Lua metatable class destructor - oop

I have the following Lua metatable class, how can I add a destructor to it so when a certain condition arrives it will destruct the created object and set it's value to nil?
-------------------------------------------------
-- Arrow class
-------------------------------------------------
local arrow = {}
local arrow_mt = { __index = arrow } -- metatable
function arrow.new(x, y) -- constructor
local newArrow = {
position = { x = x, y = y }
}
return setmetatable( newArrow, arrow_mt )
end
function arrow:remove()
-- remove the object here
-- self = nil dosent work
end

As Nicol said, once a variable gets a reference to your object, the object itself cannot control the variable (i.e. set it's value to nil). Actually, this is a good thing - imagine someone somewhere saved a reference to you object to a local variable. Suddenly at an unknown moment, it becomes an nil reference (because it is destroyed somewhere else), and any further access to it results in an error.
That's a bummer, I need the object destroyed right away.
Do you really need to destroy the object? Why? Isn't the Lua garbage collector doing it's job correctly? Isn't there another way to design the relationship between the objects?
For example, in the simplest case, you can force a garbage collection through collectgarbage("collect"). A garbage collection will clean all objects, that have no strong references to them. If you really want variables to disappear, keep them in a weak table. Of course, Lua will do the garbage collection automatically while you allocate objects (unless you stop it). You can also modify the speed of garbage collection.

You can't. Lua isn't C/C++; it uses garbage collection. You therefore have to rely on garbage collection; the user of your object has control over when it goes away. It is up to them to discard their references to it when they're done with it.
So while you can have an explicit "new" (though you shouldn't call it that), you don't get to have an explicit "delete". Destruction will happen when the object is no longer referenced.

Related

Does copy also transfer the retain count?

Suppose I have an object, for example an NSString, with retain count 5. When I call copy on it, I get a new copy of the object; does this new object have the retain count of its original object ?
It depends. copy is a convenience method for copyWithZone:,
and the "NSCopying Protocol Reference" states:
Your options for implementing this protocol are as follows:
Implement NSCopying using alloc and init... in classes that don’t
inherit copyWithZone:.
Implement NSCopying by invoking the
superclass’s copyWithZone: when NSCopying behavior is inherited. If
the superclass implementation might use the NSCopyObject function,
make explicit assignments to pointer instance variables for retained
objects.
Implement NSCopying by retaining the original instead of
creating a new copy when the class and its contents are immutable.
(I have modified the following two statements after all that feedback.)
For example, NSString is an immutable object, and copy just retains the object
and returns a pointer to the same object. Retaining the object might increase the
retain count, but not necessarily (as in the case of string literals.)
Copying an NSMutableString would probably create a new object and return that.
The new object would have its own retain count independent of the original object.
But you should not care about the difference. With manual reference counting,
copy returns an object that you own and have to release eventually.
With ARC, the compiler with automatically handle that.
copy returns an object that is a semantic [shallow] copy(1) of the object. What the copy method returns is an implementation detail; it may return the same object, it may return a different instance of the same class, or it might even return an instance of a different class.
Doesn't matter.
What matters is that the returned object, under manual retain/release, has a retain count of +1. Not 1, but +1. It might actually be 1, 42, 981, or -1. Doesn't matter.
All that matters is that you must balance that retain with a release or autorelease somewhere if you want to relinquish the object back to the system. Which may not actually cause it to be deallocated; that is an implementation detail of no concern (until optimization time, anyway).
(1) semantic [shallow] copy means that the object returned is an effective shallow copy. The state contained within the copied object (but not within objects contained within the object -- that is the shallow part) will not change when the original object changes state. For a mutable object, copy must actually create a new instance of some object -- most likely an immutable variant class -- that can contain the original state.
For an immutable object, the copy method might be simply implemented as return [self retain];. Or, in the case of static NSStrings (NSCFStrings), it might simply be return self; as retain/release/autorelease are no-ops on such strings.
No, a copied object will have a retain count of 1, just like a newly initialized object.
I highly recommend you read the Memory Management Guide if you wish to learn more.
If you're new to iOS development, the iOS App Programming Guide should be read first, and is a great use of your time.
I just noticed you didn't tag this as iOS specific, if you're coding for Mac, the Programming with Objective-C guide might be more appropriate for you.
To really get your head around this issue, don't think in terms of retain count, think in terms of pointer ownership (like ARC does).
If an object has a "retain count" of 5, that means five pieces of code somewhere are each holding a (strong) pointer to its memory address. If you copy that object, you get a pointer to the address of the new, copied object. The other five pieces of code are still pointing to the original object. There's only one piece of code pointing to the new object, so its "retain count" is one.
As noted in other answers, the Memory Management Guide definitely helps make this all clear.
Why did I put "retain count" in quotes? Because it's only useful as a general concept -- you shouldn't be using retainCount directly, or you'll hear from #bbum.
Objective-C plays some clever tricks when you ask it to copy objects, and as a result retain counts might not be what you think they should be.
Let's say you have an object pointer x with a retain count of n, and call the copy method which returns an object pointer y.
NSObject* x = ...;
NSObject* y = [x copy];
Then the rule is that if you release x n times, and release y once, all objects will be gone. Usually this is achieved by leaving x unchanged, and giving y a retain count of 1.
However, if x points to an immutable object, then Objective-C may decide that no copy needs to be done. The result is that y = x. Still, the rule above still applies: Releasing x n times and y once (even though they are the same object) will free all the objects involved. That's achieved by the copy method returning x with a +1 retain count.
Copy on mutable object like NSMutableArray will create a new copy and retain count will be 1 while copy immutable object like NSArray will point to same reference and increase the retain count by 1.

