Overhead/risks of passing messages to nil - objective-c

I wonder if there are any risks about relying on the fact that passing messages to nil objects does nothing in objective C.
In my code I have a lot of weak references to UIKit and other objects that could be niled anytime. Since I came from C++ and languages where referencing NULL is the quickest way how to crash the program I always tend to be cautious and write defensive codelike this:
if (view)
[view removeFromSuperview];
Is there actually any point of checking if the view is not nil before passing messages to it? I know that in this case (removing a subview from superview it is safe), but are there any situation where this could be a problem?
How about performance implications? Is the passing a message to nil actually free and really does nothing? What if I let's say do it thousand times in a loop?

Method calls in Objective-C are handled by translating them into calls to objc_msgSend(), which first checks to see if the receiver is nil, and then it translates this to a method call to a special "nil" object. (See blog post: Nil). The method call is designed to return 0 for all types. See Working with Objects:
Note: If you expect a return value from a message sent to nil, the return value will be nil for object return types, 0 for numeric types, and NO for BOOL types. Returned structures have all members initialized to zero.
So it is always safe. Unless you support legacy systems...
For legacy coders...
It used to be that objc_msgSend() would only return 0 in the usual register for scalar function returns. The ABI on PowerPC specified that r3 would be used for integer and pointer returns, and sometimes for the first field of a structure if the structure was packed into registers. However, different registers were used for floating point numbers, and these would not get initialized, and structs would not always get initialized.
This was an extremely rare problem, but it has been solved anyway.

Passing messages to nil is quite normal and expected in Objective-C. You generally should not protect against it. Keep in mind, however, that passing nil to some methods (addObject: for instance) will crash, so you do need to think about when a variable can and cannot be nil.
objc_msgSend is highly optimized to handle messaging nil. Greg Parker has done a nice job laying out the different versions that have existed since 10.0. The very first assembly instruction in objc_msgSend is a test for nil and an immediate return.
EDIT:
See Dietrich Epp's answer regarding how this works for non-object returns. He makes a great point that you do need to be careful in that case.

According to Apple Documentation
https://developer.apple.com/library/ios/documentation/cocoa/conceptual/ProgrammingWithObjectiveC/WorkingwithObjects/WorkingwithObjects.html
A nil value is the safest way to initialize an object pointer if you don’t have another value to use, because it’s perfectly acceptable in Objective-C to send a message to nil. If you do send a message to nil, obviously nothing happens.
This means that You can send what you want to nil objects and nothing will happen

Greg Parker, Apple's runtime guy, wrote a blog post on the subject here: http://sealiesoftware.com/blog/archive/2012/2/29/objc_explain_return_value_of_message_to_nil.html
I consider this even more definitive than an Apple link would be, since it's also dated.
Messaging nil will return 0 for any integer up to 64-bits, floating point up to long double, pointer, struct or _Complex. Note that calling objc_msgSend_stret directly does not have the same behaviour in all cases.
Since the runtime needs to look up the class to dispatch the message correctly, I imagine it discovers the instance is nil fairly early.

Related

Objc Cocoa MRC - Released and autoreleased objectsI have to write him up to see application

I'm writing a C++ application using Metal API (objective C) and MRC (Manual Reference Counting). I have a very limited experience with ObjC. Most of the Metal API objects are defined as protocols and created as an object returned from C-function or other object's method (ex. MTLDevice newBufferWithLength). To know how to release objects created this way I need to know if they have been set autoreleased or not (I can't call release an autoreleased object with retain count 1 for instance). The problem is I can't find any description in Metal API documentation which would answer this question. I've only read in user guide that all so called lightweight objects are created autoreleased. There are three examples of autoreleased objects but not sure if I can just assume that rest of the objects are not autoreleased. In cocoa many objects also may be created without alloc+init, being returned from a static method (ex NSString string) so the problem seems not to be only Metal related.
Thank you for your help.
The usual Objective-C rule is that creating scope is also responsible to release object. So, in virtually all cases, except well-documented exceptions, returned object is autoreleased (both returned through return value or out-arguments). More correct way to see it is that object is always returned with +0 scope-local retain count, so you are expected to retain it if needed. Reading the manual it seems that Metal API is one of Apple's frameworks, so it should follow this rule unless warned with bold statements. C functions in Objective-C are also expected to behave that way. (There is no difference between a method and a function in terms of resource management.)
For that "alloc-init vs. [NSString string]" part: MRC code either returns [NSString string], which is already +0, or [[[NSString alloc] init] autorelease]. Otherwise it breaks the convention. Exceptions are -[init] and +[new...] methods itself that return +1. Under ARC there is no difference between alloc-init/string, because ARC knows the convention and does the right thing, optimizing excessive retains/releases where possible.
Also note that -[retainCount] is meaningless and "considered harmful", because you never know how many retain-autorelease calls were performed and what objc-runtime accounting is in effect even with your own objects.
ARC is really a great option unless you're writing some sort of Objective-C -to- Whatever bridge, where retain counts and/or cycles must be managed explicitly due to lack of context. It doesn't take anything from you, giving in most cases a big advantage of not managing resources at all.

objective-c memory management--how long is object guaranteed to exist?

