Why does my NSArray get deallocated? - objective-c

I'm trying to understand Automatic Reference Counting, as I come from a high-level programming language (Python) and I'm working on a project which use this feature of Objective-C. I often get problems with ARC deallocating objects which I need later, but now I got a concrete example for which I hope I'll get an explanation.
- (void) animateGun:(UIImageView *)gun withFilmStrip:(UIImage *)filmstrip{
NSMutableArray *frames = [[NSMutableArray alloc] init];
NSInteger framesno = filmstrip.size.width / gun_width;
for (int x=0; x<framesno; x++){
CGImageRef cFrame = CGImageCreateWithImageInRect(filmstrip.CGImage, CGRectMake(x * gun_width, 0, gun_width, gun_height));
[frames addObject:[UIImage imageWithCGImage:cFrame]];
CGImageRelease(cFrame);
}
gun.image = [frames objectAtIndex:0];
gun.animationImages = frames;
gun.animationDuration = .8;
gun.animationRepeatCount = 1;
[gun startAnimating];
dispatch_after(dispatch_time(DISPATCH_TIME_NOW,(arc4random() % 300)/100 * NSEC_PER_SEC), dispatch_get_current_queue(),^{
[self animateGun:leftGun withFilmStrip:[self getFilmStripForAction:gunShoot andTeam:nil withWeapon:nil]];
});
}
The idea behind this snippet of code is simple: I have a (UIImageView*)gun which I animate with the images stored in (NSMutableArray *)frames, at random times. (UIImage *)filmstrip is just an image which contains all the frames which will be used on animation. The first iteration of animation works, but the problems appears on the second iteration, where I get -[UIImage _isResizable]: message sent to deallocated instance ... or -[UIImage _contentStretchInPixels]: message sent to deallocated instance ... or -[NSArrayI release]: message sent to deallocated instance .... This happens at
gun.animationImages = frames;
but I don't understand why. I'm not requesting a fix for my issue, but just to help me understand what's happening here. Thanks.

ARC is a mechanism that removes the need to manually retain/release objects. Here's a nice site that explains how this works: http://longweekendmobile.com/2011/09/07/objc-automatic-reference-counting-in-xcode-explained/
Try changing "leftGun" for "gun". I think that's probably the one that gets deallocated at some point, if you're using it through an ivar. Otherwise, leftGun simply isn't in the scope.
Here's what it should look like:
In your .h file:
#property (nonatomic, strong) IBOutlet UIImageView *leftGun;
In your .m file:
dispatch_after(dispatch_time(DISPATCH_TIME_NOW,(arc4random() % 300)/100 * NSEC_PER_SEC), dispatch_get_current_queue(),^{
[self animateGun:gun withFilmStrip:[self getFilmStripForAction:gunShoot andTeam:nil withWeapon:nil]];
});
Also, not quite sure where "gunShoot" is coming from. Is that supposed to be an enum?
EDIT
Added an example of how the leftGun property should be defined. The reason behind using a property over an ivar is for memory management purposes. If you want to release or destroy an object that is a property, simply set it to nil and the property will take care of releasing the object if it has to.

You may prevent the deallocation of the frames array if you mark it as __block.
__block NSMutableArray *frames = [NSMutableArray array];
see “The __block Storage Type.”

