Handling a C array passed in an Objective C method - objective-c

I have seen this question and its answers and they clear up some of my confusion, but I'm still concerned about a couple things:
Consider this:
int someCArray[5]={1,2,3,4,5};
[self processingTheArray:someCArray];
The method is described as:
-(void)processingTheArray:(int)theCArray;
Now, the above works, even though I gather it is not the right way to do it. It does provide a compiler warning: Incompatible pointer to integer conversion. Need I be concerned since this is working anyway?
Using the method in the above linked SO question, I could do this:
-(void)processingTheArray:(int)theCArray size:(NSUInteger)length;
However, what do I do with length inside processingTheArray?

someCArray is of type int*, not Byte*. int and Byte are different sizes, and are incompatible.
By changing your method to -(void)processingTheArray:(int*)theCArray;, it will work without warning.
However, the method takes your array in as a pointer, and it does not know if theCArray includes one int, 5 ints, or 500 ints inside. Unless the array is always the exact same length, you want a length parameter to specify the array size, so inside the method, you can loop or do whatever you want.
You could have something like:
for (int i = 0; i < length; i++) {
theCArray[i]; // do something
}
inside of your processingTheArray: function.

Related

What is the biggest advantage of using pointers in ObjectiveC

I realize 99% of you think "what the h***…" But please help me to get my head around the this concept of using pointers. I'm sure my specific question would help lots of newbies.
I understand what pointers ARE and that they are a reference to an adress in memory and that by using the (*) operator you can get the value in that address.
Let's say:
int counter = 10;
int *somePointer = &counter;
Now I have the address in memory of counter, and I can indirectly point to its value by doing this:
int x = *somePointer;
Which makes x = 10, right?
But this is the most basic example, and for this case I could use int x = counter; and get that value, so please explain why pointers really are such an important thing in Objective-C and some other languages... in what case would only a pointer make sense?
Appreciate it.
Objective-C has pointers because it is an evolution of C, which used pointers extensively. The advantage of a pointer in an object-oriented language like Objective-C is that after you create an object, you can pass around a pointer to the object instead of passing around the object itself. In other words, if you have some object that takes up a large amount of storage space, passing around a pointer is a lot more memory-efficient than passing around a copy of the object itself. This may not be noticeable in simple cases when you’re only dealing with primitive types like ints, but when you start dealing with more complex objects the memory and time savings are enormous.
More importantly, pointers make it much easier for different parts of your code to talk to each other. If variables could only be passed to functions “by value” instead of “by reference” (which is what happens when you use pointers), then functions could never alter their inputs. They could only change the state of your program by either returning a value or by changing a global variable—the overuse of which generally leads to sloppy, unorganized code.
Here’s a concrete example. Suppose you have an Objective-C method that will parse a JSON string and return an NSDictionary:
+ (NSDictionary *)parseJsonString:(NSString *)json
error:(NSError **)error;
The method will do the parsing and return an NSDictionary if everything goes okay. But what if there’s some problem with the input string? We want a way to indicate to the user (or at least to the programmer) what happened, so we have a pointer to a pointer to an NSError, which will contain that information. If our method fails (probably returning nil), we can dereference the error parameter to see what went wrong. What we’ve effectively done is to give our method two different kinds of return values: usually, it will return an NSDictionary, but it could also return an NSError.
If you want to read more about this, you may have better luck searching for “pointers in C” rather than “pointers in Objective-C”; pointers are of course used extensively in Objective-C, but all of the underlying machinery is identical to that of C itself.
What is the biggest advantage of using pointers in ObjectiveC
I'd say the biggest advantage is that you can use Objective-C at all - all Objective-C objects are pointers are accessed using pointers (the compiler and the runtime won't let you create objects statically), so you wouldn't get any further without them...
Item:
What if I told you to write me a program that would maintain a set of counters, but the number of counters would be entered by the user when he started the program. We code this with an array of integers allocated on the heap.
int *counters = malloc(numOfCounters * sizeof(int));
Malloc works with memory directly, so it by nature returns a pointer. All Objective-C objects are heap-allocated with malloc, so these are always pointers.
Item:
What if I told you to write me a function that read a file, and then ran another function when it was done. However, this other function was unknown and would be added by other people, people I didn't even know.
For this we have the "callback". You'd write a function that looked like this:
int ReadAndCallBack(FILE *fileToRead, int numBytes, int whence, void(*callback)(char *));
That last argument is a pointer to a function. When someone calls the function you've written, they do something like this:
void MyDataFunction(char *dataToProcess);
ReadAndCallBack(myFile, 1024, 0, MyDataFunction);
Item:
Passing a pointer as a function argument is the most common way of returning multiple values from a function. In the Carbon libraries on OSX, almost all of the library functions return an error status, which poses a problem if a library function has to return something useful to the programmer. So you pass the address where you'd like the function to hand information back to you...
int size = 0;
int error = GetFileSize(afilePath,&size);
If the function call returns an error, it is in error, if there was no error, error will probably be zero and size will contain what we need.
The biggest advantage of pointers in Objective-C, or in any language with dynamic allocation, is that your program can handle more items than the names that you invent in your source code.