I have ARC code of the following form:
NSMutableData* someData = [NSMutableData dataWithLength:123];
...
CTRunGetGlyphs(run, CGRangeMake(0, 0), someData.mutableBytes);
...
const CGGlyph *glyphs = [someData mutableBytes];
...
...followed by code that reads memory from glyphs but does nothing with someData, which isn't referenced anymore. Note that CGGlyph is not an object type but an unsigned integer.
Do I have to worry that the memory in someData might get freed before I am done with glyphs (which is actually just pointing insidesomeData)?
All this code is WITHIN the same scope (i.e., a single selector), and glyphs and someData both fall out of scope at the same time.
PS In an earlier draft of this question I referred to 'garbage collection', which didn't really apply to my project. That's why some answers below give it equal treatment with what happens under ARC.
You are potentially in trouble whether you use GC or, as others have recommended instead, ARC. What you are dealing with is an internal pointer which is not considered an owning reference in either GC or ARC in general - unless the implementation has special-cased NSData. Without that owning reference either GC or ARC might remove the object. The problem you face is peculiar to internal pointers.
As you describe your situation the safest thing to do is to hang onto the real reference. You could do this by assigning the NSData reference to either an instance variable or a static (method local if you wish) variable and then assigning nil to that variable when you've done with the internal pointer. In the case of static be careful about concurrency!
In practice your code will probably work in both GC and ARC, probably more likely in ARC, but either could conceivably bite you especially as compilers change. For the cost of one variable declaration and one extra assignment you avoid the problem, cheap insurance.
[See this discussion as an example of short lifetime under ARC.]
Under actual, real garbage collection that code is potentially a problem. Objects may be released as soon as there is no longer any reference to them and the compiler may discard the reference at any time if you never use it again. For optimisation purposes scope is just a way of putting an upper limit on that sort of thing, not a way of dictating it absolutely.
You can use NSAllocateCollectable to attach lifecycle calculation to C primitive pointers, though it's messy and slightly convoluted.
Garbage collection was never implemented in iOS and is now deprecated on the Mac (as referenced at the very bottom of this FAQ), in both cases in favour of automatic reference counting (ARC). ARC adds retains and releases where it can see that they're implicitly needed. Sadly it can perform some neat tricks that weren't previously possible, such as retrieving objects from the autorelease pool if they've been used as return results. So that has the same net effect as the garbage collection approach — the object may be released at any point after the final reference to it vanishes.
A workaround would be to create a class like:
#interface PFDoNothing
+ (void)doNothingWith:(id)object;
#end
Which is implemented to do nothing. Post your autoreleased object to it after you've finished using the internal memory. Objective-C's dynamic dispatch means that it isn't safe for the compiler to optimise the call away — it has no way of knowing you (or the KVO mechanisms or whatever other actor) haven't done something like a method swizzle at runtime.
EDIT: NSData being a special case because it offers direct C-level access to object-held memory, it's not difficult to find explicit discussions of the GC situation at least. See this thread on Cocoabuilder for a pretty good one though the same caveat as above applies, i.e. garbage collection is deprecated and automatic reference counting acts differently.
The following is a generic answer that does not necessarily reflect Objective-C GC support. However, various GC implementaitons, including ref-counting, can be thought of in terms of Reachability, quirks aside.
In a GC language, an object is guaranteed to exist as long as it is Strongly-Reachable; the "roots" of these Strong-Reachability graphs can vary by language and executing environment. The exact meaning of "Strongly" also varies, but generally means that the edges are Strong-References. (In a manual ref-counting scenario each edge can be thought of as an unmatched "retain" from a given "owner".)
C# on the CLR/.NET is one such implementation where a variable can remain in scope and yet not function as a "root" for a reachability-graph. See the Systems.Timer.Timer class and look for GC.KeepAlive:
If the timer is declared in a long-running method, use KeepAlive to prevent garbage collection from occurring [on the timer object] before the method ends.
As of summer 2012, things are in the process of change for Apple objects that return inner pointers of non-object type. In the release notes for Mountain Lion, Apple says:
NS_RETURNS_INNER_POINTER
Methods which return pointers (other than Objective C object type)
have been decorated with the clang compiler attribute
objc_returns_inner_pointer (when compiling with clang) to prevent the
compiler from aggressively releasing the receiver expression of those
messages, which no longer appear to be referenced, while the returned
pointer may still be in use.
Inspection of the NSData.h header file shows that this also applies from iOS 6 onward.
Also note that NS_RETURNS_INNER_POINTER is defined as __attribute__((objc_returns_inner_pointer)) in the clang specification, which makes it such that
the object's lifetime will be extended until at least the earliest of:
the last use of the returned pointer, or any pointer derived from it,
in the calling function;
or the autorelease pool is restored to a
previous state.
Caveats:
If you're using anything older then Mountain Lion or iOS 6 you will still need to use any of the methods discussed here (e.g., __attribute__((objc_precise_lifetime))) when declaring your local NSData or NSMutableData objects.
Also, even with the newest compiler and Apple libraries, if you use older or third party libraries with objects that do not decorate their inner-pointer-returning methods with __attribute__((objc_returns_inner_pointer)) you will need to decorate your local variables declarations of such objects with __attribute__((objc_precise_lifetime)) or use one of the other methods discussed in the answers.

