about constant defined in a singleton class - swift

If I define a singleton in Swift 4:
public class MySingleton {
static let shared = MySingleton()
}
Callers can access the singleton instance by MySingleton.shared.
If I add a constant field school in MySingleton :
public class MySingleton {
static let shared = MySingleton()
let school = School()
}
Callers could access school by MySingleton.shared.school. Am I right that if all callers access school by this way, there would be only one instance of School in my iOS application?

Am I right that if all callers access school by this way, there would be only one instance of School in my iOS application?
In theory, maybe. In fact, maybe not. The problem is that school is an instance property. You say that callers could say MySingleton.shared.school — but the problem is, they might not. They could also say MySingleton().school. And if they do that, each one who says it will have a different School instance.

Why not to create a singleton for your school?
class School {
static let shared = School()
private init() { }
}
instance of the school will be different every time I call MySingleton().school

If all callers access school that way and no other instances are created, then it will be the only instance.
If School is a struct, then any attempt to store the school object in another variable will effectively create a new instance.
So for example:
var s = MySingleton.instance.school // where School is a struct.
In the above, s is conceptually a different instance than MySingleton.instance.school and changing one will not be reflected in the other.

Related

Extenject - NullReferenceException when second time inject

I'm new at Zenject(Extenject).
My dev environment: Win10, Unity2020, Extenject 9.2.0
Here is my question:
In installer bind the class
Container.Bind<AccountInfo>().AsCached();
Inject it at classA
private AccountInfo accountInfo;
[Inject]
private void Init(GameSetup _gameSetup, AccountInfo _accountInfo)
{
this.gameSetup = _gameSetup;
this.accountInfo = _accountInfo;
}
accountInfo.address = "xxx'; // works fine
Then inject AccountInfo to classB
private AccountInfo accountInfo;
[Inject]
private void Init(AccountInfo _accountInfo)
{
this.accountInfo = _accountInfo;
}
accountInfo.address = "xxx'; //NullReferenceException: Object reference not set to an instance of an object
Why accountInfo changed to null? AsCached() dosen't work? Or something worng else?
Help please~~ Thank you!
Here is my code:
Installer
"ClassA" inject GameSetup, and create instance, works fine
"ClassB" inject GameSetup, Error: null object
"ClassB" Creator, I'm trying use container.Instantiate() to create it
---update---
gameSetup still Null Object
There are two cases, when injection will not work properly in your code.
The code, that uses injected object is executed before Init. For example if this code is placed in the construcor.
You create your GameObject/Component in runtime whithout using IInstantiator. While you use Znject you always should use IInstantiator to create objects. To do it you should inject IInstantiator to the object, that creates another objects. IItstantiator is always binded in the container by default, so you don't have to bind it manually. For example:
public class Creator : MonoBehaviour {
[SerializeField]
private GameObject _somePrefab;
private IInstantiator _instantiator;
[Inject]
public void Initialize(IInstantiator instantiator) {
_instantiator = instantiator;
}
private void Start() {
// example of creating components
var gameObj = new GameObject(); // new empty gameobjects can be created without IInstantiator
_instantiator.InstantiateComponent<YourComponentClass>(gameObj);
// example of instantiating prefab
var prefabInstance = _instantiator.InstantiatePrefab(_somePrefab);
}
}
Not an expert but I think that passing IInstantiator or the container around is not a good practice. If you need to create injected instances at runtime, then you need a Factory.
From the documentation
1.- Best practice with DI is to only reference the container in the composition root "layer"
Note that factories are part of this layer and the container can be referenced there (which is necessary to create objects at runtime).
2.- "When instantiating objects directly, you can either use DiContainer or you can use IInstantiator, which DiContainer inherits from. However, note that injecting the DiContainer is usually a sign of bad practice, since there is almost always a better way to design your code such that you don't need to reference DiContainer directly".
3.- "Once again, best practice with dependency injection is to only reference the DiContainer in the "composition root layer""