Pointer to specified number of values

How can I specify that a method should take as parameter a pointer to a location in memory that can hold a specified number of values? For example, if I have:
- (void)doSomethingWith:(int *)values;
I'd like to make it clear that the int * passed in should point to an allocated space in memory that's able to hold 10 such values.
To directly answer your question, use an array argument with a bounds, e.g.:
- (void)takeTenInts:(int[10])array
Which specifies that the method takes an array of 10 integers.
Only problem is the C family of languages do not do bounds checking, so the following is valid:
int a[10], b[5];
[self takeTenInts:a]; // ok
[self takeTenInts:b]; // oops, also ok according to the compiler
So while you are specifying the size, as you wish to do, that specification is not being enforced.
If you wish to enforce the size you can use a struct:
typedef struct
{
int items[10];
} TenInts;
- (void)takeTenInts(TenInts)wrappedArray
Now this doesn't actually enforce the size at all[*], but its as close a you can get with the C family (to which the word "enforcement" is anathema).
If you just wish to know the size, either pass it as an additional argument or use NSArray.
[*] It is not uncommon to see structures in C following the pattern:
typedef struct
{
// some fields
int data[0];
} someStruct;
Such structures are dynamically allocated based on their size (sizeof(someStruct)) plus enough additional space to store sufficient integers (e.g. n * sizeof(int)).
In other words, specifying an array as the last field of a structure does not enforce in anyway that there is space for exactly that number of integers; there may be space for more, or fewer...
Why use "(int *)" when you have the power (and "count") of "NSArray" to work with?
But anyways, looking at this potentially related question, couldn't you just do a "sizeof(values)" to get the size of a statically/globally allocated pointer?
If that doesn't work (which would be in the case of a dynamically allocated array), you really would probably need some kind of "count:" parameter in your "doSomethingWith:" method declaration.
There are a several ways. You could just name the method appropriately:
- (void)doSomethingWithTenInts:(int *)tenInts;
Or you could use a struct:
typedef struct {
int values[10];
} TenInts;
- (void)doSomethingWithTenInts:(TenInts *)tenInts;
Or you could make the user tell you how many ints he is giving you:
- (void)doSomethingWithInts:(int *)ints count:(int)count;

