Thread-Safe Singleton Synchronized() in Objective-C - objective-c

In our app, we use singletons in several locations, and recently I went through and added #synchronized commands to all of the singleton methods to ensure that they are thread-safe. My question is what the difference is between calling this:
+ (RLReceiver *) getReceiver
{
static RLReceiver *receiverCache;
#synchronized(receiverCache)
{
if (!receiverCache )
receiverCache = [[RLReceiver alloc] init];
return receiverCache;
}
}
In this case I synchronize the static instance of the class RLReceiver, but I have also seen (and the compiler surprisingly allows) this as well:
+ (RLReceiver *) getReceiver
{
static RLReceiver *receiverCache;
#synchronized(self)
{
if (!receiverCache )
receiverCache = [[RLReceiver alloc] init];
return receiverCache;
}
}
Where the synchronize is on self. This confuses me a little, since this method is a class method, and there shouldn't even be a self inside this scope of this method. Can anyone shed some light on what the difference is between the static variable and self is in this context, and how there would even be a self inside of a class method?

According to Apple Doc: "The object passed to the #synchronized directive is a unique identifier used to distinguish the protected block. If you execute the preceding method in two different threads, passing a different object for the anObj parameter on each thread, each would take its lock and continue processing without being blocked by the other. If you pass the same object in both cases, however, one of the threads would acquire the lock first and the other would block until the first thread completed the critical section."
// Apple example:
- (void)myMethod:(id)anObj
{
#synchronized(anObj)
{
// Everything between the braces is protected by the #synchronized directive.
}
}
In your case, how Hot Licks says the problem is the first launch. Your object doesn`t exist in the first launch and the synchronized doesn't work properly. If you try:
[1]
+(RLReceiver *) getReceiver
{
static RLReceiver *receiverCache;
#synchronized(receiverCache)
{
if (!receiverCache ) {
receiverCache = [[RLReceiver alloc] init];
}
for (int i=0; i<100; i++) {
NSLog(#"Numbers in order i %i",i);
}
return receiverCache;
}
}
and [2]
+ (RLReceiver *) getReceiver
{
static RLReceiver *receiverCache;
#synchronized(self)
{
if (!receiverCache ) {
receiverCache = [[RLReceiver alloc] init];
}
for (int i=0; i<100; i++) {
NSLog(#"Numbers in order i %i",i);
}
return receiverCache;
}
}
From another object calling in the first time something like that:
dispatch_async(dispatch_queue_create("OtherQueue", 0), ^{
RLReceiver *rece= [RLReceiver getReceiver];
});
RLReceiver *receSorF = [RLReceiver getReceiver];
You could see how in the [1]case the numbers are mixed and synchronized is not working. In the [2] case one count wait the other.
We can use the object when we synchronize code in a existed object, in other case class name.
Thanks #HotLicks.

Related

Objective C - release blocks individually

I have the following dummy architecture: a singleton class that will receive some data, and, at some point(when returnCallback function is called), will return the data using a callback.
#interface Helper: NSObject
{
void (^_completionHandler)(int someParameter);
}
+(Helper *)getInstance;
- (void) doSomethingWithCompletionHandler:(void(^)(int))handler;
#end
#implementation Helper
+(Helper *)getInstance {
static Helper *instance = nil;
#synchronized(self) {
if (instance == nil)
instance = [[self alloc] init];
}
return instance;
}
- (void) doSomethingWithCompletionHandler:(void(^)(int))handler
{
//do things
_completionHandler = [handler copy];
//do things
}
-(void) returnCallback
{
int result;
//do things with result
_completionHandler(result);
//nothing to follow, it just returned the result.
}
#end
Untill now I was calling the helper a single time and everything worked ok.
E.g.
[[Helper getInstance] doSomethingWithCompletionHandler:^(int result){
NSLog(#"I received %d", result);
}];
But now I need to call the helper 2 times, the second one being inside of the first one.
E.g.
[[Helper getInstance] doSomethingWithCompletionHandler:^(int result){
[[Helper getInstance] doSomethingWithCompletionHandler:^(int result){
NSLog(#" Yay, I'm good %d", result);
}];
NSLog(#"They stopped retaining me:( %d", result);
}];
The problem is(as displayed in the log) that the first function callback is released from memory and I cannot access the result variable. A way to resolve that is to keep 2 variables of the callbacks(one with the current one, one with the old one), but what if I'll need the 3rd one? I tried to build an NSMutableArray with the blocks references. But I had to remove them aswell, and I didn't figure out how.(they get copied inside Helper class, so I don't have a reference to that copied object inside the "Testing" class, do I?)
The above code isn't tested as this is more of an architecture-based question. I will however test it and edit the message asap if there are any errors.
Due to the way you have it designed, you can only have one active operation. If you ever try to execute more operations than one at the time, unexpected stuff happens (as in your example).
There is an established pattern for doing stuff like this - take a look at NSOperation and NSOperationQueue, e.g. here

