I am writing a small program for printing to the console every few seconds.
The objective is to call a function on each of ten objects in an array every N seconds, where n is a class variable. I was wondering how I could incorporate such a timer loop into my code. Here is what I have. I would ver much appreciate a response. Thanks.
ALHuman.m
static NSInteger barkInterval = 3;
#implementation ALHuman
-(void)setMyDog:(ALDog *)dog{
myDog = dog;
}
-(ALDog *)getMyDog{
return myDog;
}
+(NSInteger)returnBarkInterval {
return barkInterval;
}
-(void)createDog{
ALDog *aDog = [[ALDog alloc]init];
char dogName [40] = " ";
NSLog(#"Please enter a name for %s's dog",[self name]);
scanf("%s",dogName);
[aDog setName:dogName];
char barkSound [40] = "";
NSLog(#"Please enter a bark sound for dog: %s",[aDog name]);
scanf("%s",barkSound);
[myDog setBarkSound:barkSound];
[myDog setCanBark:YES];
[self setMyDog:aDog];
}
-(void)callDog:(NSInteger)numberOfResponses {
NSLog(#"%s",[[self getMyDog] name]);
[[self getMyDog] bark:numberOfResponses];
}
-(NSInteger)getRandomNumberBetween:(NSInteger)from to:(NSInteger)to {
return (NSInteger)from + arc4random() % (to-from+1);
}
-(void)timerFireMethod:(NSTimer *)timer {
[self callDog:[self getRandomNumberBetween:1 to:5]];
}
#end
main.m
int main(int argc, const char * argv[])
{
#autoreleasepool {
NSMutableArray *people = [[NSMutableArray alloc]init];
for (int i = 0; i < 10; i++) { // I didn't want to create a class method for creating these humans and their dogs, because it is unneccessary.
ALHuman *person = [[ALHuman alloc]init];
// NameGenerator *name = [[NameGenerator alloc]init]; I need to work on implementing this
[person setName:"Bob"];
[person createDog];
[person setHeight:[person getRandomNumberBetween:5 to:8]];
[people addObject:person];
}
NSLog(#"%#",people);
NSRunLoop* myRunLoop = [NSRunLoop currentRunLoop]; //Here is where I am having trouble
for(ALHuman *human in people){
[NSTimer timerWithTimeInterval:[ALHuman returnBarkInterval] target:human selector:#selector(timerFireMethod:) userInfo:NULL repeats:YES];
}
return 0;
}
}
First, +[NSTimer timerWithTimeInterval:...] creates and returns a new timer object, but you're ignoring the return value. So, those timer objects are just lost and useless. You either want to manually schedule them into the run loop or use +scheduledTimerWithTimeInterval:... instead.
Second, you allow execution to flow to the return statement, which exits the main() function. When that happens, the process is terminated. It doesn't bother waiting for any timers to fire, or anything else for that matter.
If you want to wait and allow those timers to fire, you need to manually run the run loop (since you're not in the main thread of an application, which would run the run loop for you). You can invoke [myRunLoop run], [myRunLoop runUntilDate:someDate], or build a loop around an invocation of [myRunLoop runMode:someMode beforeDate:someDate]. It depends on under what circumstances you want the program to exit, if ever.
Use this simple runloop controller class.
(untested):
int main(int argc, const char * argv[])
{
#autoreleasepool {
RunLoopController *runLoopController = [RunLoopController new];
[runLoopController register];
NSMutableArray *people = [NSMutableArray new];
NSMutableArray *timers = [NSMutableArray new];
for (int i = 0; i < 10; i++) {
ALHuman *person = [[ALHuman alloc]init];
// NameGenerator *name = [[NameGenerator alloc]init]; I need to work on implementing this
[person setName:"Bob"];
[person createDog];
[person setHeight:[person getRandomNumberBetween:5 to:8]];
[people addObject:person];
NSTimer *timer = [NSTimer scheduledTimerWithTimeInterval:[ALHuman returnBarkInterval]
target:person
selector:#selector(timerFireMethod:)
userInfo:nil
repeats:YES];
[timers addObject:timer];
}
NSLog(#"%#",people);
while ([runLoopController run])
;
[runLoopController deregister];
}
}
However the issue you face is how to terminate the program when you are finished. You can either install a signal handler, or use some other metric to determine the program has finished, and then call [[RunLoopController mainRunLoopController] terminate].