Why i need to declare a variable that have the same name of class and script?

public class CanvasManager : MonoBehaviour
{
public static CanvasManager Instance; // = lobby
[SerializeField]
private LobbyFunction _lobbyFunction;
public LobbyFunction LobbyFunction
{
get { return _lobbyFunction; }
}
...
below is one of the reference
private void Start()
{
GameObject lobbyCanvasGO = CanvasManager.Instance.LobbyFunction.gameObject;
...
I am confused that is it necessary to have the same name of canvasmanager that it is declared , and why there is no error when I sayCanvasManager.Instance.LobbyFunction ,it made me confused since LobbyFunction is belonged to CanvasManager, not Instance.
Finally , sometimes ,
private LobbyFunction _lobbyFunction;
private LobbyFunction LobbyFunction
{
get { return _lobbyFunction; }
}
Sometimes,
private LobbyFunction _lobbyFunction;
public LobbyFunction LobbyFunction
{
get { return _lobbyFunction; }
}
Thanks for your patience reading this, and your help would be greatly appreciated, thanks!
Your class is named CanvasManager, but you cannot statically access it right away.
You created a static member variable in CanvasManager, which holds a reference to a CanvasManager. This is called the singleton pattern.
You can only access static members without a class instance. But in the case of singletons, you create a single instance of the class (usually assigned in Start() or in getInstance() (lazy) after checking if it exists) which you can then access statically through "Instance".
Now, Instance is a static variable holding a reference to a single instance of CanvasManager. So, you can then access non-static members and functions of CanvasManager, if you access "Instance".
Think about it like this:
CanvasManager local_instance = new CanvasManager();
local_instance.non_static_member = value; // this works
CanvasManager.static_member = value; // this works
CanvasManager.non_static_member = value; // won't work.
And now one step further, you access the instance via CanvasManager.Instance.*
CanvasManager.Instance.non_static_member = value; // works!
Explanation of static vs non-static:
normal variables:
Variables needs memory. So usually you create 5 instances of CanvasManager and each instance can have different values. Because each instance reserves memory for each Variable. But if you want to change one, you need to explicitly talk to that instance. You could manage them in a List or by having multiple variables in Code like manager1, manager2...
Think of it as books, where each copy can be modified (write notes into it)
static variables
If you create a static variable, the memory is reserved once for the Class. You can then directly get/set this static variable from anywhere in Code without the need of a Reference to an instance.
Think of it as an online blog, where changes are applied for everyone, being accessible from everywhere. The text exists once in the blog database.
Singletons:
If you only want a single CanvasManager and not 5, you could attach it to any GameObject and access it. But every other script needs a reference, like public CanvasManager my_manager which you need to assign in inspector. As an alterantive, you could use
GameObject.Find("CanvasManagerObject").getComponent<CanvasManager>()
in each script... If only there was a better way to access this CanvasManager from everywhere...
The singleton pattern allows you to get a reference to a single, nonstatic instance of the CanvasManager, while it doesn't even need a GameObject it can attach to.
Naming
You are talking about "it has to have the same name" - this is not true. You can name the instance whatever you like. CanvasManager.MyCustomlyNamedInstance would work too. But the MyCustomlyNamedInstance must be a static variable in the CanvasManager class, or any other class. You could have a GameManager that manages your instances, so GameManager.MyCanvasManagerInstance would work too.

How do I access custom objects for my app?

I have a working linked list data structure for my Swift project but I do not know where to create the object so it can be manipulated. The object needs to persist throughout the app and accessible from different views controllers.
Someone please point me in the right direction. Still looking for help.
Can't if I can create the object I'll be able to connect the data from taps and swipes.
If you want to use only one, unique linked list in you app, you can use a singleton.
class LinkedList {
static let shared = LinkedList()
private init(){}
private var head: Node?
private var tail: Node?
func append(node: Node) {
// your implementation
}
func getHead() -> Node? {
return head
}
// some other methods
}
The private init makes sure that the only possible instance of the LinkedList that you can get is the static one.
You access it like this:
var myUniqueLinkedList = LinkedList.shared
If you want to read more about singletons check this out:
https://cocoacasts.com/what-is-a-singleton-and-how-to-create-one-in-swift
Singletons are a rather controversial topic: What is so bad about singletons?