Related

NSImage memory leak

First of all: I already searched on google and SO for solutions - none worked.
I've got an application which loads the artwork of the current iTunes track and displays it; this is stored in a NSImage instance, among some other variables, in a class:
#interface infoBundle : NSObject
#property (strong) NSImage *track_artwork;
#property (weak) NSString *track_title;
#property (weak) NSString *track_album;
#property (weak) NSString *track_artist;
#end
Then, an instance of this class is created:
-(infoBundle*)returnInfoBundle {
infoBundle* tmpBundle = [[infoBundle alloc]init];
tmpBundle.track_artwork = [[NSImage alloc]initWithData:[(iTunesArtwork *)[[[iTunes currentTrack] artworks] objectAtIndex:0] rawData]];
[...]
return tmpBundle;
}
And later used:
-(void)iTunesDidChange {
infoBundle* tmpBundle = [self returnInfoBundle];
[...]
[imageView setImage:tmpBundle.track_artwork];
}
That's eating up ~2MB (Cover size, I'd guess) per call of iTunesDidChange.
I already tried:
[tmpBundle autorelease];
[tmpBundle release];
[tmpBundle dealloc];
tmpBundle = nil;
and, after that didn't help:
- Enabling ARC.
=> Why is this eating up memory, although the object (tmpbundle) should get removed?
=> How may I achieve leak-less NSImage usage?
Thanks for any tips/suggestions/solutions :)
Issue
You will have a memory leak if you create your object on your method and not release it inside that method or you have to reference it when you pass it as a parameter by reference : Passing arguments by value or by reference in objective C
Your problem is that you are creating an instance of infoBundle two times, and when you are initializing another instance of it, you are leaving the first one without reference, so it remains in memory, and without connection to remove it (memory leak).
Solution
To make your things easier you should create an instance of your object
#implementation
{
infoBundle* tmpBundle;
}
Use it where ever you need it
-(infoBundle*)returnInfoBundle
{
tmpBundle = [[infoBundle alloc]init];
tmpBundle.track_artwork = [[NSImage alloc]initWithData:[(iTunesArtwork *)[[[iTunes currentTrack] artworks] objectAtIndex:0] rawData]];
[...]
return tmpBundle;
}
-(void)iTunesDidChange
{
tmpBundle = [self returnInfoBundle];
[...]
[imageView setImage:tmpBundle.track_artwork];
}
And when you are finished with that object dealloc will automatically release it if you add it to dealloc method:
- (void) dealloc
{
[tmpBundle release];
tmpBundle = nil;
}
Hope it helps! :)
Just modifiy this line :-
infoBundle* tmpBundle = [[[infoBundle alloc]init]autorelease];
I can’t tell from your code what you are doing in [imageView setImage:tmpbundle.track_artwork]; but you may be having the same problem I had.
I was using
self.imageToDisplay = [UIImage imageNamed:pictFileName];
and kept getting leaks. I switched to
self.imageToDisplay = [UIImage imageWithContentsOfFile:pictFile];
and they went away.
According to the documentation for imageNamed,
This method looks in the system caches for an image object with the
specified name and returns that object if it exists… If you have an
image file that will only be displayed once and wish to ensure that it
does not get added to the system’s cache, you should instead create
your image using imageWithContentsOfFile:. This will keep your
single-use image out of the system image cache, potentially improving
the memory use characteristics of your app.
It sounds like you have either the same or a similar issue.

I can't add my data object to my NSArray

So I have this method:
-(void)addLaneToRacingLanes:(UITapGestureRecognizer*)sender{
laneDataObject *data=[self.laneDataObjects objectAtIndex:sender.view.tag];
[self.racingLanes addObject:data];
NSLog(#"%i",self.racingLanes.count);
[sender.view setBackgroundColor:[UIColor yellowColor]];
}
It uses the tag from the senders view to find out which data object corresponds to that view.I'm using this to add to my racingLanes which is how I update these views, but my problem is that for some reason I cant add my laneDataObjects to my array racingLanes. Any ideas?
This is how the properties are set up:
#property (strong,nonatomic)NSArray *laneDataObjects;
#property (strong,nonatomic) NSMutableArray *racingLanes;
I have already run through the tags and they all work. The tags work such that lane 1 is tag 0 with its data object at 0, then lane 2 is tag 1 and its data is 1, so on and so forth. I already pre-tested this. And I have checked that both the laneDataObject array has been properly set up. Is it because my racingLanes isn't using a custom getter or setter? How would I go about changing that?
Incase it matters I used
NSLog(#" %i",self.racingLanes.count);
to find out if the array was empty.
It is a near certainty that the racingLanes has not been initialized: since the objects that you are adding are non-nil (you'd see an exception thrown otherwise) the racingLanes must be nil then.
You need to set racingLanes to NSMutableArray in the designated initializer:
_racingLanes = [NSMutableArray array];
Did you make sure to initialize your NSMutableArray in your class's -init or -viewDidLoad function?
// WITH ARC
self.racingLanes = [NSMutableArray array];
// WITHOUT ARC
self.racingLanes = [[NSMutableArray alloc] init];

