I'm wondering about this. I've heard that global variables are bad, that they hurt the maintainability, usability, reusability, etc. of the code. But in this case, what can I do otherwise? Namely, I have a "pseudo-random number generator" (PRNG) and as one may know, they involve an internal state that changes every time new random numbers are generated. But this seems like the kind of thing that needs to be a global! Or a "static" member of an RNG class, but that's essentially a global! And globals are bad!
So, what can I do? The obvious thing is to have something like this (really stripped down):
class RNG {
private:
StateType state; // this is the thing one may be tempted
// to make "static", which ruins the
// whole idea
public:
RNG(); // constructor seeds the RNG
~RNG();
int generateRandomInt();
};
But we need to seed that good, if we're going to create an instance of this every time we need a random number in some function or class. Using the clock may not work, since what if two instances of type "RNG" are created too close together? Then they get the same seed and produce the same random sequence. Bad.
We could also create one master RNG object and pass it around with pointers (instead of making it global, which would put us back on square 1), so that classes that need random numbers get a pointer to the RNG object in them. But then I run into a problem involving save/load of these objects to/from disk -- we can't just "save the RNG" for each instance, since we have only one RNG object. We'd have to instead pass an RNG into the load routines, which might give those routines different argument lists than for other objects that don't use the RNG. This would be a problem if, e.g. we wanted to use a common "Saveable" base class for everything that we can load/save. So, what to do? Eliminate the common "Saveable" base and just adopt a convention for how the load/save routines are to be made (but isn't that bad in and of itself? Oy!)?
What is the best solution to this that avoids the hostile-to-maintainability problems of globals yet also does not run into these new problems?
Or is it in fact okay to use a global here, as after all, that's how the "rand()" builtin works anyway? But then I hear that little thing in the back of my mind saying "but... but but but, globals are bad! Bad!" And from what I've read, there seem to be fairly good reasons to think them bad. But it seems like avoiding them creates new kinds of difficulties, like this one. It certainly seems harder to avoid globals than avoid "goto"s, for example.