Redefine nil in smalltalk to respond any message

I want to redefine smalltalk's nil to work like the one in objective-c. So when nil receives a message that it can't handle, it returns nil. Now I know that nil is just a shortcut for UndefinedObject but is there anything like method_missing in Ruby so I can redefine it in UndefinedObject to always return nil?
The method you are looking for is called doesNotUnderstand: in Smalltalk. You can indeed implement:
UndefinedObject>>doesNotUnderstand: aMessage
^ nil
However, keep in mind that this affects the complete system and might have subtle side effects or introduce bugs in other parts of the system.
Also note that UndefinedObject is not a primitive type, but a normal class inheriting from Object. Therefor nil already understands a large number of messages and might not behave as you would expect coming from Objective-C.
Consider creating your own Null singleton class that implements #doesNotUnderstand: so that you don't modify nil. Make the super class nil (like Object).
Answer something like '^Null instance' instead of '^nil' in cases where you want it.
Null instance badMethod --> nil
If you're the only person who will ever work on this code, I say go for it.
On the other hand, if this is a product owned by some company which is not a synonym for "you", and someone else may at some time have to maintain this, I strongly recommend that you NOT do this. Modifying classes at the heart of Smalltalk is one of THE classic ways to blow your toes off. (I knew a guy once who did this. He was not happy...and always limped a bit after that. Funny old thing, life...).
Share and enjoy.

Is asserting that every object creation succeeded necessary in Objective C?

