Software design: too many static objects?

About the subject

I hesitated for a while between using singletons objects or plain static ones. After having read a lot of different opinions, I made mine:

If you don’t need to prevent multiple creation of an object, don’t use a singleton.

Therefore I used mostly static objects.


My program is a complex scientific program. It must communicate with the outside world (using zmq), output some logs and time itself to be sure that everything is fine.

What I did


I dealt with the logs by creating/destroying the Logger object each time I need it. Static functions like

Logger::log() << "My Log";

construct the object, and at destruction (end of calling function) the log is output. And this is fine!


Because it’s needed everywhere in the code, the class implementing zmq cannot be owned by one object. I therefore access to a static object created above the main() function.


Again my timers must be able to time over several functions and be printed all at once for easier diagnostics: same solution for me, a static TimerList object containing all timers used.

The Question

Now that you know as much as I do about my project: is it a bad design?

What would you do instead? Singletons ? Something else?

Here is my main.cpp


// Must be started first to be deleted last.
zmq::context_t context(1);
zmq_ext::socket_t logSocket(context, ZMQ_PUB);
namespace TimingModule{
   TimerList tm;

//Must be static so that exit() do a proper deletion.
static App app;

namespace Messenger {
    Messenger messenger(context);

int main(int argc, char *argv[])

There is no exact answer because it’s more set of advises and good practices: compiling the insightful comments would make a good answer. It helped a lot. Thanks!


I wouldn’t say you’re using bad design. There is always a cost in coding–to win the most ‘CS class’ worthy / most object-oriented award isn’t really what coding is about. Code is a tool, just like any other and like most tools–you invent uses for those tools as needed.

I find it easier myself to use a static class for ‘utility’ type stuff as you have here and then unstatic them. In essence you then just need to now keep track of when they’re created, destroyed, and which one you’re referencing instead of rebuilding a singleton class, which has a much different format. The way I tend to build my static classes are pretty similar to how I treat objects anyway, minus some of the bookkeeping–so it’s more readily scaleable.

In short–if you didn’t need to complicate your product and saved time with your solution, there’s no problem at all with what you did. As you get more experienced you’ll learn how to keep your code manageable so that if you do need to scale it and unstatic your classes, you already have built your template for how 1 works in a bubble.

There is no greater punishment, however, for having built a very unscalable solution and your boss tells you the next day to have it support x1000.

Trả lời

Email của bạn sẽ không được hiển thị công khai. Các trường bắt buộc được đánh dấu *