Usage of autorelease pool in objectAtindex swizzling for NSMutableArray - objective-c

- (nullable id)myObjectAtIndex:(NSUInteger)index{
#autoreleasepool {
id value = nil;
if (index < self.count)
{
value = [self myObjectAtIndex:index];
}
return value;
}
}
I have no idea about the purpose of using autoreleasepool here. Can someone give me a hand?

Unless I'm missing the obvious, which is always possible, we can only guess:
There is a stack of autorelease pools, the top of the stack being the one in use. When the #autoreleasepool { ... } construct is entered a new pool is created and pushed on the stack, on exit from the construct the pool is drained and popped off the stack.
The reason to create local pools is given in the NSAutoReleasePool docs (emphasis added):
The Application Kit creates an autorelease pool on the main thread at the beginning of every cycle of the event loop, and drains it at the end, thereby releasing any autoreleased objects generated while processing an event. If you use the Application Kit, you therefore typically don’t have to create your own pools. If your application creates a lot of temporary autoreleased objects within the event loop, however, it may be beneficial to create “local” autorelease pools to help to minimize the peak memory footprint.
So what is the purpose in the code you are looking at? Some guesses:
Either the original author knows/believes that the called methods count and objectAtIndex (post the swizzle) add a significant amount of objects to the autorelease pool and wishes to clean these up; or
The original author was/is planning to add future code to myObjectAtIndex which will add a significant amount of objects to the autorelease pool and wishes to clean these up; or
Wishes to be able to call objectAtIndex and ensure there is no impact on the memory used for live objects (e.g. maybe they were measuring memory use by something else); or
Who knows, accept the original author (hopefully!)
HTH

There is no scientific reason.
The whole code is an example of "this app crashes and I do not know why" panic code:
Obviously the author had a problem with guaranteeing correct indexes, what would be the correct approach. Therefore he wrote a special method to "repair" it. The naming ("my") shows, that he thought: I can do it better (instead of insuring correct indexes).
Moreover, adding an ARP to a piece of code, that obviously does not create an bigger amount of objects, is a sure sign for the fact, that he couldn't oversee his code anymore.
Move the whole code to /dev/null.

Related

Do I need to use autorelease on object which created not using alloc init? [duplicate]