How to resolve InstancePerLifetimeScope component from within SingleInstace component via Func?

The idea is just simple and works in the other containers, not limited with .Net:
Singleton component being referenced from within request context references transient component which in turn references request-scoped component (some UnitOfWork).
I expected that Autofac would resolve the same scoped component in both cases:
- when I request it directly from request scope
- when I request it by invoking Func<>
Unfortunately the reality is quite a bit different - Autofac sticks SingleInstance component to the root scope and resolves InstancePerLifetimeScope component on
the root component introducing memory leak (!!!) as UnitOfWork is disposable and becomes tracked by root scope (attempt to use matching web request scope would just fail finding request scope which is yet more misleading).
Now I'm wondering whether such behavior is by design or just a bug? If it is by design I'm not sure what are the use cases and why it differs from the other containers.
The example is as follows (including working SimpleInjector case):
namespace AutofacTest
{
using System;
using System.Linq;
using System.Linq.Expressions;
using Autofac;
using NUnit.Framework;
using SimpleInjector;
using SimpleInjector.Lifestyles;
public class SingletonComponent
{
public Func<TransientComponent> Transient { get; }
public Func<ScopedComponent> Scoped { get; }
public SingletonComponent(Func<TransientComponent> transient, Func<ScopedComponent> scoped)
{
Transient = transient;
Scoped = scoped;
}
}
public class ScopedComponent : IDisposable
{
public void Dispose()
{
}
}
public class TransientComponent
{
public ScopedComponent Scoped { get; }
public TransientComponent(ScopedComponent scopedComponent)
{
this.Scoped = scopedComponent;
}
}
class Program
{
static void Main(string[] args)
{
try
{
AutofacTest();
}
catch (Exception ex)
{
Console.WriteLine(ex.Message);
}
try
{
SimpleInjectorTest();
}
catch (Exception ex)
{
Console.WriteLine(ex.Message);
}
}
private static void AutofacTest()
{
var builder = new ContainerBuilder();
builder.RegisterType<ScopedComponent>().InstancePerLifetimeScope();
builder.RegisterType<SingletonComponent>().SingleInstance();
builder.RegisterType<TransientComponent>();
var container = builder.Build();
var outerSingleton = container.Resolve<SingletonComponent>();
using (var scope = container.BeginLifetimeScope())
{
var singleton = scope.Resolve<SingletonComponent>();
Assert.That(outerSingleton, Is.SameAs(singleton));
var transient = scope.Resolve<TransientComponent>();
var scoped = scope.Resolve<ScopedComponent>();
Assert.That(singleton.Transient(), Is.Not.SameAs(transient));
// this fails
Assert.That(singleton.Transient().Scoped, Is.SameAs(scoped));
Assert.That(transient.Scoped, Is.SameAs(scoped));
Assert.That(singleton.Scoped(), Is.SameAs(scoped)); // this fails
Assert.That(singleton.Transient(), Is.Not.SameAs(transient));
}
}
private static void SimpleInjectorTest()
{
var container = new SimpleInjector.Container();
container.Options.AllowResolvingFuncFactories();
container.Options.DefaultScopedLifestyle = new AsyncScopedLifestyle();
container.Register<ScopedComponent>(Lifestyle.Scoped);
container.Register<SingletonComponent>(Lifestyle.Singleton);
container.Register<TransientComponent>(Lifestyle.Transient);
container.Verify();
var outerSingleton = container.GetInstance<SingletonComponent>();
using (var scope = AsyncScopedLifestyle.BeginScope(container))
{
var singleton = container.GetInstance<SingletonComponent>();
Assert.That(outerSingleton, Is.SameAs(singleton));
var transient = container.GetInstance<TransientComponent>();
var scoped = container.GetInstance<ScopedComponent>();
Assert.That(singleton.Transient(), Is.Not.SameAs(transient));
Assert.That(singleton.Transient().Scoped, Is.SameAs(scoped));
Assert.That(transient.Scoped, Is.SameAs(scoped));
Assert.That(singleton.Scoped(), Is.SameAs(scoped));
Assert.That(singleton.Transient(), Is.Not.SameAs(transient));
}
}
}
public static class SimpleInjectorExtensions
{
public static void AllowResolvingFuncFactories(this ContainerOptions options)
{
options.Container.ResolveUnregisteredType += (s, e) =>
{
var type = e.UnregisteredServiceType;
if (!type.IsGenericType || type.GetGenericTypeDefinition() != typeof(Func<>))
{
return;
}
Type serviceType = type.GetGenericArguments().First();
InstanceProducer registration = options.Container.GetRegistration(serviceType, true);
Type funcType = typeof(Func<>).MakeGenericType(serviceType);
var factoryDelegate = Expression.Lambda(funcType, registration.BuildExpression()).Compile();
e.Register(Expression.Constant(factoryDelegate));
};
}
}
}
The short version what you're seeing is not a bug, you're just misunderstanding some of the finer points of lifetime scopes and captive dependencies.
First, a couple of background references from the Autofac docs:
Controlling Scope and Lifetime explains a lot about how lifetime scopes and that hierarchy works.