Return an object as readonly

How would you return an object from a method, so it is read-only for the caller?
Please note that this isn't a property that can be simply set to read-only when it's getter is declared
i.e #property(nonatomic,retain,readonly) NSDate* pub_date;
For example:
-(SomeClass*)getObject
{
SomeClass* object = [[SomeClass alloc] init];
//Don't allow writing to 'object'
return object;
}
Thanks.
Short answer: there's no simple way of doing this.
Longer answer: Apple's framework defines a sort of standard for its collection classes where the immutable collection is the base class and the mutable collection is the inheriting class. So, for example, NSMutableArray inherits from NSArray. You can follow that standard, and have methods that return MyClass to clients while using MyMutableClass inside them. Technically the client can still send the mutating messages, of course, but IMHO that's not a big risk (after all, the client doesn't know your implementation details).
There are other, more complicated options - you can use pointer swizzling, or subclass and override all mutating methods, or simply copy the mutable class into an immutable counterpart (that's not complicated but may incur a performance hit). But for best results you should probably follow Apple's example.
It depends what the object is. If it has a mutable / immutable pair (like NSString/ NSMutableString) then your getter method can return the immutable version.
Otherwise, you can't control the behaviour of other objects - once you've returned an object, there is no control over it from the object that originally provided it.
If you are concerned that another object may alter an object returned from a getter, and thereby amend the property held within the original object, then you should return a copy of the object instead.
Example:
Object A has a mutable string property, object B asks for this mutable string, the getter directly returns the instance variable backing the property.
Object B then changes the string - the property of object A has also been amended because both objects have a pointer to the same mutable string.
In this case, you would return a copy of the object rather than the object itself. If your object is a custom one, you must implement the NSCopying protocol to allow this.
A further note - declaring a property as read only simply means that no setter accessor will be generated - i.e. objectA.property = newValue; will result in a compiler error.