Objective C Singleton - Prevent Allocating Memeory More than Once

I use a sinlgeton in my application for managing data that is available to the whole application, which accessed via:
static MMProductManager *sharedInstance = nil;
+(MMProductManager*)SharedInstance {
dispatch_once( &resultsToken, ^(void) {
if ( ! sharedInstance ) {
sharedInstance = [[MMProductManager alloc] init];
}
});
return sharedInstance;
}
Everything is working as expected.
In Objective C, there does not seem to be a way to hide any object's init method, and in my case having more than instance of MMProductManager would lead to data being duplicated (in the best case scenario).
What I would like to do is guard against instantiating more than one instance. Other languages seem to have this feature; i.e. marking certain methods/classes as private. I am thinking of implementing something along like:
-(id)init {
// guard against instantiating a more than one instance
if ( sharedInstance )
return sharedInstance;
if ( (self = [super init]) ) {
self->_resultsQueue = dispatch_queue_create( kMMResultQLAbel, NULL );
self->_initialized = FALSE;
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(handleNotification:)
name:UIApplicationDidReceiveMemoryWarningNotification
object:0];
[self initialize];
}
return self;
}
Does this approach seem reasonable?
What would happen in the case of someone allocating this class, then calling the init described above? Would it be reasonable to override +(id)alloc? If so How would I go about doing that?
I know the convention of exposing a SharedInstance method is an implicit message to other developers to go through this method, but I would like a bit more control if possible.
You don't want to override - init (if not for some other reason) - - init is not the method that creates the instance. You want to override + alloc for this:
#implementation SingletonClass
+ (id)alloc
{
static id instance = nil;
if (instance == nil) {
instance = [super alloc];
}
return instance;
}
#end
This way you can actually prevent (almost) completely creating multiple instances of SingletonClass.
(Unless somebody falls back to calling
id trickyDifferentInstance = class_createInstance(objc_getClass("SingletonClass"), 0));
but that's very unlikely.)

