> Often, because the assumption that it can exist only once is wrong; this is particularly true of instances of some descriptive class of interface to an external hardware resource, which covers all of your examples.
The key here is how to understand the word "can". It's "only" a design decision! Of course you can do almost anything on a computer. However, most programs don't make sense with two sound modules or network modules or graphics modules. So "can" here means, "it absolutely makes no sense, and I'm never realistically going to instance two or more of this thing". (And if I really want to do that later, 1 in 1000 times, I'll just edit the code).
> it usually isn't the whole difference between the desirable modular code and the bad global-using code that should be made, and quite often if you aren't writing it as a global resource in the first place, you never make the other wrong decisions that would need to be changed.
Give an example: I don't think there are any. I can easily give you some bad things that happen when avoiding globals to represent static resources: Much more input and output arguments to type. Then, the syntactically ugly, useless, meaningless Singleton. I've seen it many times, and it is the best proof that it made no sense to avoid the global in the first place, and it even potentially leads to nondeterministic initialization.
And more importantly, an occasional reader has a much harder time browsing through the code because she never knows where the local variables are pointing at.