Objective C: Returning Objects from Methods

I'm learning how to program, and starting off with Objective C. I'm trying to understand exactly what happens when an object is allocated from within a method.
-(Fraction *) add: (Fraction *) f
{ //'result' will store the result of the addition
Fraction *result = [[Fraction alloc]init];
result.numerator = (numerator*f.denominator + denominator*f.numerator);
result.denominator = denominator*f.denominator;
[result reduce];
return result;
}
I understand that I can create an object to store 'result' in when it is returned,
tempStorageObject = [aFraction add: bFraction];
and that i am then responsible for releasing it, but what happens when I don't store it, as in:
[aFraction add: bFraction];
NSLog(#"%i/%i", result.numerator, result.denominator); //result object not declared in main
I am told that I have an undeclared identifier. I get that, but what exactly happens to 'result' after using my 'add' method. Where does it go? Shouldn't I be able to access its variables since it was created and returned in the method? Obviously not, but I'm not clear on why. I've tried re-reading my book and searching this forum but I can't find a clear answer. Thanks. (First post)
Four different things:
Properties
Local variables
Function return values
Heap storage
"I get that, but what exactly happens to 'result' after using my 'add' method. Where does it go?"
It's a local variable. It's gone.
"Shouldn't I be able to access its variables"
Seeing your comment, it looks like you mean access by dot notation. No, dot notation is for properties.
"since it was created"
Dot notation does not give you access to local variables.
"and returned in the method?"
Dot notation does not give you access to function return values.
All of the first three things are pointers, when they refer to objects. The fourth thing is what they point to. When you do alloc, you create an object in heap storage. You then have instance variables, properties, local variables, and function return values refer to the heap storage. In a way you think of them as being the same thing as the object in heap storage. Syntactic sugar like dot notation helps you do that. Your object will last, but in this case the different variables that refer to it are limited in scope and come and go.
When you call alloc, an object is created on the heap.
When you assign it to result, result now has the same object.
When you return result, the local variable result no longer exists, the return value temporarily holds the same object, and the object still exists in the heap.
4a. When you assign the function result to tempStorageObject, another local variable (I guess), the function result goes away. It existed only temporarily to pass a value from inside the function to out. tempStorageObject now holds the object, and the object still exists in the heap.
4b. Instead if you don't assign the function result to anything, then the function result still goes away. But the object still exists on the heap. You have a problem. You have an object on the heap, but you can't refer to it directly there (unless you are good at guessing its address). Without being able to refer to it, you can't get it off the heap, which will be a major problem if you do that kind of thing over and over. The heap will start to get full with objects you can't get rid of and you'll run out of memory. That's what's called a leak.
The correct thing to do in this case is to return [result autorelease]. When you call [something autorelease], it adds "something" to an "autorelease pool" and then returns the same something.
You call alloc and create an object on the heap. Its retain count starts at 1.
You assign it to result, a local variable. Result has the object and it's on the heap.
[result autorelease]. result has the object, it's in an autorelease pool, and it's on the heap.
return that. result is gone, the return value has the object, it's in the autorelease pool, and it's on the heap.
5a. Assign the return value to tempStorageObject. The return value is gone, tempStorageObject has the object, it's in an autorelease pool, and it's on the heap.
6a. You leave the scope of tempStorageObject. tempStorage object is gone. The object is in an autorelease pool and on the heap.
5b. You don't assign the function result to anything. The function result is gone. The object is in an autorelease pool and on the heap.
7ab. The autorelease pool is drained. That is usually done from code in the main run loop provided by the system library, but you can do it yourself if you know how. All the objects in the autorelease pool, including the one we're paying attention to, are sent a release message. The object's retain count goes to 0.
8ab. With a retain count of 0, the object is removed from the heap. The object is in the autorelease pool.
9ab. The second thing drain does is remove all the objects from the pool. Now the object doesn't exist anywhere anymore.
You said you are familiar with release, so I just say you should use autorelease keyword, which releases the allocated object when no more code blocks need it, check document below, from Apple:
Memory Management Programming
The scope of alloc is global: once you have allocated an object, there is room for it in memory and that memory will remain allocated until the release count hits zero (or the app is terminated). Until then, the object will still exist.
The scope of a variable is much shorter. In your example 'result' goes out of scope right at the end of the method 'add'. But that variable is just a name, a reference to an object. So whoever is calling add, should make sure to do something with the returned object. Otherwise there is no more variable referring to the object and so it can not be released.

How to avoid deleting an allocated memory twice?

For example if I have an object that contains a pointer to a dynamically allocated object, then assign it to another object with the same type, i.e.
object2 = object1;
and the destructor will explicitly delete the dynamically allocated object. So when object2 and object1 go out of scope, an error will occur (which I assume to be because the address for the dynamically allocated object is deleted twice). So what should I do to fix/avoid this problem?
I'm guessing this is C++? In which case, take a look at smart pointers. Reference counting (boost::shared_ptr) helps take care of this sort of problem.
You cannot avoid it because you copied all bits of object1 to object2, there will be two pointers to the same place, but the destructor will be called twice, because there are two objects.
The fisrt solution will prevent the call of the destructor of object2:
char object2_data[sizeof(object1)];
Type* object2 = (Type*) object2_data;
*object2 = object1;
...
object1.do_something();
object2->do_something(); //However, the pointer is different
The second way is to redesign the object and add a bool variable that will tell if the object is a copy. When the object be deleted, if it is a copy, do not delete the pointer. Finally, implement the copy constructor and overload the operator = to copy the object and set the bool variable to tell that it is a copy. However, if the original object be deleted, the copies will not can be used, because they will have invalid pointers.