I'm just beginning to have a look at Objective-C and Cocoa with a view to playing with the iPhone SDK. I'm reasonably comfortable with C's malloc and free concept, but Cocoa's references counting scheme has me rather confused. I'm told it's very elegant once you understand it, but I'm just not over the hump yet.
How do release, retain and autorelease work and what are the conventions about their use?
(Or failing that, what did you read which helped you get it?)
Let's start with retain and release; autorelease is really just a special case once you understand the basic concepts.
In Cocoa, each object keeps track of how many times it is being referenced (specifically, the NSObject base class implements this). By calling retain on an object, you are telling it that you want to up its reference count by one. By calling release, you tell the object you are letting go of it, and its reference count is decremented. If, after calling release, the reference count is now zero, then that object's memory is freed by the system.
The basic way this differs from malloc and free is that any given object doesn't need to worry about other parts of the system crashing because you've freed memory they were using. Assuming everyone is playing along and retaining/releasing according to the rules, when one piece of code retains and then releases the object, any other piece of code also referencing the object will be unaffected.
What can sometimes be confusing is knowing the circumstances under which you should call retain and release. My general rule of thumb is that if I want to hang on to an object for some length of time (if it's a member variable in a class, for instance), then I need to make sure the object's reference count knows about me. As described above, an object's reference count is incremented by calling retain. By convention, it is also incremented (set to 1, really) when the object is created with an "init" method. In either of these cases, it is my responsibility to call release on the object when I'm done with it. If I don't, there will be a memory leak.
Example of object creation:
NSString* s = [[NSString alloc] init]; // Ref count is 1
[s retain]; // Ref count is 2 - silly
// to do this after init
[s release]; // Ref count is back to 1
[s release]; // Ref count is 0, object is freed
Now for autorelease. Autorelease is used as a convenient (and sometimes necessary) way to tell the system to free this object up after a little while. From a plumbing perspective, when autorelease is called, the current thread's NSAutoreleasePool is alerted of the call. The NSAutoreleasePool now knows that once it gets an opportunity (after the current iteration of the event loop), it can call release on the object. From our perspective as programmers, it takes care of calling release for us, so we don't have to (and in fact, we shouldn't).
What's important to note is that (again, by convention) all object creation class methods return an autoreleased object. For example, in the following example, the variable "s" has a reference count of 1, but after the event loop completes, it will be destroyed.
NSString* s = [NSString stringWithString:#"Hello World"];
If you want to hang onto that string, you'd need to call retain explicitly, and then explicitly release it when you're done.
Consider the following (very contrived) bit of code, and you'll see a situation where autorelease is required:
- (NSString*)createHelloWorldString
{
NSString* s = [[NSString alloc] initWithString:#"Hello World"];
// Now what? We want to return s, but we've upped its reference count.
// The caller shouldn't be responsible for releasing it, since we're the
// ones that created it. If we call release, however, the reference
// count will hit zero and bad memory will be returned to the caller.
// The answer is to call autorelease before returning the string. By
// explicitly calling autorelease, we pass the responsibility for
// releasing the string on to the thread's NSAutoreleasePool, which will
// happen at some later time. The consequence is that the returned string
// will still be valid for the caller of this function.
return [s autorelease];
}
I realize all of this is a bit confusing - at some point, though, it will click. Here are a few references to get you going:
Apple's introduction to memory management.
Cocoa Programming for Mac OS X (4th Edition), by Aaron Hillegas - a very well written book with lots of great examples. It reads like a tutorial.
If you're truly diving in, you could head to Big Nerd Ranch. This is a training facility run by Aaron Hillegas - the author of the book mentioned above. I attended the Intro to Cocoa course there several years ago, and it was a great way to learn.
If you understand the process of retain/release then there are two golden rules that are "duh" obvious to established Cocoa programmers, but unfortunately are rarely spelled out this clearly for newcomers.
If a function which returns an object has alloc, create or copy in its name then the object is yours. You must call [object release] when you are finished with it. Or CFRelease(object), if it's a Core-Foundation object.
If it does NOT have one of these words in its name then the object belongs to someone else. You must call [object retain] if you wish to keep the object after the end of your function.
You would be well served to also follow this convention in functions you create yourself.
(Nitpickers: Yes, there are unfortunately a few API calls that are exceptions to these rules but they are rare).
If you're writing code for the desktop and you can target Mac OS X 10.5, you should at least look into using Objective-C garbage collection. It really will simplify most of your development — that's why Apple put all the effort into creating it in the first place, and making it perform well.
As for the memory management rules when not using GC:
If you create a new object using +alloc/+allocWithZone:, +new, -copy or -mutableCopy or if you -retain an object, you are taking ownership of it and must ensure it is sent -release.
If you receive an object in any other way, you are not the owner of it and should not ensure it is sent -release.
If you want to make sure an object is sent -release you can either send that yourself, or you can send the object -autorelease and the current autorelease pool will send it -release (once per received -autorelease) when the pool is drained.
Typically -autorelease is used as a way of ensuring that objects live for the length of the current event, but are cleaned up afterwards, as there is an autorelease pool that surrounds Cocoa's event processing. In Cocoa, it is far more common to return objects to a caller that are autoreleased than it is to return objets that the caller itself needs to release.
Objective-C uses Reference Counting, which means each Object has a reference count. When an object is created, it has a reference count of "1". Simply speaking, when an object is referred to (ie, stored somewhere), it gets "retained" which means its reference count is increased by one. When an object is no longer needed, it is "released" which means its reference count is decreased by one.