I have recently read Apple's sample code for MVCNetworking written by Apple's Developer Technical Support guru Quinn "The Eskimo!". The sample is really nice learning experience with what I guess are best development practices for iOS development.
What surprised me, coming from JVM languages, are extremely frequent assertions like this:
syncDate = [NSDate date];
assert(syncDate != nil);
and this:
photosToRemove = [NSMutableSet setWithArray:knownPhotos];
assert(photosToRemove != nil);
and this:
photoIDToKnownPhotos = [NSMutableDictionary dictionary];
assert(photoIDToKnownPhotos != nil);
Is that really necessary? Is that coding style worth emulating?
If you're used to Java, this may seem strange. You'd expect an object creation message to throw an exception when it fails, rather than return nil. However, while Objective-C on Mac OS X has support for exception handling; it's an optional feature that can be turned on/off with a compiler flag. The standard libraries are written so they can be used without exception handling turned on: hence messages often return nil to indicate errors, and sometimes require you to also pass a pointer to an NSError* variable. (This is for Mac development, I'm not sure whether you can even turn exception handling support on for iOS, considering you also can't turn on garbage collection for iOS.)
The section "Handling Initialization Failure" in the document "The Objective-C Programming Language" explains how Objective-C programmers are expected to deal with errors in object initialization/creation: that is, return nil.
Something like [NSData dataWithContentsOfFile: path] may definitely return nil: the documentation for the method explicitly says so. But I'm honestly not sure whether something like [NSMutableArray arrayWithCapacity: n] ever returns nil. The only situation I can think of when it might is when the application is out of memory. But in that case I'd expect the application to be aborted by the attempt to allocate more memory. I have not checked this though, and it may very well be that it returns nil in this case. While in Objective-C you can often safely send messages to nil, this could then still lead to undesirable results. For example, your application may try to make an NSMutableArray, get nil instead, and then happily continue sending addObject: to nil and write out an empty file to disk rather than one with elements of the array as intended. So in some cases it's better to check explicitly whether the result of a message was nil. Whether doing it at every object creation is necessary, like the programmer you're quoting is doing, I'm not sure. Better safe than sorry perhaps?
Edit: I'd like to add that while checking that object creation succeeded can sometimes be a good idea, asserting it may not be the best idea. You'd want this to be also checked in the release version of your application, not just in the debug version. Otherwise it kind of defeats the point of checking it, since you don't want the application end user to, for example, wind up with empty files because [NSMutableArray arrayWithCapacity: n] returned nil and the application continued sending messages to the nil return value. Assertions (with assert or NSAssert) can be removed from the release version with compiler flags; Xcode doesn't seem to include these flags by default in the "Release" configuration though. But if you'd want to use these flags to remove some other assertions, you'd also be removing all your "object creation succeeded" checks.
Edit: Upon further reflection, it seems more plausible than I first thought that [NSMutableArray arrayWithCapacity: n] would return nil rather than abort the application when not enough memory is available. Basic C malloc also doesn't abort but returns a NULL pointer when not enough memory is available. But I haven't yet found any clear mention of this in the Objective-C documentation on alloc and similar methods.
Edit: Above I said I wasn't sure checking for nil is necessary at every object creation. But it shouldn't be. This is exactly why Objective-C allows sending messages to nil, which then return nil (or 0 or something similar, depending on the message definition): this way, nil can propagate through your code somewhat similar to an exception so that you don't have to explicitly check for nil at every single message that might return it. But it's a good idea to check for it at points where you don't want it to propagate, like when writing files, interacting with the user and so on, or in cases where the result of sending a message to nil is undefined (as explained in the documentation on sending messages to nil). I'd be inclined to say this is like the "poor man's" version of exception propagation&handling, though not everyone may agree that the latter is better; but nil doesn't tell you anything about why an error occurred and you can easily forget to check for it where such checks are necessary.
Yup. I think it's a good idea.. It helps to filter out the edge cases (out of memory, input variables empty/nil) as soon as the variables are introduced. Although I am not sure the impact on speed because of the overhead!
I guess it's a matter of personal choice. Usually asserts are used for debugging purpose so that the app crashes at the assert points if the conditions are not met. You'd normally like to strip them out on your app releases though.
I personally am too lazy to place asserts around every block of code as you have shown. I think it's close to being a bit too paranoid. Asserts might be pretty handy in case of conditions where some uncertainity is involved.
I have also asked this on Apple DevForums. According to Quinn "The Eskimo!" (author of the MVCNetworking sample in question) it is a matter of coding style and his personal preference:
I use lots of asserts because I hate debugging. (...)
Keep in mind that I grew up with traditional Mac OS, where a single rogue pointer could bring down your entire machine (similarly to kernel programming on current systems). In that world it was important to find your bugs sooner rather than later. And lots of asserts help you do that.
Also, even today I spend much of my life dealing with network programs. Debugging network programs is hard because of the asynchrony involved. Asserts help to with this, because they are continually checking the state of your program as it runs.
However, I think you have a valid point with stuff like +[NSDate date]. The chances of that returning nil are low. The assert is there purely from habit. But I think the costs of this habit (some extra typing, learning to ignore the asserts) are small compared to the benefits.
From this I gather that asserting that every object creation succeeded is not strictly necessary.
Asserts can be valuable to document the pre-conditions in methods, during development, as design aid for other maintainers (including the future self). I personally prefer the alternative style - to separate the specification and implementation using TDD/BDD practices.
Asserts can be used to double-check runtime types of method arguments due to the dynamic nature of Objective C:
assert([response isKindOfClass:[NSHTTPURLResponse class]]);
I'm sure there are more good uses of assertions. All Things In Moderation...

Is checking if not nil before sending a release message good practice?

when releasing an instance that could exist or not, I usually write this:
if (object != nil) [object release];
but since sending a message to nil is not a problem, is that conditional necessary?
I suppose the question comes down to this: which uses more overhead, comparing an object to nil, or sending nil a message?
See this page which explains that passing messages to nil (to generalize your example) is perfectly fine.
As to what has more overhead, any performance impact will be negligible to the overall performance of the system (don't get into the habit of premature optimization).
When I was coding more C++ than Obj-C, I would always write code to check for nil -- because it was a note to myself that this pointer is allowed to be nil. Now, I let objc_msgSend deal with it, since I've grown more comfortable reading the code with the assumption that any pointer could validly be nil.
On a "safe coding" level, I think that it's more important to always set your pointers to nil after each release (possibly exluding a release in the dealloc method). This way, you ensure that your pointer is never invalid (it is either valid, or nil).
That check is not necessary. Unless you're doing a LOT of iterations of this code (10,000s, maybe more), the time differential is insignificant.
Obj-C checks for nil, so there's no need to do it twice.
[object release]; object = nil;
If you want add some extra code there, it's much better to set the pointer to nil afterwards, so it would be immune to double-free.