What is the difference between "instantiated" and "initialized"?

I've been hearing these two words used in Microsoft tutorials for VB.NET. What is the difference between these two words when used in reference to variables?
Value vis-a-vis Reference Types
Variables in C# are in 1 of 2 groups. Value types or Reference types. Types like int and DateTime are value types. In contrast, any class you create is a reference type. C# strings are also a reference type. Most things in the .NET framework are reference types.
Parts of a Variable
There is the variable name and its value. Two parts.
The variable's name is what you declare it to be. The value is what you assign to it.
Variables are Initialized
All variables are always given an initial value at the point the variable is declared. Thus all variables are initialized.
For value types, like int the compiler will give them a valid value if you do not do so explicitly. int's initialize to zero by default, DateTime's initialize to DateTime.MinValue by default.
Reference type variables initialize to the object you give it. The compiler will not assign an object (i.e. a valid value) if you don't. In this case the value is null - nothing. So we say that the reference is initialized to null.
Objects are Instantiated
Humans are born. Objects are instantiated. A baby is an instance of a Human, an object is an instance of some Class.
The act of creating an instance of a Class is called instantiation (Ta-Da!)
So declare, initialize, and instantiate come together like this
MyClass myClassyReference = new MyClass();
In the above, it is wrong to say "... creating an instance of an object..."
edit - inspired by comments discussion
Three distinct things are going on (above) using distinct terminology and that terminology is not interchangeable :
A reference variable is declared - MyClass myClassyReference
An object is instantiated (...from/of a given class, implied) - new MyClass()
The object is assigned to the variable. =.
Restating the facts:
A reference-type variable is also called simply "a reference". A "value-type variable" is not a reference.
This: "objectA is an instance of an object" is profoundly wrong. If objectA was "an instance of objectB" then it must be that objectA begins life with objectB's type - whatever that is - and current state - whatever that is. What about creating objects D, E, and F as objectB changes? Nay, nay! It is the conceptual and technical case the "objectA is an instance of a Class". "Instantiation" and "instance of" have precise meaning - an object gets its type, definitions, and values from a Class.
MyClass myClassyReference = null Generally we don't say "the variable is assigned to null" and we never say "the variable is referencing null", No. instead we say "the variable is null"; or "the variable is not referencing anything", or "the reference is null"
Practical Application:
I jab my finger at your code and say "this instance has an invalid property. Maybe that's why the loop fails. You gotta validate parameters during instantiation." (i.e. constructor arguments).
I see this in your code ,
MyClass myClassyReference;
myClassyReference.DoSomething();
"You declared the variable but never assigned it. it's null so it's not referencing anything. That's why the method call throws an exception."
end edit
The Unbearable Lightness of Being
A reference type variable's name and value exists independently. And I do mean independent.
An instantiated object may or may not have a reference to it.
An instantiated object may have many references to it.
A declared reference may or may not be pointing to an object.
A variable is initialized with a value. An object is instantiated when memory is allocated for it and it's constructor has been run.
For instance here is a variable:
Dim obj as Object
This variable has not been initialized. Once I assign a value to the obj variable, the variable will be initialized. Here are examples of initialization:
obj = 1
obj = "foo"
Instantiation is a very different thing but is related since instantiation is usually followed by initialization:
Dim obj As New Object()
In the preceding line of code, the obj variable is initialized with the reference to the new Object that was instantiated. We say that the new Object was instantiated because we have created a new instance of it.
Now I believe that VB.NET makes this a lot more confusing than C# because it is not clear that an assignment is taking place in the code above. In C# it is much clearer that there is both an instantiation of an instance and an initialization of a variable:
Object obj = new Object();
To initialize something is to set it to its initial value. To instantiate something is to create an instance of it.
Often this is the more or less same thing. This:
SqlConnection conn = new SqlConnection();
instantiates a SqlConnection object, and initializes the conn variable by setting it to the that instance.
Since an object's constructor also sets the object's properties to their default values, it's often correct to say that instantiating an object initializes it. (Misleading, if the object exposes a method that you have to explictly call to initialize it after it's instantiated, as is sometimes the case.)