Captive Dependencies talks about why you don't generally shouldn't take an instance-per-lifetime or instance-per-dependency scoped item into a singleton.
Disposal talks about how Autofac auto-disposes IDisposable items and how you can opt out of that.
Implicit Relationship Types describes the Owned<T> relationship type used as part of the IDisposable opt-out.
Some big key takeaways from these docs that directly affect your situation:
Autofac tracks IDisposable components so they can be automatically disposed along with the lifetime scope. That means it will hold references to any resolved IDisposable objects until the parent lifetime scope is resolved.
You can opt out of IDisposable tracking either by registering the component as ExternallyOwned or by using Owned<T> in the constructor parameter being injected. (Instead of taking in an IDependency take in an Owned<IDependency>.)
Singletons live in the root lifetime scope. That means any time you resolve a singleton it will be resolved from the root lifetime scope. If it is IDisposable it will be tracked in the root lifetime scope and not released until that root scope - the container itself - is disposed.
The Func<T> dependency relationship is tied to the same lifetime scope as the object in which it's injected. If you have a singleton, that means the Func<T> will resolve things from the same lifetime scope as the singleton - the root lifetime scope. If you have something that's instance-per-dependency, the Func<T> will be attached to whatever scope the owning component is in.
Knowing that, you can see why your singleton, which takes in a Func<T>, keeps trying to resolve these things from the root lifetime scope. You can also see why you're seeing a memory leak situation - you haven't opted out of the disposal tracking for the things that are being resolved by that Func<T>.
So the question is, how do you fix it?
Option 1: Redesign
Generally speaking, it would be better to invert the relationship between the singleton and the thing you have to resolve via Func<T>; or stop using a singleton altogether and let that be a smaller lifetime scope.
For example, say you have some IDatabase service that needs an IPerformTransaction to get things done. The database connection is expensive to spin up, so you might make that a singleton. You might then have something like this:
public class DatabaseThing : IDatabase
{
public DatabaseThing(Func<IPerformTransaction> factory) { ... }
public void DoWork()
{
var transaction = this.factory();
transaction.DoSomethingWithData(this.Data);
}
}
So, like, the thing that's expensive to spin up uses a Func<T> to generate the cheap thing on the fly and work with it.
Inverting that relationship would look like this:
public PerformsTransaction : IPerformTransaction
{
public PerformsTransaction(IDatabase database) { ... }
public void DoSomethingWithData()
{
this.DoSomething(this.Database.Data);
}
}
The idea is that you'd resolve the transaction thing and it'd take the singleton in as a dependency. The cheaper item could easily be disposed along with child lifetime scopes (i.e., per request) but the singleton would remain.
It'd be better to redesign if you can because even with the other options you'll have a rough time getting "instance per request" sorts of things into a singleton. (And that's a bad idea anyway from both a captive dependency and threading standpoint.)
Option 2: Abandon Singleton
If you can't redesign, a good second choice would be to make the lifetime of the singleton... not be a singleton. Let it be instance-per-scope or instance-per-dependency and stop using Func<T>. Let everything get resolved from a child lifetime scope and be disposed when the scope is disposed.
I recognize that's not always possible for a variety of reasons. But if it is possible, that's another way to escape the problem.
Option 3: Use ExternallyOwned
If you can't redesign, you could register the disposable items consumed by the singleton as ExternallyOwned.
builder.RegisterType<ThingConsumedBySingleton>()
.As<IConsumedBySingleton>()
.ExternallyOwned();
Doing that will tell Autofac to not track the disposable. You won't have the memory leak. You will be responsible for disposing the resolved objects yourself. You will also still be getting them from the root lifetime scope since the singleton is getting a Func<T> injected.
public void MethodInsideSingleton()
{
using(var thing = this.ThingFactory())
{
// Do the work you need to and dispose of the
// resolved item yourself when done.
}
}
Option 4: Owned<T>
If you don't want to always manually dispose of the service you're consuming - you only want to deal with that inside the singleton - you could register it as normal but consume a Func<Owned<T>>. Then the singleton will resolve things as expected but the container won't track it for disposal.
public void MethodInsideSingleton()
{
using(var ownedThing = this.ThingFactory())
{
var thing = ownedThing.Value;
// Do the work you need to and dispose of the
// resolved item yourself when done.
}
}