When an object's reference count is 0, the object is freed. This is basic reference counting.
For some languages, references are automatically increased and decreased, but objective-c is not one of those languages. Thus the programmer is responsible for retaining and releasing.
A typical way to write a method is:
id myVar = [someObject someMessage];
.... do something ....;
[myVar release];
return someValue;
The problem of needing to remember to release any acquired resources inside of code is both tedious and error-prone. Objective-C introduces another concept aimed at making this much easier: Autorelease Pools. Autorelease pools are special objects that are installed on each thread. They are a fairly simple class, if you look up NSAutoreleasePool.
When an object gets an "autorelease" message sent to it, the object will look for any autorelease pools sitting on the stack for this current thread. It will add the object to the list as an object to send a "release" message to at some point in the future, which is generally when the pool itself is released.
Taking the code above, you can rewrite it to be shorter and easier to read by saying:
id myVar = [[someObject someMessage] autorelease];
... do something ...;
return someValue;
Because the object is autoreleased, we no longer need to explicitly call "release" on it. This is because we know some autorelease pool will do it for us later.
Hopefully this helps. The Wikipedia article is pretty good about reference counting. More information about autorelease pools can be found here. Also note that if you are building for Mac OS X 10.5 and later, you can tell Xcode to build with garbage collection enabled, allowing you to completely ignore retain/release/autorelease.
Joshua (#6591) - The Garbage collection stuff in Mac OS X 10.5 seems pretty cool, but isn't available for the iPhone (or if you want your app to run on pre-10.5 versions of Mac OS X).
Also, if you're writing a library or something that might be reused, using the GC mode locks anyone using the code into also using the GC mode, so as I understand it, anyone trying to write widely reusable code tends to go for managing memory manually.
As ever, when people start trying to re-word the reference material they almost invariably get something wrong or provide an incomplete description.
Apple provides a complete description of Cocoa's memory management system in Memory Management Programming Guide for Cocoa, at the end of which there is a brief but accurate summary of the Memory Management Rules.
I'll not add to the specific of retain/release other than you might want to think about dropping $50 and getting the Hillegass book, but I would strongly suggest getting into using the Instruments tools very early in the development of your application (even your first one!). To do so, Run->Start with performance tools. I'd start with Leaks which is just one of many of the instruments available but will help to show you when you've forgot to release. It's quit daunting how much information you'll be presented with. But check out this tutorial to get up and going fast:
COCOA TUTORIAL: FIXING MEMORY LEAKS WITH INSTRUMENTS
Actually trying to force leaks might be a better way of, in turn, learning how to prevent them! Good luck ;)
Matt Dillard wrote:
return [[s autorelease] release];
Autorelease does not retain the object. Autorelease simply puts it in queue to be released later. You do not want to have a release statement there.
My usual collection of Cocoa memory management articles:
cocoa memory management
There's a free screencast available from the iDeveloperTV Network
Memory Management in Objective-C
NilObject's answer is a good start. Here's some supplemental info pertaining to manual memory management (required on the iPhone).
If you personally alloc/init an object, it comes with a reference count of 1. You are responsible for cleaning up after it when it's no longer needed, either by calling [foo release] or [foo autorelease]. release cleans it up right away, whereas autorelease adds the object to the autorelease pool, which will automatically release it at a later time.
autorelease is primarily for when you have a method that needs to return the object in question (so you can't manually release it, else you'll be returning a nil object) but you don't want to hold on to it, either.
If you acquire an object where you did not call alloc/init to get it -- for example:
foo = [NSString stringWithString:#"hello"];
but you want to hang on to this object, you need to call [foo retain]. Otherwise, it's possible it will get autoreleased and you'll be holding on to a nil reference (as it would in the above stringWithString example). When you no longer need it, call [foo release].
The answers above give clear restatements of what the documentation says; the problem most new people run into is the undocumented cases. For example:
Autorelease: docs say it will trigger a release "at some point in the future." WHEN?! Basically, you can count on the object being around until you exit your code back into the system event loop. The system MAY release the object any time after the current event cycle. (I think Matt said that, earlier.)
Static strings: NSString *foo = #"bar"; -- do you have to retain or release that? No. How about
-(void)getBar {
return #"bar";
}
...
NSString *foo = [self getBar]; // still no need to retain or release
The Creation Rule: If you created it, you own it, and are expected to release it.
In general, the way new Cocoa programmers get messed up is by not understanding which routines return an object with a retainCount > 0.
Here is a snippet from Very Simple Rules For Memory Management In Cocoa:
Retention Count rules
Within a given block, the use of -copy, -alloc and -retain should equal the use of -release and -autorelease.
Objects created using convenience constructors (e.g. NSString's stringWithString) are considered autoreleased.
Implement a -dealloc method to release the instancevariables you own
The 1st bullet says: if you called alloc (or new fooCopy), you need to call release on that object.
The 2nd bullet says: if you use a convenience constructor and you need the object to hang around (as with an image to be drawn later), you need to retain (and then later release) it.
The 3rd should be self-explanatory.
Lots of good information on cocoadev too:
MemoryManagement
RulesOfThumb
As several people mentioned already, Apple's Intro to Memory Management is by far the best place to start.
One useful link I haven't seen mentioned yet is Practical Memory Management. You'll find it in the middle of Apple's docs if you read through them, but it's worth direct linking. It's a brilliant executive summary of the memory management rules with examples and common mistakes (basically what other answers here are trying to explain, but not as well).