Objective-C ARC and passing C arrays of objects

I'm sorry if this is a bit of a C-noob question: I know I need to swot up on my pointers. Unfortunately I'm on a deadline so don't have time to work through a whole book chapter, so I'm hoping for a bit more targeted advice.
I want to store some objective-C objects in a C array. I'm using ARC. If I were on the Mac I'd be able to use NSPointerArray instead, but I'm on iOS and that's not available.
I'll be storing a three-dimensional C array: conceptually my dimensions are day, height, and cacheNumber. Each element will either be a pointer to an objective-C object, or NULL.
The number of caches (i.e. the size of the cacheNumber dimension) is known at compile time, but the other two are not known. Also, the array could be very large, so I need to dynamically allocate memory for it.
Regarding ownership semantics, I need strong references to the objects.
I would like the whole three-dimensional array to be an instance variable on an objective-C object.
I plan to have a method that is - tableForCacheNumber:(int)num days:(int*)days height:(int*)height. That method should return a two-dimensional array, that is one specific cache number. (It also passes back by reference the size of the array it is returning.)
My questions:
What order should I put my dimensions so that I can easily return a pointer to the subarray for one specific cache number? (I think it should be first, but I'm not 100%.)
What should the return type of my method be, so that ARC doesn't complain? I don't mind if the returned array has an increased reference count or not, as long as I know which it's doing.
What type should my instance variable that holds the three dimensional array be? I think it should just be a pointer, since that ivar just represents the pointer to the first item that's in my array. Correct? If so, how do I specify that?
When I create the three-dimensional array (for my ivar), I guess I do something like calloc(X * Y * Z, sizeof(id)), and cast the result to the type for my ivar?
When accessing items from the three-dimensional array in the ivar, I believe I have to dereference the pointer each time, with something like (*myArray)[4][7][2]. Correct?
Will the two-dimensional array I return from the method be similarly accessed?
Do I need to tag the returned two-dimensional array with objc_returns_inner_pointer?
I'm sorry once again that this is a bit of a bad Stack Overflow question (it's too long and with too many parts). I hope the SO citizens will forgive me. To improve my interweb karma, maybe I'll write it up as a blog post when this project has shipped.
First off: while you don't have NSPointerArray, you do have CFMutableArrayRef and you can pass any callbacks you want for retain/release/description, including NULL. It may be easier (and performance is something you can measure later) to try that first.
Taking your points in order:
you should define your dimensions as [cacheNumber][days][height], as you expect. Then cache[cacheNumber] is a two-dimensional array of type id *[][]. As you've said performance is important, be aware that the fastest way to iterate this beast is:
for (/* cacheNumber loop */) {
for (/* days loop */) {
for (/* height loop */) {
//...
}
}
}
it should be of type __strong id ***: that's a pointer to a pointer to a pointer to id, which is the same as array of (array of (pointer to id)).
your ivar needs to be __strong id **** (!), because it's an array of the above things.
you guess incorrectly regarding allocating the array.. If you're using a multidimensional array, you need to do this (one dimension elided for brevity):
- (__strong id * * *)someArray {
__strong id * * *cache = (__strong id * * *)malloc(x*y*sizeof(void *));
id hello = #"Hello";
cache[0] = (__strong id * *)malloc(sizeof(void *)); //same for cache[1..x-1]
cache[0][0] = &hello; // for all cache[x][y]
return (__strong id * * *)cache;
}
correct, that is how you use such a pointer.
yeah, the two-D array works in the same way, sans the first dimension.
I don't think so, you're handing out __strong object pointers so you should be grand. That said, we're at about the limit of my ability with this stuff now so I could well be wrong.
Answering my own question because this web page gave me the missing bit of info I needed. I've also upvoted Graham's answer, since he was very helpful in getting my head round some of the syntax.
The trick I was missing is knowing that if I want to refer to items in the array via the array[1][5][2] syntax, and that I don't know the sizes of my array at compile time, I can't just calloc() a single block of data for it.
The easiest to read (although least efficient) method of doing that is just with a loop:
__strong Item ****cacheItems;
cacheItems = (__strong Item ****)calloc(kMaxZooms, sizeof(Item ***));
for (int k = 0; k < kMaxZooms; k++)
{
cacheItems[k] = (__strong Item ***)calloc((size_t)daysOnTimeline, sizeof(Item **));
for (int j = 0; j < daysOnTimeline; j++)
{
cacheItems[k][j] = (__strong Item **)calloc((size_t)kMaxHeight, sizeof(Item *));
}
}
I'm allocating a three dimensional array of Item *s, Item being an objective-C class. (I have of course left out the error handling code in this snippet.)
Once I've done that, I can refer to my array using the square brackets syntax:
cacheItems[zoom][day][heightToUse] = item;
The web page I linked to above also describes a second method for performing the memory allocations, that uses only one call to calloc() per dimension. I haven't tried that method yet, as the one I've just described is working well enough at the moment.
I would think of a different implementation. Unless it is a demonstrable (i.e. you have measured and quantified it) performance issue, trying to store Objective-C objects in plain C arrays is often a code smell.
It seems to me that you need an intermediate container object which we will call a Cache for now. One instance will exist for each cache number, and your object will hold an NS(Mutable)Array of them. Cache objects will have properties for the maximum days and height.
The Cache object would most easily be implemented with an NSArray of the objects in it, using simple arithmetic to simulate two dimensions. Your cache object would have a method -objectAtDay:Height: to access the object by its coordinates.
This way, there is no need at all to worry about memory management, ARC does it for you.
Edit
Given that performance is an issue, I would use a 1D array and roll my own arithmetic to calculate offsets. The type of your instance variable would be:
__strong id* myArray;
You can only use C multilevel subscripts (array[i][j][k]) if you know the range of all the dimensions (except the first one). This is because the actual offset is calculated as
(i * (max_j * max_k) + j * max_k + k) * sizeof(element type)
If the compiler doesn't know max_j and max_k, it can't do it. That's precisely the situation you are in.
Given that you have to use a 1D array and calculate the offsets manually, the Apple example will work fine for you.