Mocking singleton/sharedInstance in Swift

I have a class that I want to test using XCTest, and this class looks something like this:
public class MyClass: NSObject {
func method() {
// Do something...
// ...
SingletonClass.sharedInstance.callMethod()
}
}
The class uses a singleton that is implemented as this:
public class SingletonClass: NSObject {
// Only accessible using singleton
static let sharedInstance = SingletonClass()
private override init() {
super.init()
}
func callMethod() {
// Do something crazy that shouldn't run under tests
}
}
Now for the test. I want to test that method() actually does what it is supposed to do, but I don't want to invoke the code in callMethod() (because it does some horrible async/network/thread stuff that shouldn't run under tests of MyClass, and will make the tests crash).
So what I basically would like to do is this:
SingletonClass = MockSingletonClass: SingletonClass {
override func callMethod() {
// Do nothing
}
let myObject = MyClass()
myObject.method()
// Check if tests passed
This obviously isn't valid Swift, but you get the idea. How can I override callMethod() just for this particular test, to make it harmless?
EDIT: I tried solving this using a form of dependency injection, but ran into big problems. I created a custom init-method just to be used for tests such that I could create my objects like this:
let myObject = MyClass(singleton: MockSingletonClass)
and let MyClass look like this
public class MyClass: NSObject {
let singleton: SingletonClass
init(mockSingleton: SingletonClass){
self.singleton = mockSingleton
}
init() {
singleton = SingletonClass.sharedInstance
}
func method() {
// Do something...
// ...
singleton.callMethod()
}
}
Mixing in test code with the rest of the code is something I find a bit unpleasing, but okay. The BIG problem was that I had two singletons constructed like this in my project, both referencing each other:
public class FirstSingletonClass: NSObject {
// Only accessible using singleton
static let sharedInstance = FirstSingletonClass()
let secondSingleton: SecondSingletonClass
init(mockSingleton: SecondSingletonClass){
self.secondSingleton = mockSingleton
}
private override init() {
secondSingleton = SecondSingletonClass.sharedInstance
super.init()
}
func someMethod(){
// Use secondSingleton
}
}
public class SecondSingletonClass: NSObject {
// Only accessible using singleton
static let sharedInstance = SecondSingletonClass()
let firstSingleton: FirstSingletonClass
init(mockSingleton: FirstSingletonClass){
self.firstSingleton = mockSingleton
}
private override init() {
firstSingleton = FirstSingletonClass.sharedInstance
super.init()
}
func someOtherMethod(){
// Use firstSingleton
}
}
This created a deadlock when one of the singletons where first used, as the init method would wait for the init method of the other, and so on...
Your singletons are following a very common pattern in Swift/Objective-C code bases. It is also, as you have seen, very difficult to test and an easy way to write untestable code. There are times when a singleton is a useful pattern but my experience has been that most uses of the pattern are actually a poor fit for the needs of the app.
The +shared_ style singleton from Objective-C and Swift class constant singletons usually provide two behaviors:
It might enforce that only a single instance of a class can be instantiated. (In practice this is often not enforced and you can continue to alloc/init additional instances and the app instead depends on developers following a convention of exclusively accessing a shared instance via the class method.)
It acts as a global, allowing access to a shared instance of a class.