Objective-C blocks usage

I have been looking around online, doing research into how to use blocks. I have also decided to set up a basic example to try and understand the way in which they work.
Essentially what I want to do is have a 'block variable' (no sure if thats the correct term) in which I can store a block of code. I then want to be able to set the code in this block at pointX (methodA or methodB) in my code, then run the block of code at pointY (methodX).
So to be specific, my question is 3-fold
Using the example below is the setup / usage of blocks correct and valid?
In methodX how do I execute the code inside the block (self.completionBlock)?
When creating the block in methodA and methodB will the code be called there and then? If so how can I stop this from happening (all I want to do is set up the code in the block to be called later)?
I may have completely misunderstood how blocks are used, apologies if this is the case, however I'm relatively new to Objective-C and I'm trying to learn.
Here is my code so far:
.h
typedef void (^ CompletionBlock)();
#interface TestClass : NSObject
{
CompletionBlock completionBlock;
NSString *stringOfText;
NSString *otherStringOfText;
}
#property(nonatomic, copy)CompletionBlock completionBlock;
#property(nonatomic, retain)NSString *stringOfText;
#property(nonatomic, retain)NSString *otherStringOfText;
- (void)methodA:(NSString *)myText;
- (void)methodB:(NSString *)myText and:(NSString *)myOtherText;
- (void)methodX;
#end
.m
- (void)methodA:(NSString *)myText;
{
if ([self.stringOfText isEqualToString:#""])
{
// Set the variable to be used by the completion block
self.stringOfText = #"I visited methodA"; // normally make use of myText
// Create the completion block
__block TestClass *blocksafeSelf = self;
self.completionBlock = ^()
{
[blocksafeSelf methodA:blocksafeSelf.stringOfText];
blocksafeSelf.stringOfText = nil;
};
}
else
{
// Do some other stuff with self.stringOfText
}
}
- (void)methodB:(NSString *)myText and:(NSString *)myOtherText;
{
if ([self.stringOfText isEqualToString:#""] || [self.otherStringOfText isEqualToString:#""])
{
// Set the variable to be used by the completion block
self.stringOfText = #"I visited methodB"; // normally make use of myText
self.otherStringOfText = #"I also visited methodB"; // normally make use of myOtherText
// Create the completion block
__block TestClass *blocksafeSelf = self;
self.completionBlock = ^()
{
[blocksafeSelf methodB:blocksafeSelf.stringOfText and:blocksafeSelf.otherStringOfText];
blocksafeSelf.stringOfText = nil;
blocksafeSelf.otherStringOfText = nil;
};
}
else
{
// Do some other stuff with self.stringOfText and self.otherStringOfText
}
}
- (void)methodX
{
// At this point run the block of code in self.completionBlock...how?!
}
In my example either methodA or methodB will be called first. Then some time later (perhaps from a different class) methodX will be called (only ever after methodA or methodB have been called).
It's worth noting that the methods methodA, methodB and methodX are all in a singleton class.
NOTE: This is just a dummy example to try and understand the workings of blocks, I'm fully aware there are other ways to achieve the same result.
Here's the code, just to be clear:
- (void)methodX
{
if(self.completionBlock)
self.completionBlock();
}
I think you want to do self.completionBlock(); in methodX.

Singleton in iOS 5?

