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= How to write maintainable initialisation and termination code =
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The traditional, C-style way is still the best one:
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int main ( int argc, char * argv[] )
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{
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  InitA();
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  InitB();
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  InitC();
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  ...
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  create some threads
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  ...
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  do some work
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  ...
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  wait for thread termination
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  ...
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  FiniC();
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  FiniB();
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  FiniA();
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  // Here you can check for memory and file descriptor leaks.
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  return whatever;
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  }
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Don't over-engineer it! The method above is not cool, but is perfectly adequate. It's
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easy to understand and to maintain. Sometimes it can be tricky to find the right
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initialisation order, but then it will be explicitly described, and above all,
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it will remain the same no matter what the other code does.
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The only real drawback is that, if you have different applications/programs,
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you need to write a new version of the above for each one,
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and probably most of it will be copy-paste duplication. But that is a minor inconvenience.
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== Do not define global or static object instances, use pointers instead ==
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Global or static object instances generate constructor calls that are executed before main(),
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and that may be too early, if not today, then probably in the future.
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Besides, singleton objects tend to use other global, singleton objects, and the initialisation order
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of such objects is not guaranteed in the C standard. The order in which the constructors are called may depend
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on your operating system, on your compiler version, or even on the order in which the object modules
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are listed on your makefile (the order in the linker command line).
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If you want to reuse the code in an embedded application, you may find it difficult to control
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the initialisation order, especially since it is often poorly documented or hard to adapt.
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For example, think about the PowerPC EABI, which injects a hidden __eabi() call in
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main() in order to initialise C++ exception support and so on. Say you want to use your own
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memory allocator and __eabi() is calling some C++ constructors before your code runs:
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you'll have to learn much more about EABI and about the C runtime initialisation than you ever wanted to.
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If you need to move the code to a Windows DLL or to a Unix Shared Object at a later point in time, you will have to rewrite the initialisation logic anyway.
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Therefore, always use global or static pointers, and let them be NULL on start-up, then follow the initialisation method described above:
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  CreateSingletonA();
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  CreateSingletonB();
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  ...
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  GetSingletonA()->UseIt();  GetSingletonB()->UseIt();  ...
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  GetSingletonA()->UseIt();  GetSingletonB()->UseIt();  ...
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  ...
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  DestroySingletonB();
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  DestroySingletonA();
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== Do not initialise global singletons on first touch ==
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Unless you really need the performance improvement that lazy initialisation may provide, avoid
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using such an object creation pattern:
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  MyClass * GetSingleton ( void )
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  {
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    static MyClass obj;
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    return &obj;
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  }
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Reasons to avoid it are:
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* The function above may not be thread-safe on all platforms, especially on embedded targets.
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* The destructor will run after main(), making memory leak detection difficult. <br/> An error during destruction may need to be logged, but the logger object may have been destroyed already.
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* The destruction order for such objects is not specified, not portable, etc. <br/> At some point in the future, you may need to destroy some other singleton beforehand, and that's impossible to do in a portable way.
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* The initialisation order will depend on the code that uses the singletons. <br/> If the usage pattern changes, the object may initialise too early or too late. It is not immediately obvious that moving a call to GetSingleton() may change the initialisation or destruction order.
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== Forget about atexit() and friends ==
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You'll have a hard time trying to control the destruction order in a portable manner. Some embedded platforms do not have atexit() support.
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