Behavior #1 is occasionally useful while behavior #2 is just a global with a design pattern diploma.
I would resolve your conflict by removing the globals entirely. Inject your dependencies all of the time instead of just for testing and consider what responsibility that exposes in your app when you need something to coordinate whatever set of shared resources you're injecting.
A first pass at injecting dependencies throughout an app is often painful; "but I need this instance everywhere!". Use it as a prompt to reconsider the design, why are so many components accessing the same global state and how might it be modeled instead to provide better isolation?
There are cases where you want a single copy of some mutable shared state and a singleton instance is perhaps the best implementation. However I find that in most examples that still doesn't hold true. Developers are usually looking for shared state but with some conditions: there's only one screen until an external display is connected, there's only one user until they sign out and into a second account, there's only one network request queue until you find a need for authenticated vs anonymous requests. Similarly you often want a shared instance until the execution of the next test case.
Given how few "singleton"s seem to use failable initializers (or obj-c init methods which return an existing shared instance) it seems that developers are happy to share this state by convention so I see no reason not to inject the shared object and write readily testable classes instead of using globals.
I eventually solved this using the code
class SingletonClass: NSObject {
#if TEST
// Only used for tests
static var sharedInstance: SingletonClass!
// Public init
override init() {
super.init()
}
#else
// Only accessible using singleton
static let sharedInstance = SingletonClass()
private override init() {
super.init()
}
#endif
func callMethod() {
// Do something crazy that shouldn't run under tests
}
}
This way I can easily mock my class during tests:
private class MockSingleton : SingletonClass {
override callMethod() {}
}
In tests:
SingletonClass.sharedInstance = MockSingleton()
The test-only code is activated by adding -D TEST to "Other Swift Flags" in Build Settings for the app test target.
I had a similar issue in my app, and in my case it made sense to use Singletons for these particular services as they were proxies for external services that were also singletons.
I ended up implementing a Dependency Injection model using https://github.com/Swinject/Swinject. It took about a day to implement for about 6 classes which seems like a lot of time to enable this level of unit testability. It did make me think hard about the dependencies between my service classes, and it made me more explicitly indicate these in the class definitions. I used the ObjectScope in Swinject to indicate to the DI framework that they're singletons: https://github.com/Swinject/Swinject/blob/master/Documentation/ObjectScopes.md
I was able to have my singletons, and pass in mock versions of them to my unit tests.
Thoughts on this approach: it seems more error prone as I could forget to initialize my dependencies correctly (and would never receive a runtime error). Finally, it doesn't prevent someone from just instantiating a instance of my Service class directly (which was sort of the whole point of the singleton), since my init methods had to be made public for the DI Framework to instantiate the objects into the registry.
I would suggest to make init not private (quite not convenient), but don't see better solution for now that object can be tested, if you need to simulate multi calls of initializing of the data type.