Replace array with another array in C

Out of pure curiosity, I started playing with array's in ways that I have never used before. I tried making a data structure array, and set it equal to another:
typedef struct _test {
float value;
} test;
Simple enough struct, so I tried this:
test struct1[10];
test struct2[20];
struct1 = struct2;
I didn't think this would work, and it didn't even compile. But, this interests me a lot. Is it possible to take an array of 10 and increase the size to 20, while copying the data?
Objective-C
I am actually doing this with Objective-C, so I'd like to hear from the Objective-C people as well. I want to see if it is possible to change the size of struct1 in this file.
#interface Object : NSObject {
test struct1;
}
Remember: This is only out of curiosity, so everything is open to discussion.
Something else that is not exactly pertinent to your question but is interesting nonetheless, is that although arrays cannot be assigned to, structs containing arrays can be assigned to:
struct test
{
float someArray[100];
};
struct test s1 = { /* initialise with some data*/ };
struct test s2 = { /* initialise with some other data */ };
s1 = s2; /* s1's array now contains contents of s2's array */
This also makes it possible to return fixed-length arrays of data from functions (since returning plain arrays is not allowed):
struct test FunctionThatGenerates100Floats(void)
{
struct test result;
for (int i = 0; i < 100; i++)
result.someArray[i] = randomfloat();
return result;
}
As others have said, arrays allocated like that are static, and can not be resized. You have to use pointers (allocating the array with malloc or calloc) to have a resizable array, and then you can use realloc. You must use free to get rid of it (else you'll leak memory). In C99, your array size can be calculated at runtime when its allocated (in C89, its size had to be calculated at compile time), but can't be changed after allocation. In C++, you should use std::vector. I suspect Objective-C has something like C++'s vector.
But if you want to copy data between one array and another in C, use memcpy:
/* void *memcpy(void *dest, const void *src, size_t n)
note that the arrays must not overlap; use memmove if they do */
memcpy(&struct1, &struct2, sizeof(struct1));
That'll only copy the first ten elements, of course, since struct1 is only ten elements long. You could copy the last ten (for example) by changing &struct2 to struct2+10 or &(struct2[10]). In C, of course, not running off the end of the array is your responsibility: memcpy does not check.
You can also you the obvious for loop, but memcpy will often be faster (and should never be slower). This is because the compiler can take advantage of every trick it knows (e.g., it may know how to copy your data 16 bytes at a time, even if each element is only 1 byte wide)
You can't do this in C with static arrays, but you can do it with dynamically allocated arrays. E.g.,
float *struct1, *struct2, *struct3;
if(!(struct1 = malloc(10 * sizeof(float))) {
// there was an error, handle it here
}
if(!(struct2 = realloc(struct1, 20 * sizeof(float))) {
// there was an error, handle it here
// struct1 will still be valid
}
if(!(struct3 = reallocf(struct2, 40 * sizeof(float))) {
// there was an error, handle it here
// struct2 has been free'd
}
In C, I believe that's a good place to use the realloc function. However, it will only work with dynamically allocated arrays. There's no way to change the memory allocated to struct1 by the declaration test struct1[10];.
In C arrays are constants, you can't change their value (that is, their address) at all, and you can't resize them.
Clearly if you declare your array with a fixed size, test struct1[10] then it cannot be resized. What you need to do is to declare it as a pointer:
test *struct1;
Then you must use malloc to allocate the array and can use realloc to resize it whilst preserving the contents of the original array.
struct1 = malloc(10*sizeof(*struct1));
//initialize struct1 ...
test *struct2 = realloc(struct1, 20*sizeof(*struct1));
If you're using Objective C, you know you can just use NSMutableArray, which automatically does the realloc trick to reallocate itself to store however many objects you put in it, up the limit of your memory.
But you're trying to do this with struct? What would that even mean? Suppose you increase the amount of memory available to struct1 in Object. It's still a struct with one member, and doesn't do anything more.
Is the idea to make Object be able to contain an expanded struct?
typedef struct _test2 {
float value;
NSObject *reference;
} test2;
But then you still can't access reference normally, because it's not a known part of Object.
Object *object2;
...
NSLog(#"%#", object2.struct1.reference); // does not compile
If you knew you had one of your modified objects, you could do
Object *object2;
...
NSLog(#"%#", ((test2)(object2.struct1)).reference);
And also you could still presumably pass object2 to anything that expects an Object. It only has any chance of working if struct1 is the last member of Object, and don't mess with subclassing Object either.
Some variety of realloc trick might then work, but I don't think realloc in particular, because that's intended to be used on objects that are allocated with malloc, and the details of what C function is used to allocate objects in not exposed in Objective C, so you shouldn't assume it's malloc. If you override alloc then you might be able to make sure malloc is used.
Also you have to watch out for the fact that it's common in Objective C for more than one pointer to an object to exist. realloc might move an object, which won't be semantically correct unless you correct all the pointers.