The RunLoopController uses a simple signalling mechanism (a MACH port) in order to know that the runloop must terminate. Other usage examples exist on the github repo in the above link.
Related
In my ARC iOS app I am running a for loop that ends up with a large memory allocation overhead. I want to somehow end my for loop with minimal/no extra memory allocated. In this instance I am using the SSKeychain library which lets me fetch things from a keychain. I usually just use autorelease pools and get my memory removed properly but here I don't know what is wrong because I end up with 70 mb + of memory allocated at the end of the loop. I have been told that I should start/end a run loop to properly deal with this. Thoughts?
for (int i = 0; i < 10000; ++i) {
#autoreleasepool {
NSError * error2 = nil;
SSKeychainQuery* query2 = [[SSKeychainQuery alloc] init];
query2.service = #"Eko";
query2.account = #"loginPINForAccountID-2";
query2.password = nil;
[query2 fetch:&error2];
}
}
What are you using to measure memory usage?
Results of a very simple test...
Running in the simulator, measure only resident memory before and after.
Without autoreleasepool...
Started with 27254784, ended with 30212096, used 2957312
With autoreleasepool...
Started with 27316224, ended with 27443200, used 126976
Obviously, the autoreleasepool is preventing memory from growing too bad, and I don't see anything close to 70MB being used under any circumstance.
You should run instruments and get some good readings on the behavior.
Here is the code I hacked and ran...
The memchecker
static NSUInteger available_memory(void) {
NSUInteger result = 0;
struct task_basic_info info;
mach_msg_type_number_t size = sizeof(info);
if (task_info(mach_task_self(), TASK_BASIC_INFO, (task_info_t)&info, &size) == KERN_SUCCESS) {
result = info.resident_size;
}
return result;
}
And the code...
#define USE_AUTORELEASE_POOL 1
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
dispatch_async(dispatch_get_main_queue(), ^{
NSUInteger beginMemory = available_memory();
for (int i = 0; i < 10000; ++i) {
#ifdef USE_AUTORELEASE_POOL
#autoreleasepool
#endif
{
NSError * error2 = nil;
SSKeychainQuery* query2 = [[SSKeychainQuery alloc] init];
query2.service = #"Eko";
query2.account = #"loginPINForAccountID-2";
query2.password = nil;
[query2 fetch:&error2];
}
}
NSUInteger endMemory = available_memory();
NSLog(#"Started with %u, ended with %u, used %u", beginMemory, endMemory, endMemory-beginMemory);
});
return YES;
}
If I do:
foos[i] = [[Foo alloc] init];
foos[i].prop = #"bar";
[foos[i] baz];
... Is that less efficient than:
Foo *foo = [[Foo alloc] init];
foo.prop = #"bar";
[foo baz];
foos[i] = foo;
or are they equivalent?
They're not equivalent, but they are sufficiently close that an optimizing compiler might generate exactly the same binary code.
Even if it doesn't, you'll struggle to measure the difference (unless foos is a C++ class with an extremely expensive operator[]). Until a profiler says otherwise — optimizing this code is premature.
If your array is a simple a C array (Foo * array[11];), then it will not have significant performance impact.
If your array is an NSMutableArray (or another subscriptable NS-type), then it will have to call the method's implementation repeatedly (which uses short circuited dispatch), so that will introduce some overhead. Although some would consider it a micro-optimization. In this case, the compiler cannot know what the implementation returns, so it cannot omit the calls.