Memory considerations for BFS in Objective-C

I've written a puzzle solver in Objective-C. It uses a breadth first search to explore the states reachable from the initial puzzle state. The search is terminated when the first winning state is encountered. The only optimization is a look-up table that helps prevent re-exploring from a state already seen.
The algorithm seems to work correctly. However profiling shows it's using a lot of memory and I'd like to understand why. I think my gap in understanding is related to the Objective-C run loop and the autorelease pool.
Does the following (simplified) code ever allow the run loop to complete an iteration and drain the autorelease pool?
- (void) search {
while (![myQueue empty]) {
State *state = [myQueue pop];
for (State *s in [state allReachableStates]) {
[myQueue push:s];
}
}
}
Profiling shows lots of memory used for NSArrays. This makes sense as allReachableStates does create a fair number of arrays. Since they're all autoreleased it seems possible that the above code is preventing the autorelease pool from draining.
Note all code is run on the main thread and I'm not using ARC.
Edit: So the fix was wrapping the for loop in an #autoreleasepool.
You're right that the autorelease pool associated with this turn of the runloop won't be drained within this method. It won't be drained until some time after this method returns.
You can wrap the while block in an #autoreleasepool yourself (one for each state)
It's better not to use a lot of autorelease in a for loop. You can check this Understanding Objective-C autorelease memory management

Under ARC, is it still advisable to create an #autoreleasepool for loops?

Let's say that I have a loop that returns a bunch of autoreleased NSData objects...
NSData* bigData = ...
while(some condition) {
NSData* smallData = [bigData subdataWithRange:...];
//process smallData
}
Under ARC, should I still wrap an #autoreleasepool around the while condition?
NSData* bigData = ...
#autoreleasepool {
while(some condition) {
NSData* smallData = [bigData subdataWithRange:...];
//process smallData
}
}
The reason why I'm asking is I see the living allocation count in instruments going through the roof for my NSData objects that invoke a dataWith... method as opposed to an initWith... method. When I use initWith..., the living allocation count is much, much less.
Is it better to prefer the initWith... methods whenever possible?
Yes you should still use autorelease pools when using convenience methods in a tight loop. All the old memory management rules still apply under ARC, the compiler is merely injecting RRs for you. Checkout the great post by the awesome Mike Ash!
Link
I think your issue is that the autorelease pool is supposed to go inside the loop. With the loop inside the autorelease block rather than vice-versa, the accumulated objects won't be released until after the loop finishes.
Under ARC, should I still wrap an #autoreleasepool around the while condition?
Yes. Autorelease Pools are still in place, and grow and pop as before. The compiler just adds and coalesces the necessary retains and releases operations when ARC is enabled (echoing Logan), based on the methods that are visible to the TU and default naming conventions.
Execution in ARC is nearly identical the manual reference counting: Autorelease pool stacks still exist. One difference is that the compiler may order the reference counting operations slightly different from the way you wrote it (not in an incorrect way), and may omit unnecessary retain cycles.
Is it better to prefer the initWith... methods whenever possible?
WRT minimizing heap growth compared to the autoreleased counterparts: Yes. That's always been the case. It's especially important on iOS devices, where memory is quite limited.
The exception to this is when the object may avoid an allocation. Example:
NSString * copy = [NSString stringWithString:arg];
in this case, copy may be [[arg retain] autorelease]. Note that in this case, copy is still autoreleased, but you should not usually go to great lengths to test the presence of such optimizations. Note: It's also better to use copy = [arg copy]...[arg release] here.
The other bonus is that your ref count imbalances are often caught earlier when the object is never autoreleased, and closer to the call site (rather than when the Autorelease Pool is finally popped).
Performance with large autorelease pools is actually much worse than most people would suppose. If you can avoid depending on them heavily (e.g. using alloc+init...+release), you can make your program noticeably faster. Explicitly creating autorelease pools is cheap, and can help minimize this problem. When allocations are large and/or numerous, avoid using autorelease on them where possible, and do wrap these sections in explicit autorelease pools.