Regarding memory management in Objective C

According to the static analyzer if we have the following property:
#property (retain, nonatomic) SomeObject * object;
and then we assign the property like so:
self.object = [SomeObject alloc] init];
a leak occurs. This makes sense because the alloc init adds +1 to the retain count and then the retaining property also increments the retain count. What is the best solution here? typically I just add an autorelease like so:
self.object = [[SomeObject alloc] init] autorelease];
But sometimes this creates problems for me and I end up over releasing the object causing my app to crash. I don't have any specific examples right now but I remember I had to take out some autoreleases cause of the application crashing. Is there something I am missing here?
EDIT: I have a concrete example now of the issue I was running into.
NSMutableArray *newData = [NSMutableArray array];
//If this is true then we are showing all of the items in that level of hierarchy and do not need to show the summary button.
if (!(contextID.count >= 1 && [[contextID objectAtIndex:contextID.count - 1] isEqual:[NSNull null]]) && contextID.count != 0)
{
GeographyPickerItem * firstItem = [[GeographyPickerItem alloc] init];
firstItem.primaryString = [NSString stringWithString:#"Summary"];
firstItem.subString = [NSString stringWithString:#""];
firstItem.isSummaryItem = YES;
[newData addObject:firstItem];
[firstItem release]; //TODO: Figure out why this is causing EXC_BAD_ACCESS errors
}
self.hierData = newData;
The code above is in the init method of a viewcontroller. HierData is a retained property, which is released in the viewControllers dealloc method. GeographyPickerItem retains the two strings, primaryString and subString and releases them in its own dealloc method. My application crashes (sometimes) when the viewControllers are de-alloced following a pop off of a navigation controller. It crashes with a EXC_BAD_ACCESS signal in the dealloc method of GeographyPickerItem (either on [substring release] or [primaryString release]).
I don't understand why this is happening because I believe I am following proper memory management guidelines. If I comment out firstItem release everything is fine.
The autorelease method you mention is fine, as is the other common idiom of:
SomeObject *thing = [[SomeObject alloc] init];
self.object = thing;
[thing release];
If you end up overreleasing later on, that is your problem. This part, which you're apparently doing correctly, is not the problem.
SomeObject * new_object = [SomeObject alloc] init];
self.object = new_object;
[new_object release];
or use ARC
check the GeographyPickerItem, if the strings properties are assign (and change to retain), or check if you always initialize them (before release).
also remember the difference of manually allocating :
[[NSString alloc] initWith...]
You must release or autorelease.
[NSString stringWith...]
No need to release.
or use ARC like meggar said
Turns out the issue was simple, my dealloc method called super dealloc at the start of the method rather than at the end. You always have to release your instance variables before you call [super dealloc]!

