是C++程序中
常用到的一种设计模式,特别是像文件管理器,纹理管理器这种整个软件
中只需要唯一的实例来管理所有资源时,这种模式的价值便得以体现。
下面来介绍两种用于派生管理的Singleton模式:
其中,第一种是Gof版本的Singleton, 其代码如下:
//【Singleton_Gof.h】 #pragma once template<typename T> class Singleton_Gof { protected: static T* ms_Singleton; Singleton_Gof(){assert(!ms_Singleton);} ~Singleton_Gof(){assert(ms_Singleton);ms_Singleton=NULL;} private: Singleton_Gof(const Singleton_Gof&); //防止构造函数的复制 Singleton_Gof& operator=(const Singleton_Gof&); public: static T* getSingletonPtr(){if (!ms_Singleton)ms_Singleton = new T();return ms_Singleton;} static T& getSingleton(){if (!ms_Singleton)ms_Singleton = new T();return (*ms_Singleton);} }; template<typename T>T* Singleton_Gof<T>::ms_Singleton = NULL;
其大致上的原理便是在需要初始化时,将静态的Singleton实例指向派生类T对象,
类似的,还有第二种Singleton, 其代码如下:
//【Singleton.h】 #pragma once #include <cassert> template<typename T> class Singleton { private: Singleton(const Singleton<T>&); Singleton& operator=(const Singleton<T> &); protected: static T* ms_Singleton; Singleton(){ assert(!ms_Singleton); #if defined( _MSC_VER ) && _MSC_VER < 1200 int offset = (int)(T*)1 - (int)(Singleton <T>*)(T*)1; ms_Singleton = (T*)((int)this + offset); #else ms_Singleton = static_cast< T* >( this ); #endif }; ~Singleton(){assert(ms_Singleton); ms_Singleton = NULL;} public: static T& getSingleton(){if(!ms_Singleton)new T(); return (*ms_Singleton);} static T* getSingletonPtr(){if(!ms_Singleton)new T(); return ms_Singleton;} }; template<typename T>T* Singleton<T>::ms_Singleton = NULL;Singleton()里的代码在OGRE和《游戏编程精粹》都出现过,这里涉及VC编译器的内存对齐,就不详细讲解了,
然后我们便可以利用上面的Singleton()代码派生出一个纹理管理器来,我这里粗略写了下:
//【TextureMgr.h】 #include <string> #include <map> #include <iostream> #include "Singleton.h" #include "Singleton_Gof.h" using namespace std; //Texture class Texture { private: string m_Name; public: Texture(const string name):m_Name(name){load();}; ~Texture(){unload();} const string& getName()const {return m_Name;} bool load(){cout<<"加载了一张纹理:"+m_Name<<endl;return true;} bool unload(){cout<<"从资源中清除一张纹理:"+m_Name<<endl;return true;} void doSomeThing(){cout<<"对纹理:"+m_Name+",进行了某些操作"<<endl;} }; typedef std::map<string, Texture*> texMap; typedef texMap::iterator texMapIter; #define SAFE_DELETE(p) {if(p){delete p;p=NULL;}} //TextureMgrBase class TextureMgrBase { texMap m_TiMap; public: Texture* getTexture(const string name) { texMapIter iter = m_TiMap.find(name); if(iter == m_TiMap.end()) { Texture* tex = new Texture(name); m_TiMap.insert(std::make_pair(name, tex)); return tex; } else { return iter->second; } } TextureMgrBase(){cout<<"TextureMgrBase constructor"<<endl;} ~TextureMgrBase(){ for(texMapIter iter = m_TiMap.begin();iter!=m_TiMap.end();iter++) { SAFE_DELETE(iter->second); } cout<<"TextureMgrBase destructor"<<endl; } }; //TextureMgr class TextureMgr:public TextureMgrBase, public Singleton<TextureMgr>{ public: TextureMgr(){cout<<"TextureMgr constructor"<<endl;} ~TextureMgr(){cout<<"TextureMgr destructor"<<endl;} }; //TextureMgrGof class TextureMgr_Gof:public TextureMgrBase, public Singleton_Gof<TextureMgr_Gof>{ public: TextureMgr_Gof(){cout<<"TextureMgr_Gof constructor"<<endl;} ~TextureMgr_Gof(){cout<<"TextureMgr_Gof destructor"<<endl;} };因为加了断言保证只有一次调用,所以就能全局唯一了,因此我们便可以如下来使用这纹理管理器(需要手动删除):
//【main.cpp】 #include "TextureMgr.h" #include<iostream> using namespace std; #define g_TexMgr TextureMgr::getSingleton() #define g_TexMgr_Gof TextureMgr_Gof::getSingleton() int main(char argc, char* argv[]) { //TextureMgr Texture* tex1 = g_TexMgr.getTexture("纹理1"); Texture* tex2 = g_TexMgr.getTexture("纹理2"); Texture* _tex1 = g_TexMgr.getTexture("纹理1"); cout<<tex1->getName()<<endl; cout<<tex2->getName()<<endl; cout<<_tex1->getName()<<endl; tex1->doSomeThing(); tex2->doSomeThing(); _tex1->doSomeThing(); delete &g_TexMgr; cout<<endl; //TextureMgr_Gof Texture* tex3 = g_TexMgr_Gof.getTexture("纹理3"); Texture* tex4 = g_TexMgr_Gof.getTexture("纹理4"); Texture* _tex3 = g_TexMgr_Gof.getTexture("纹理3"); cout<<tex3->getName()<<endl; cout<<tex4->getName()<<endl; cout<<_tex3->getName()<<endl; tex1->doSomeThing(); tex2->doSomeThing(); _tex3->doSomeThing(); delete &g_TexMgr_Gof; system("pause"); return 0; }得到的最终结果如下:
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两种用于派生的Singleton模式(以TextureMgr为例)
原文地址:http://blog.csdn.net/beyond_ray/article/details/46714909