Can we have multiple NSAutoReleasePools? Why would this be necessary?

NSAutoreleasePool .. should there be only one? Why would you want to have more then one? Would you ever want to have more than one pool as part of a single class?
If you have multiple pools, which one will contain object that was asked for be [autorelease]d? Is there a way to find out what objects are waiting to be auto-released as part of a pool?
Sorry for 20 questions, please help me understand this better
NSAutoreleasePool .. should there be
only one?
No, not necessarily. You may create as many autorelease pools as you want/need.
Why would you want to have more then
one? Would you ever want to have more
than one pool as part of a single
class?
The idea is to keep your memory "high water mark" as low as possible. Using autorelease is a bit of a cheat to defer releasing your object until "later". Sometimes you know when "later" is -- and in these cases, it's probably smart to make your own autorelease pool.
What do I mean by all this? Well, imagine you had the following loop:
for (...)
{
// 1 MB of objects are added to the autorelease pool by some code...
}
1 MB is a lot! If that code looped 20 times, you'd have 20MB of objects waiting to get released. Even worse, if it ran for an indefinite or indeterminate number of times your application may very well crash. If you know that code is self-contained you can force anything that gets put into an autorelease pool within that block to get released by creating your own autorelease pool manually, like so:
for (...)
{
NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init];
// 1 MB of objects are added to the autorelease pool by some code...
[pool drain];
}
Now your "high water mark" is only 1MB instead of 20MB (or more!).
If you have multiple pools, which one
will contain object that was asked for
be [autorelease]d?
The most recent one.
Imagine having a global stack. When you init a new AutoreleasePool, it adds itself to this global stack of autorelease pools. When you call [xxx autorelease] on an object, the autorelease method peeks at the autorelease pool on the top of this stack and adds itself to that autorelease pool's list of objects. When you call [pool drain], that pool loops through all of the references that have been added to it and it calls [xxx release] on all of them.
As BJ Homer points out, the stack in the paragraph above isn't actually truly global - there is actually one stack per thread. But I couldn't figure out how to rewrite the above paragraph and keep it easily understandable by using terms like "thread-local"... so... this addendum will have to suffice : )

How should I memory manage objects returned by instance methods?