*Instantiation means to create an instance for a class or object.Initialization means to *initiate the same object or class for any purpose.**
Instantiated means that an instance of the object has been created. Initiated means that that same object has done some initialization.
When you instantiate a class or object, you're creating a new instance of it, or allocating memory to "hold" one. Initializing that object would be the instructions that are performed during instantiation.
Instantiation is when you create an instance of a class. That instance is then an object, and you can set its properties, or call methods on it (tell it to do things).
Initiation is when you set up a set of initial conditions for something. That something might be an object, where you tell it to initiate itself, or just a variable to which you assign a value.
An object might initialise some other things, or even instantiate other objects as part of its initiation.
The difference is that instantiation is creation of a thing that can do stuff; initiation is stuff that gets done.
See the Java docs:
https://docs.oracle.com/javase/tutorial/java/javaOO/objectcreation.html
"Point originOne = new Point(23, 94);
Declaration: The code set in bold are all variable declarations that associate a variable name with an object type.
Instantiation: The new keyword is a Java operator that creates the object.
Initialization: The new operator is followed by a call to a constructor, which initializes the new object."
We can see it this way. For a line of code below:
var p = new Person();
The above line can be read as following two ways:
The variable p has been initialized as a person class
Person class has been instantiated in variable p
The subject of reference or context matters. When talking in terms of variable, we use the word initialize. When talking in terms of class/type, we use the word instantiate.
Instantiation refers to the allocation of memory to create an instance of a class whereas initialization refers to naming that instance by assigning the variable name to that instance.
Eg: SqlConnection conn = new SqlConnection();
Here new is a keyword which allocates memory for an instance and conn is a variable name assigned for that instance.
Others have explained the difference, so I wont go into detail. But there are cases where instantiation does not properly initialize an object. When you instantiate an object you also initialize it with some data. The class/type will have the initialization logic, whereas the instantiation logic is typically carried out by thenew keyword (basically memory allocation, reference copying etc). But instantiation need not necessarily result in a valid state for objects which is when we can say the object is uninitialzed. Here's a practical example where an object can be instantiated but not initialized (sorry e.g. in C#).
class P { string name = "Ralf"; }
WriteLine(new P().name); // "Ralf";
WriteLine((FormatterServices.GetUninitializedObject(typeof(P)) as P).name); // null
GetUninitializedObject doesn't call the constructor to instantiate object there (but some internal magic).
One could also argue value types are not instantiated but only initialized as it doesn't need new allocation when you do new.. but that's up to one's definition of instantiation.
In object-oriented parlance:
To instantiate means creating an object of some class, which initial state may be undefined.
The class is a blueprint which is used by the program to create objects. Objects created are compliant with the blueprint and can be manipulated by the program. E.g. variables current_client and previous_client can be assigned objects of class Customer. An instance of class X is an object instantiated from class X.
In the code the class is a permanent static description of what an object can do, but the objects themselves are temporary and dynamic. They have an individual state which can be changed (e.g. the Customer name, the associated orders). Instantiation can be done like this:
dim current_client as new Customer (VB)
Customer* current_client = new Customer() (C++)
current_client = Customer() (Python)
new Customer, new Customer() and Customer() are equivalent forms in different languages to trigger the instantiation.
In the end objects are destructed to release memory and other resources required for their existence and working.
To initialize means assigning an initial state to the object before it is used.
This initialization can be part of the instantiation process, in that case values are explicitly assigned to object attributes in the constructor of the object. Alternatively it can be left to the user who can decide whether it is required or not. The latter method allows faster instantiation, but requires the user's code to not read the value of any attribute before this code has explicitly assigned a value to this attribute. E.g. this code:
current_client.count = current_client.count + 1
is not allowed before the attribute count has been set by the user, since it can contain any initial value, including an invalid value which would trigger an execution error.