Here are basic wall clock time results:
MRC:
NSArray: 27 seconds
C Array: 18 seconds
ARC:
NSArray: 31 seconds
C Array: 18 seconds
and the program (which you can perform the obvious ARC changes to to test ARC):
const int NIter = 10000;
__attribute__((noinline)) void fn1() {
#autoreleasepool {
NSMutableArray * foos = [NSMutableArray array];
for (size_t idx = 0; idx < NIter; ++idx) {
NSMutableString * str = [NSMutableString new];
foos[0] = str;
[foos[0] length];
[foos removeAllObjects];
[str release];
}
}
}
__attribute__((noinline)) void fn2() {
#autoreleasepool {
NSMutableString * foos[1];
for (size_t idx = 0; idx < NIter; ++idx) {
foos[0] = [NSMutableString new];
[foos[0] length];
[foos[0] release];
foos[0] = 0;
}
}
}
int main() {
for (size_t idx = 0; idx < NIter; ++idx) {
if (UseNSArray) {
fn1();
}
else {
fn2();
}
}
return 0;
}
Certainly, unless the compiler optimizes it away. Whether it is significantly less efficient is another matter, which depends on what else your code is doing. Worrying about mico-optimizations like this is generally futile unless you already have evidence of an efficiency problem in this vicinity.
[Edit] I rearranged how I remove obj from the list. That's originally how it was still causing the same error.
This is the code in question. I believe I have the error narrowed down to the line where it removes the object from the _blocks NSMutableArray. I have this exact same code in other parts of my code removing similar object from the same array. For some reason when this function is called it causes the game to crash. It didn't have this problem before I upgraded to the latest XCode which supports iOS SDK 5 and armv7. Before I upgraded XCode it worked fine. I would walk into an item and the item would disappear from the screen. Now it just crashes when I get an item. Any help would be greatly appreciated.
-(void)itemCollision:(Collidable *)obj :(int)itemID :(int)objID: (bool)withPlayer{
[background removeChild:[obj getSprite] cleanup:YES];
[background removeChild:[obj getArrow] cleanup:YES];
[_blocks removeObject:obj];
//[obj release];
if(withPlayer){
if(itemID == 1){
[[SimpleAudioEngine sharedEngine] playEffect:#"Item2.mp3" pitch:1.0f pan:0.0f gain:0.3f];
points += (10 + level * 22);
}
}
}
#import <UIKit/UIKit.h>
int main(int argc, char *argv[]) {
NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init];
int retVal = UIApplicationMain(argc, argv, nil, #"AppDelegate");
[pool release];
return retVal;
}
When the app crashes it highlights this line:
int retVal = UIApplicationMain(argc, argv, nil, #"AppDelegate");
The error message is: "Thread 1: Program received signal: "SIGARBRT".
Here is the code where I call itemCollision:
-(bool) isCollision {
CCSprite *playerSprite = mob;//[mob getSprite];
CGRect playerRect = CGRectMake(playerSprite.position.x - (playerSprite.contentSize.width/2),
playerSprite.position.y - (playerSprite.contentSize.height/2),
playerSprite.contentSize.width,
playerSprite.contentSize.height);
//Player Collision
BOOL collision = FALSE;
for (Block *block in _blocks) {
CCSprite *blockSprite = [block getSprite];
CGRect blockRect = CGRectMake(blockSprite.position.x - (blockSprite.contentSize.width/2),
blockSprite.position.y - (blockSprite.contentSize.height/2),
blockSprite.contentSize.width,
blockSprite.contentSize.height + 1 + [mob getSpeed]);
if (CGRectIntersectsRect(blockRect, playerRect)) {
if ([block getItemID] != 0) {
[self itemCollision:block :[block getItemID] :[block getID] :TRUE];
continue;
}
if(playerSprite.position.y > blockSprite.position.y){
collision = TRUE;
}
if(collision) {
[[SimpleAudioEngine sharedEngine] playEffect:#"squish.caf"];
[self die];
return TRUE;
}
}
}
return FALSE;
}
Here is how I remove objects from _blocks elsewhere in the code. This is in the gravity timer function:
NSMutableArray *blocksToDelete = [[NSMutableArray alloc] init];
for (Block *block in _blocks) {
CCSprite *blockSprite = [block getSprite];
//[block addSpeed:gravity];
[block setPreX:blockSprite.position.x];
[block setPreY:blockSprite.position.y];
blockSprite.position = ccp(blockSprite.position.x, blockSprite.position.y - [block getSpeed]);
if (blockSprite.position.y < -30 + blockSprite.contentSize.height / 2) {
[blocksToDelete addObject:block];
}
if(blockSprite.position.y - blockSprite.contentSize.height < [block getArrow].position.y){
[block getArrow].visible = FALSE;
}
}
for (Block *b in blocksToDelete) {
[_blocks removeObject:b];
[background removeChild:[b getSprite] cleanup:YES];
[background removeChild:[b getArrow] cleanup:YES];
[b release];
}
I get to the items before they reach the point where they get deleted by this function. Again, this code has been working for months until I upgraded my XCode.