Plenty of Objective-C classes return objects. Statements like [[instanceOfNSWhatever objectForKey:aKey] stringValue], for instance, appear all over my (and hopefully everyone else's code).
How am I supposed to memory manage these "intermediate" objects?
Were they just created or did they always exist?
Can I retain them, and if I release the object that created them, will they be released as well?
Are they autoreleased?
What if I run [instanceOfNSWhatever stringValue] a million times in a loop? Can I dispose of all those NSStrings as needed?
I'm still learning ObjC, and while I've been good at balancing my retain counts overall, I'm definitely lacking some understanding about how these methods work. Can anyone fill me in?
You've probably already read this section of Apple's docs about memory management, but I'll point you to the section about the Object Ownership Policy just in case. You are only responsible for managing the memory of objects you "own". To quote the docs:
You own any object you create.
You "create" an object using a method whose name begins with “alloc” or “new” or contains “copy” (for example, alloc, newObject, or mutableCopy).
If you own an object, you are responsible for relinquishing ownership when you have finished with it. [ie: release]
If you do not own an object, you must not release it.
The "Simple Examples" section of those docs provide good elaboration, but to put the points above in the context of your specific questions:
How am I supposed to memory manage these "intermediate" objects?
The good news is: you don't. Ignore the the memory management aspect of the "intermediate" objects in your example.
Were they just created or did they always exist?
They may have always existed, or they may have just been created. The beauty of objective-c is that you, as a consumer of those objects, don't have to care.
Can I retain them, and if I release the object that created them, will they be released as well?
You don't need to retain them if you're just passing them on to some other function, or using them as intermediate values yourself in your own calculations within the function. Say, for example, that you're returning the stringValue from your example function to someone else. There's no point in retaining it just to return it.
If you DO happen to retain it, then yes, you are responsible for issuing a corresponding release message as some point. You might, for example, retain the stringValue from your example if you want to hold on to that value as a property in your own instance. Objective-C uses reference counting. If you need that object to stick around for a long time, you must retain it so that someone else's release message doesn't cause it to vanish if the retain count falls to 0.
Are they autoreleased?
Depends. Let's say you ask for a string from instanceOfNSWhatever. If instanceOfNSWhatever has to create that string just special for you (in order to service your request), but doesn't otherwise care about that string, then yes... instanceOfNSWhatever probably put that string into the autorelease pool. If the string was already a property of instanceOfNSWhatever and it was just sending it to you in response to your request, then no, it probably wasn't autoreleased.
Again, the beauty is: you don't know and don't need to care. Since instanceOfNSWhatever created the string, it is responsible for managing it. You can ignore the memory management unless you add to the string by sending it a retain message.
What if I run [instanceOfNSWhatever stringValue] a million times in a loop? Can I dispose of all those NSStrings as needed?
No need. Again... stringValue isn't yours to manage because you didn't create it. As a technical note, if instanceOfNSWhatever really did have to create 1 million copies of stringValue to service your 1 million calls, it probably put them all in an autorelease pool, which would be drained at the end of the current cocoa event loop. Fortunately, unless you send each of those stringValue objects a retain message, you can gleefully ignore the memory management question here.
You basically manage all your memory according to the Memory Management Programming Guide for Cocoa. In short, however, you basically only need to worry about objects that you "own". You own an object if you create it (in Cocoa, you create an object by specifically allocating it using alloc or copying it using copy or one of their derivatives). If you own an object, you are responsible for releasing it when you are finished with it.
Any other object is, therefore, not owned by you. If you need to use such an object for any extended period (for example, outside the scope in which you received it), you need to specifically take ownership of the object by either sending it a retain message or copying it.
To answer your last question, if you are creating a lot of temporary objects in a loop or some other way, you can create your own autorelease pools. See the documentation for NSAutoreleasePool for more information about using them. Please note, however, that you should really only do this after you've profiled your application and found that it is using too much memory and would benefit from this kind of optimization.
Finally, if you are creating and releasing a lot of heavy objects and don't want to rely on autorelease pools, you can specifically allocate and initialize them and then make sure to release them on your own as soon as you're finished with them. Most objects that have convenience creators have similar initializers for creating the object specifically.
When working on the iPhone/iPod Touch, the autorelease objects are released when your application exits. This may be what you don't want. Especially when working with images or large chunks of data. To insure large pools of memory that are tagged autorelease get released sooner, create local autorelease pools. Like this:
NSAutoreleasePool *localPool = [[NSAutoreleasePool alloc] init];
-- do something that creates large autorelease memory blocks --
[localPool drain];
If you don't do this, you will find your application exiting unexpectedly.
I'll tell you a simple rules I wish I'd known when I first started Objective-C :)
If an method contains the words "alloc" or "copy" then you must [release] the object when finished.
If a method does not contain these words, you must [retain] it for it to remain valid outside of your function.
If you call [retain] you must later call [release] when finished.
This covers practically all you need to know about the basics of memory management.
ObjC makes heavy use of what are known as "auto release" pools. Objects returned from non alloc/copy functions are placed into these pools and automatically freed after your function exists.
That is why you do not need to release the results of something like [obj stringValue].