UIImage setter NSInvalidArgumentException

have a problem with object setters in a class.
I have the class GEOImage, where things like description, title etc. will be saved according
to an image.
#interface GEOImage : UIImage
{
NSString *title;
NSString *imgDescription;
NSString *latitude;
NSString *longitude;
NSDictionary *editInfo;
}
#property (nonatomic, copy) NSString *title, *imgDescription, *latitude, *longitude;
#property (nonatomic, copy) NSDictionary *editInfo;
#end
Now i try to store a description out of another class:
self.chosenImage.imgDescription = #"description";
where chosenImage is of type GEOImage.
But i get the error:
-[UIImage setTitle:]: unrecognized selector sent to instance 0x939d220
2011-12-05 10:59:40.621 GeoPG[511:17c03] * Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[UIImage setTitle:]: unrecognized selector sent to instance 0x939d220'
If I'm looking in the debugger, the chosenImage is not NULL, and its been displayed correct in an image view.
Greets
s4lfish
We can safely infer that chosenImage is not nil; if it were nil, sending it a message would simply do nothing, not crash.
(Also, I'm assuming that you meant title rather than imgDescription in your usage sample, or that you implemented setImgDescription: to set the title in turn.)
There are two possibilities:
Dead object
You created the image you stored to chosenImage as a GEOImage, but then it died while you were holding on to it. Subsequently, a UIImage (as identified in the exception message) was created at the same address, so the pointer you still hold now points to a UIImage. You sent a message to it that only works on GEOImages, but it's only a UIImage, so it doesn't respond to the message, which is the exception.
The cause of an object dying while you're holding it is that either you didn't retain it somewhere where you should have, or you released it somewhere where you shouldn't have. Or possibly both.
Run your app under Instruments with the Zombies template. It will raise a flag when you hit this crash, and you can then investigate by clicking the button in that flag. Look at all of the Release and Autorelease events, starting from the end, to find the one that shouldn't be there; then, if the release itself is unwarranted, take it out, or if it should be balanced by a previous retain, put one of those in.
One possible cause of the crash is that you declared the chosenImage property as assign, but you should have declared it as retain/strong. If this is the problem, your Instruments findings will support it.
Long-term, you should convert to ARC, which eliminates 90% of the cases where this problem could happen.
You never created a GEOImage in the first place
Just because you declared that chosenImage will hold a pointer to a GEOImage doesn't mean it does. You can assign any object pointer there, and in many cases, the compiler doesn't know if it isn't actually a GEOImage.
(They introduced a feature called “related result types” in a future version of Clang that should make this much less likely.)
At a guess, I'd say you're doing something like this:
self.chosenImage = [GEOImage imageNamed:#"blah blah blah"];
or this:
self.chosenImage = [imagePicker takePicture];
There is no reason to expect takePicture to return a GEOImage (how should it know that's what you want?), and it's likely that +[UIImage imageNamed:] (assuming you simply inherit it) won't, either. Unless you create a GEOImage instance yourself, using alloc and an initializer, you cannot assume that any UIImage you get will be a GEOImage.
The solution is to make it easy to create a GEOImage from a UIImage (which will involve wrapping this method), and then do that.
Once you have a live (not dead) GEOImage (not UIImage) in your chosenImage property, it will work.
In fact, it was like Peter said: I never created an GEOImage. I now I create the GEOImage like this:
- (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info
{
UIImage *image = [info valueForKey:#"UIImagePickerControllerOriginalImage"];
NSURL *imgURL = [info valueForKey:#"UIImagePickerControllerMediaURL"];
CGImageRef imageRef = [image CGImage];
[self createGEOImage:imageRef info:info imageURL:imgURL];
}
And the method called with the imageRef:
- (void)createGEOImage:(CGImageRef*)imageRef info:(NSDictionary*)info imageURL:(NSURL*)imgURL{
GEOImage *geoImage = [[GEOImage alloc]initWithCGImage:imageRef];
geoImage = info;
geoImage = imgURL;
}
Thanks for your help!