If the array had the last retain on the object, it will be dealloced when you remove it. You go on to use the object for the rest of the method, so it needs to stay alive. Certainly checking the retainCount of obj to see if the NSMutableArray has the last retain is the first place to start.
If we assume, for the moment, that that's the case, then try this alternate approach:
-(void)itemCollision:(Collidable *)obj :(int)itemID :(int)objID: (bool)withPlayer
{
[[obj retain] autorelease];
[_blocks removeObject:obj];
[background removeChild:[obj getSprite] cleanup:YES];
[background removeChild:[obj getArrow] cleanup:YES];
if(withPlayer){
if(itemID == 1){
[[SimpleAudioEngine sharedEngine] playEffect:#"Item2.mp3" pitch:1.0f pan:0.0f gain:0.3f];
points += (10 + level * 22);
}
}
}
When the debugger goes to main.m, it's often because it's dying while popping an autorelease pool -- a task you don't have debug symbols for, so it goes to the deepest stack frame for which it has source to show you, which in the case of autorelease pools on the main thread, will be your main() function.
You should also try running this case with the Zombies instrument in Instruments. It can be very helpful for tracking this stuff down.
It's hard to know exactly what's happening beyond the scope of the code sample you've shared, but a wild guess would be that your 'obj' is being over-released. It's released once when you remove it from the array, then you're releasing it again. This may or may not be appropriate considering the retain count of that object as its passed in.
To begin troubleshooting, try using the Instrument Zombie tool - that'll help you observe if it is indeed being overreleased.
You could additionally comment out your:
[obj release]
To see if that stops the error (which may or may not be the solution but should be insightful in any case).
I'm currently trying to implement a pooling system, I have all the code, I just dont understand why a certain part of it doesn't work.
I have a c-array of NSMutable array made like this:
NSMutableArray *poolArray[xSize][ySize];
for (int n = 0; n < xSize; n++)
{
for (int m = 0; m < ySize; m++)
{
poolArray[n][m] = [[NSMutableArray alloc] init];
}
}
And whilst trying to access it I get the x and y coordinate of the pool and object is in and try to add it like this:
[poolArray[x][y] addObject:object]; //This raises a EXC_BAD_ACCESS error
I am totally open to editing how I write this - I am aware that I could declare a NSMutableArray and use indexes of ((y * width) + x) and I may have to rewite the code like that. But preferably I dont want to have to do that as I only want to actually create the arrays I'm using so something like this:
if (poolArray[x][y] == nil) poolArray[x][y] = [[NSMutableArray alloc] init];
[poolArray[x][y] addObject:object];
This is so that it can have 'holes' so I dont have to make anything at poolArray[2][3] for example if there is nothing there.
