Am I using static in the right way?
I'm writing an XNA engine and I am storing all of the models in a List
. In order to be able to use this throughout the engine, I've made this a public static List<Model>
so I can access it from any new classes that I develop. It certainly makes obtaining the list of models really easy to get too, but is this the right usage? Or would I be better off actually passing a variable t开发者_运维知识库hrough in a method declaration?
In OOP it's generally advisable to avoid using static methods and properties, unless you have a very good reason to do so. One of the reasons for that is that in the future you may want to have two or more instances of this list for some reason, and then you'll be stuck with static calls.
Static methods and properties are too rigid. As Stevey states it:
Static methods are as flexible as granite. Every time you use one, you're casting part of your program in concrete. Just make sure you don't have your foot jammed in there as you're watching it harden. Someday you will be amazed that, by gosh, you really DO need another implementation of that dang PrintSpooler class, and it should have been an interface, a factory, and a set of implementation classes. D'oh!
For game development I advocate "Doing The Simplest Thing That Could Possibly Work". That includes using global variables (public static
in C#), if that is an easy solution. You can always turn it into something more formal later. The "find all references" tool in Visual Studio makes this really easy.
That being said, there are very few cases where a global variable is actually the "correct" way to do something. So if you are going to use it, you should be aware of and understand the correct solution. So you can make the best tradeoff between "being lazy" and "writing good code".
If you are going to make something global, you need to fully understand why you are doing so.
In this particular case, it sounds like you're trying to trying to get at content. You should be aware that ContentManager
will automatically return the same content object if you ask for it multiple times. So rather than loading models into a global list, consider making your Game
class's built-in ContentManager
available via a public static
property on your Game
class.
Or, better still, there's a method that I prefer, that I think is a bit better: I explain it in the answer to another question. Basically you make the content references private static
in the classes that use them and pass the ConentManager
into public static LoadContent
functions. This compartmentalises your use of static to individual classes, rather than using a global that is accessed from all over your program (which would be difficult to extricate later). It also correctly handles loading content at the correct time.
I'd avoid using static as much as possible, over time you'll just end up with spaghetti code.
If you pass it in the constructor you're eliminating an unnecessary dependency, low coupling is good. The fewer dependencies there are, the better.
I would suggest to implement a Singleon object which encapsulates the model list.
Have a look at the MSDN singleton implementation.
This is a matter of balance and trade-offs.
Of course, OOP purists will say that avoid such global variables at all costs, since it breaks code compartmentization by introducing something that goes "out of the box" for any module, and thus making it hard to maintain, change, debug etc.
However, my personal experience has been that it should be avoided only if you are part of a very large enterprise solutions team, maintaining a very large enterprise-class application.
For others cases, encapsulating globally-accessible data into a "global" object (or a static object, same thing) simplifies OOP coding to a great extent.
You may get the middle-ground by writing a global GetModels() function that returns the list of models. Or use DI to automatically inject the list of models.
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