Proper Memory Management for Objective-C Method

I'm programming an iPhone app and I had a question about memory management in one of my methods. I'm still a little new to managing memory manually, so I'm sorry if this question seems elementary.
Below is a method designed to allow a number pad to place buttons in a label based on their tag, this way I don't need to make a method for each button. The method works fine, I'm just wondering if I'm responsible for releasing any of the variables I make in the function.
The application crashes if I try to release any of the variables, so I'm a little confused about my responsibility regarding memory.
Here's the method:
FYI the variable firstValue is my label, it's the only variable not declared in the method.
-(IBAction)inputNumbersFromButtons:(id)sender {
UIButton *placeHolderButton = [[UIButton alloc] init];
placeHolderButton = sender;
NSString *placeHolderString = [[NSString alloc] init];
placeHolderString = [placeHolderString stringByAppendingString:firstValue.text];
NSString *addThisNumber = [[NSString alloc] init];
int i = placeHolderButton.tag;
addThisNumber = [NSString stringWithFormat:#"%i", i];
NSString *newLabelText = [[NSString alloc] init];
newLabelText = [placeHolderString stringByAppendingString:addThisNumber];
[firstValue setText:newLabelText];
//[placeHolderButton release];
//[placeHolderString release];
//[addThisNumber release];
//[newLabelText release];
}
The application works fine with those last four lines commented out, but it seems to me like I should be releasing these variables here. If I'm wrong about that I'd welcome a quick explanation about when it's necessary to release variables declared in functions and when it's not. Thanks.
Yes, you need to release them, but you need them just a little longer than beyond the end of your function.
The solution is called autorelease. Just replace release with autorelease and the objects stay around until the program gets back to the runloop.
When the program gets back there, everybody interested in one of the objects should have sent a retain message to it, so the object will not be deallocated when released by the NSAutoreleasePool.
edit actually, looking at your code, there's a lot more wrong with it. E.g. this:
UIButton *placeHolderButton = [[UIButton alloc] init];
placeHolderButton = sender;
doesn't make sense. First you allocate an object, then assign (a pointer to) it to variable placeHolderButton. That's fine.
Then you assign sender to that same variable. The reference to the object you just created is now lost.
Not sure if I get what you want, but this would be better:
-(IBAction)inputNumbersFromButtons:(id)sender {
UIButton *placeHolderButton = sender; // this is still a little useless, but ok
int i = placeHolderButton.tag;
NSString *addThisNumber = [NSString stringWithFormat:#"%i", i];
NSString *placeHolderString = firstValue.text;
NSString *newLabelText = [placeHolderString stringByAppendingString:addThisNumber];
[firstValue setText:newLabelText];
}
No allocs, so no releases necessary. The strings returned by those functions are already added to the autoreleasepool, so they will be deallocated automatically (if needed).
Well. Release them when you are done with them. The sooner the better. Some objects are tricky if you are new to memory management.
Release them in the dealloc method then.
The auto release pool can be handy, some people might disagree according to the performance issues.
you need to release anything containing the word new, alloc/init or copy.
also, you don't need to alloc/init this:
UIButton *placeHolderButton = [[UIButton alloc] init];
placeHolderButton = sender;
another way of doing this is:
UIButton *placeHolderButton = (UIButton *)sender;
in your version, it is allocating an instance with a retain count of +1, but you are immediately replacing the reference, so there is no way of releasing the memory later.
you are creating a lot of instances with alloc/init, and then replacing their references with autoreleased instances.
you could use
NSString *placeHolderString = [placeHolderString stringByAppendingString:firstValue.text];
instead of
NSString *placeHolderString = [[NSString alloc] init];
placeHolderString = [placeHolderString stringByAppendingString:firstValue.text];
which is again replacing a manually managed instance created on the first line, with an autoreleased instance on the second.
infact you could replace every alloc/init in this with the factory method and not have to deal with memory at all in it as they would be autoreleased instances.
-(IBAction)inputNumbersFromButtons:(id)sender {
//cast sender as a UIButton to suppress compiler warning, and allow us to reference it as placeholder button
UIButton *placeHolderButton = (UIButton *) sender;
int i = placeHolderButton.tag;
NSString *addThisNumber = [NSString stringWithFormat:#"%i", i];
[firstValue setText:[firstValue.text stringByAppendingString:addThisNumber]];
}
If you look at the class docs for NSString, any method with a + next to it(ie +stringWithString:(NSString *)string) is a class method, don't use these methods on a reference after you have called alloc/init on it.
I find it puzzling that you use alloc/init on a UIButton.
I always use the factory methods, e.g.
UIButton* aButton = [UIButton buttonWithType:UIButtonTypeCustom];
This returns an autoreleased button which I immediately add to its intended parent view.
Can't confirm it right now, but it looks as if the SDK caches UIButton instances and performs some optimizations behind the scenes. Every time I tried to retain a UIButton ivar, performance has degraded (especially when there is many sub views on screen)