How do you use global variables or constant values in Ruby?

One of the reasons why the global variable needs a prefix (called a "sigil") is because in Ruby, unlike in C, you don't have to declare your variables before assigning to them. The sigil is used as a way to be explicit about the scope of the variable.

Without a specific prefix for globals, given a statement pointNew = offset + point inside your draw method then offset refers to a local variable inside the method (and results in a NameError in this case). The same for @ used to refer to instance variables and @@ for class variables.

In other languages that use explicit declarations such as C, Java etc. the placement of the declaration is used to control the scope.


Variable scope in Ruby is controlled by sigils to some degree. Variables starting with $ are global, variables with @ are instance variables, @@ means class variables, and names starting with a capital letter are constants. All other variables are locals. When you open a class or method, that's a new scope, and locals available in the previous scope aren't available.

I generally prefer to avoid creating global variables. There are two techniques that generally achieve the same purpose that I consider cleaner:

  1. Create a constant in a module. So in this case, you would put all the classes that need the offset in the module Foo and create a constant Offset, so then all the classes could access Foo::Offset.

  2. Define a method to access the value. You can define the method globally, but again, I think it's better to encapsulate it in a module or class. This way the data is available where you need it and you can even alter it if you need to, but the structure of your program and the ownership of the data will be clearer. This is more in line with OO design principles.


One thing you need to realize is in Ruby everything is an object. Given that, if you don't define your methods within Module or Class, Ruby will put it within the Object class. So, your code will be local to the Object scope.

A typical approach on Object Oriented Programming is encapsulate all logic within a class:

class Point
  attr_accessor :x, :y

  # If we don't specify coordinates, we start at 0.
  def initialize(x = 0, y = 0)
    # Notice that `@` indicates instance variables.
    @x = x
    @y = y
  end

  # Here we override the `+' operator.
  def +(point)
    Point.new(self.x + point.x, self.y + point.y)
  end

  # Here we draw the point.
  def draw(offset = nil)
    if offset.nil?
      new_point = self
    else
      new_point = self + offset 
    end
    new_point.draw_absolute
  end

  def draw_absolute
    puts "x: #{self.x}, y: #{self.y}"
  end
end

first_point = Point.new(100, 200)
second_point = Point.new(3, 4)

second_point.draw(first_point)

Hope this clarifies a bit.