How to append to the end of a C Array

I've been programming for a while in objective-c, but I've unfortunately never delved very deeply into C and memory pointers, although I do have a rudimentary understanding of them. I'm working with an array of CLLocationCoordinate2D structures, and I'm trying to figure out how to append to the array. First of all, I get the
NSString *aString; //a bunch of coordinates
CLLocationCoordinate2d *coordinates;
int length;
doSomethingCool(aString, &coordinates, &length);
after I do something cool, I want to preserve it in a class variable. If I simply do something like
points = newPoints
points contains the appropriate contents. However, if I try to do something like this:
points = malloc(sizeof(CLLocationCoordinate2D) * length);
points[0] = *newPoints;
points ends up with contents different from newPoints.
Ultimately my goal is to be able to append to points based on length, but I'm not going to be able to do that if I can't get the above code to work. What am I doing wrong?
Your code simply copies the first value of newPoints into the first value of points (*newPoints is equivalent to newPoints[0]).
One situation is to make a new array, copy all values, switch the arrays, and free() the old one. For example:
int* newvals = malloc(sizeof(int) * newcount);
memcpy(newvals, vals, sizeof(int) * oldcount);
free(vals);
vals = newvals;
You can also use realloc - its behavior is similar to the above (though it can fail!), but at times may be more efficient.
Note that you simply can't change the underlying pointer's size in a safe and portable fashion. You will need to update your instance ("class") variable with the new pointer.
The idea would be to copy all of the array into a temporary array, resize the original, and then copy them back. However, managing this could get hairy. You'd be better off using an std::vector and just appending it.
EDIT: I just realized you're using C, not C++. Disregard the second half of this.