Hi I had an implementation previous versions of iOS for a singleton as follows:
.h file
#interface CartSingleton : NSObject
{
}
+(CartSingleton *) getSingleton;
.m file
#implementation CartSingleton
static CartSingleton *sharedSingleton = nil;
+(CartSingleton *) getSingleton
{
if (sharedSingleton !=nil)
{
NSLog(#"Cart has already been created.....");
return sharedSingleton;
}
#synchronized(self)
{
if (sharedSingleton == nil)
{
sharedSingleton = [[self alloc]init];
NSLog(#"Created a new Cart");
}
}
return sharedSingleton;
}
//==============================================================================
+(id)alloc
{
#synchronized([CartSingleton class])
{
NSLog(#"inside alloc");
NSAssert(sharedSingleton == nil, #"Attempted to allocate a second instance of a singleton.");
sharedSingleton = [super alloc];
return sharedSingleton;
}
return nil;
}
//==============================================================================
-(id)init
{
self = [super init];
}
However on the web I see people have implemented the Singleton design pattern using this code:
+ (id)sharedInstance
{
static dispatch_once_t pred = 0;
__strong static id _sharedObject = nil;
dispatch_once(&pred, ^{
_sharedObject = [[self alloc] init]; // or some other init method
});
return _sharedObject;
}
Could someone who is experience please guide me.
Im a newbie and thoroughly confused between the old iOS implementation of the Singleton and the new one and which is the correct one?
Thanks a lot
Strictly speaking, you must use:
+ (MySingleton*) instance {
static dispatch_once_t _singletonPredicate;
static MySingleton *_singleton = nil;
dispatch_once(&_singletonPredicate, ^{
_singleton = [[super allocWithZone:nil] init];
});
return _singleton;
}
+ (id) allocWithZone:(NSZone *)zone {
return [self instance];
}
Now you guarantee that one cannot call alloc/init and create another instance.
Explanation: The instance method is at the class level and is your main access method to get a reference to the singleton. The method simply uses the dispatch_once() built-in queue that will only execute a block once. How does the runtime guarantee that the block is only executed once? Using the predicate you supply (of type dispatch_once_t). This low-level call will guarantee that even if there are multiple threads trying to call it, only one succeeds, the others wait until the first one is done and then returns.
The reason we override allocWithZone is because alloc calls allocWithZone passing nil as the zone (for the default zone). To prevent rogue code from allocating and init-ializing another instance we override allocWithZone so that the instance passed back is the already initialized singleton. This prevents one from creating a second instance.
The dispatch_once snippet is functionally identical to other one. You can read about it at http://developer.apple.com/library/mac/#documentation/Darwin/Reference/Manpages/man3/dispatch_once.3.html.
This is what I use for singletons:
+ (MySingleton*) getOne {
static MySingleton* _one = nil;
#synchronized( self ) {
if( _one == nil ) {
_one = [[ MySingleton alloc ] init ];
}
}
return _one;
}
NOTE: In most cases, you do not even need to use #synchronized (but it is safe this way).
A singleton is a special kind of class where only one instance of the class exists for the current process. (In the case of an iPhone app, the one instance is shared across the entire app.) Some examples in UIKit are [UIApplication sharedApplication] (which returns the sole instance of the application itself), and [NSFileManager defaultManager] (which returns the file manager instance). Singletons can be an easy way to share data and common methods across your entire app.
Rather than create instances of the singleton class using alloc/init, you'll call a class method that will return the singleton object. You can name the class method anything, but common practice is to call it sharedName or defaultName.
Please check a link with best answer
:http://www.idev101.com/code/Objective-C/singletons.html

Using #synchronized, volatile and OSMemoryBarrier() all together. Does one imply the other?

Coming from Java I'm trying to learn thread safety in Objective-C. So far I've leaned that
#synchronized blocks prevent concurrent access to the same block of code
volatile variables assure visibility of changes accross threads
OSMemoryBarrier(); assures proper ordering of access
My question is: Does one of those imply one or more of the others? If I want all three, do I need to use all three techniques?
Example:
volatile int first = 0;
volatile int second = 0;
[...]
#synchronized {
OSMemoryBarrier();
first++;
OSMemoryBarrier();
second++;
OSMemoryBarrier();
}
In Java all three are assured when entering and leaving a synchronized block and when reading or writing a volatile variable. True?
The #synchronized directive gets converted as follows...
- (NSString *)myString {
#synchronized(self) {
return [[myString retain] autorelease];
}
}
becomes...
- (NSString *)myString {
NSString *retval = nil;
pthread_mutex_t *self_mutex = LOOK_UP_MUTEX(self);
pthread_mutex_lock(self_mutex);
retval = [[myString retain] autorelease];
pthread_mutex_unlock(self_mutex);
return retval;
}
#synchronized doesn't protect a block of code from being reentered - it prevents executing any code that also uses #synchronized with the same object. So if you have two methods
- (void)method1 {
#synchronized (self) { dothis (); }
}
- (void)method2 {
#synchronized (self) { dothat (); }
}
and two different threads call method1 and method2 for the same object, then dothis() and dothat() will be called one after the other. Of course that's also true if two different threads call method1 for the same object. #synchronized doesn't stop you from entering a block on the same thread though, so in the example above dothis() could call [self method2] and it wouldn't be blocked.
If you are using volatile or OSMemoryBarrier() then I suggest that your design is much, much, much too complicated and you will run into trouble sooner or later.