I don't know if there is anyway that I could rewrite that with objective-c types, but if I do I'm forced to keep creating a NSMutableArray at every space, the reason I dont want to do that is because I want to get every little bit of performance I can out of the system.
Thanks for taking the time to read this, and any response is appreciated :)
This works for me:
#import <Foundation/Foundation.h>
#define xSize 10
#define ySize 10
int main (int argc, const char * argv[])
{
NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init];
NSMutableArray *poolArray[xSize][ySize];
for (int n = 0; n < xSize; n++)
{
for (int m = 0; m < ySize; m++)
{
poolArray[n][m] = [[NSMutableArray alloc] init];
}
}
[poolArray[2][3] addObject: #"Hello"];
[poolArray[2][3] addObject: #"world!"];
NSLog(#"poolArray[2][3] objects: %# %#",
[poolArray[2][3] objectAtIndex: 0],
[poolArray[2][3] objectAtIndex: 1]);
[pool drain];
return 0;
}
(Yes, I know, I should release all NSMutableArray instances. Left out for brevity).
So there are a few things you should check:
Is object a valid object, i.e. was it initialized? The NSMutableArray will try to retain the object, and if it was never initialized, that will fail miserably, or if it was dealloc-ed already, it will fail too.
are x and y valid? You can easily go over the boundaries and not notice it.
Can't see anything wrong with the code you've provided, although a couple of ideas:
In the case where your checking poolArray[x][y] == nil have you actually reset all the values to nil when you initialize the array?
An alternative that should work, is to store the array on the heap. You could use calloc (which will initialize the memory to 0), or malloc and memset.
The following should work:
NSMutableArray ***poolArray = calloc(xSize * ySize, sizeof(NSMutableArray *));
if (poolArray[x][y] == nil) poolArray[x][y] = [[NSMutableArray alloc] init];
[poolArray[x][y] addObject:object];
my first question on Stackoverflow.
Let me start with a bit of code. It's a bit repetitive so I'm going to cut out the parts I repeat for different arrays (feel free to ask for the others). However, please ignore the code in preference to answering the Qs at the bottom. Firstly: thank you to answerers in advance. Secondly: the freeing of data.
#implementation ES1Renderer
GLfloat **helixVertices;
GLushort **helixIndices;
GLubyte **helixColors;
- (void)freeEverything
{
if (helixVertices != NULL)
{
for (int i=0; i < alphasToFree / 30 + 1; i++)
free(helixVertices[i]);
free(helixVertices);
}
if (helixIndices != NULL)
{
for (int i=0; i < alphasToFree / 30 + 1; i++)
free(helixIndices[i]);
free(helixIndices);
}
if (helixColors != NULL)
{
for (int i=0; i < alphasToFree / 30 + 1; i++)
free(helixColors[i]);
free(helixColors);
}
}
(I will get to the calling of this in a moment). Now for where I malloc() the arrays.
- (void)askForVertexInformation
{
int nrows = self.helper.numberOfAtoms / 300;
int mrows = [self.helper.bonds count] / 300;
int alphaCarbonRows = [self.helper.alphaCarbons count] / 30;
helixVertices = malloc(alphaCarbonRows * sizeof(GLfloat *) + 1);
helixIndices = malloc(alphaCarbonRows * sizeof(GLfloat *) + 1);
helixColors = malloc(alphaCarbonRows * sizeof(GLfloat *) + 1);
for (int i=0; i < alphaCarbonRows + 1; i++)
{
helixVertices[i] = malloc(sizeof(helixVertices) * HELIX_VERTEX_COUNT * 3 * 33);
helixIndices[i] = malloc(sizeof(helixIndices) * HELIX_INDEX_COUNT * 2 * 3 * 33);
helixColors[i] = malloc(sizeof(helixColors) * HELIX_VERTEX_COUNT * 4 * 33);
}
[self.helper recolourVerticesInAtomRange:NSMakeRange(0, [self.helper.alphaCarbons count]) withColouringType:CMolColouringTypeCartoonBlue forMasterColorArray:helixColors forNumberOfVertices:HELIX_VERTEX_COUNT difference:30];
self.atomsToFree = self.helper.numberOfAtoms;
self.bondsToFree = [self.helper.bonds count];
self.alphasToFree = [self.helper.alphaCarbons count];
}
Finally, the bit which calls everything (this is a separate class.)
- (void)loadPDB:(NSString *)pdbToLoad
{
if (!self.loading)
{
[self performSelectorOnMainThread:#selector(stopAnimation) withObject:nil waitUntilDone:YES];
[self.renderer freeEverything];
[renderer release];
ES1Renderer *newRenderer = [[ES1Renderer alloc] init];
renderer = [newRenderer retain];
[self performSelectorOnMainThread:#selector(stopAnimation) withObject:nil waitUntilDone:YES]; // need to stop the new renderer animating too!
[self.renderer setDelegate:self];
[self.renderer setupCamera];
self.renderer.pdb = nil;
[renderer resizeFromLayer:(CAEAGLLayer*)self.layer];
[newRenderer release];
NSInvocationOperation *invocationOperation = [[NSInvocationOperation alloc] initWithTarget:self selector:#selector(setup:) object:pdbToLoad];
[self.queue addOperation:invocationOperation];
[invocationOperation release];
}
}
- (void)setup:(NSString *)pdbToLoad
{
self.loading = YES;
[helper release];
[renderer.helper release];
PDBHelper *aHelper = [[PDBHelper alloc] initWithContentsOfFile:pdbToLoad];
helper = [aHelper retain];
renderer.helper = [aHelper retain];
[aHelper release];
if (!resized)
{
[self.helper resizeVertices:11];
resized = YES;
}
self.renderer.helper = self.helper;
[self.helper setUpAtoms];
[self.helper setUpBonds];
if (self.helper.numberOfAtoms > 0)
[self.renderer askForVertexInformation];
else
{
// LOG ME PLEASE.
}
[self performSelectorOnMainThread:#selector(removeProgressBar) withObject:nil waitUntilDone:YES];
[self performSelectorOnMainThread:#selector(startAnimation) withObject:nil waitUntilDone:YES];
self.renderer.pdb = pdbToLoad;
self.loading = NO;
}
What I'm doing here is loading a molecule from a PDB file into memory and displaying it on an OpenGL view window. The second time I load a molecule (which will run loadPDB: above) I get the Giant Triangle Syndrome and Related Effects... I will see large triangles over my molecule.
However, I am releasing and reallocating my PDBHelper and ES1Renderer every time I load a new molecule. Hence I was wondering:
1. whether the helixVertices, helixIndices and helixColors which I have declared as class-wide variables are actually re-used in this instance. Do they point to the same objects?
2. Should I be setting all my variables to NULL after freeing? I plan to do this anyway, to pick up any bugs by getting a segfault, but haven't got round to incorporating it.
3. Am I even right to malloc() a class variable? Is there a better way of achieving this? I have no other known way of giving this information to the renderer otherwise.
I can't answer your general questions. There's too much stuff in there. However, this caught my eye:
[helper release];
[renderer.helper release];
PDBHelper *aHelper = [[PDBHelper alloc] initWithContentsOfFile:pdbToLoad];
helper = [aHelper retain];
renderer.helper = [aHelper retain];
[aHelper release];
I think this stuff possibly leaks. It doesn't make sense anyway.
If renderer.helper is a retain or copy property, do not release it. It already has code that releases old values when it is assigned new values. Also do not retain objects you assign to it.
You have alloc'd aHelper, so there's no need to retain it again. The above code should be rewritten something like:
[helper release];
helper = [[PDBHelper alloc] initWithContentsOfFile:pdbToLoad];
renderer.helper = helper;
Also, I think your helix malloced arrays should probably be instance variables. As things stand, if you have more than one ES1Renderer, they are sharing those variables.