How to manage memory/usage of a NSMutableArray of NSMutableArrays - objective-c

I am currently trying to write a class to create faux grid system to keep track of a NSMutableArray of game entities using a NSMutableArray of NSMutableArrays. Given my limited experience with Objective-C programming, I am unsure of how certain things work.
Here is the init method:
#define MAX_BALL_ROWCOUNT 6
#define MAX_BALL_COLCOUNT 4
- (id) initWithMutableArray:(NSMutableArray *)aList {
self = [super init];
if (self != nil) {
ballList = [[NSMutableArray alloc] initWithCapacity: MAX_BALL_ROWCOUNT];
for (int i=0; i<MAX_BALL_ROWCOUNT; i++) {
NSMutableArray *balls = [[NSMutableArray alloc] initWithCapacity:MAX_BALL_COLCOUNT];
[ballList addObject:balls];
[balls release];
}
int x = 0;
for (NSMutableArray *array in ballList) {
for (int i = 0; i<MAX_BALL_COLCOUNT; i++) {
[array addObject:[aList objectAtIndex:x]];
x++;
}
}
}
return self;
}
ballList is the class's NSMutableArray that will store NSMutableArrays.
aList is the NSMutableArray containing the GameEntities I wish to keep track of that is passed into this class.
All the sizes and amount of entities to store are fixed, which is why there is no checks on the sizes of the arrays nor the number of entities to store.
So the first question I have involves freeing memory. This is the dealloc function I currently have:
- (void) dealloc {
[ballList release];
[super dealloc];
}
Does calling a release on ballList cause the release to be called on the NSMutableArrays that it contains (which will subsequently call the release on the objects those NSMutableArrays contain) or do I have to write something like:
for (NSMutableArray *array in ballList) {
[array release];
}
[ballList release];
My second question involves the usage of this array of arrays. Is this the proper way to traverse through ballList?
- (void) update {
for (NSMutableArray *array in ballList) {
for (GameEntity *balls in array) {
(CGPoint) location = [balls getLocation];
[balls setLocation: CGPointMake(location.x+1, location.y+1)];
}
}
}
Lastly, in the code above where it sets the balls location, does it only affect the contents within ballList or does the original aList that is passed into ballList change as well? If the contents in the original aList do not change, how would I write it so that they do?
If people have suggestions for a better way to keep track of the entities in a grid system, I'd be open to those too. Thanks in advance.

First : One release is enough for the NSMutableArray instance to release all it's object.
[ballList release];
Second : Your code for updating GameEntity instance is fine and will also effect to the original aList (which you called) .

When the dealloc of a NSArray or NSMutableArray is called, all its contents gets a release message. So when you release ballList, if there there is no other owner (I guess in this case there is none) then its dealloc is called and you don't need to release the other arrays here.
Your loop traversal is fine. Though for 2D arrays instead of NSArray of NSArray I personally prefer pure C 2D array, at least in most of the cases.
When you are adding object in this way you are adding a reference in the array. So any change via the array's reference will be reflected in all references of the object. If you don't want that then add a copy of the object in the array.

Related

Copying array elements to other array with pointers

Say I have NSMutableArray *array1 with 10 objects. I want to create an *array2 and add 5 objects from array1 to array2, and I want it so that when I change these object properties from array2, they also change the 5 specific objects from array1 as well. How would I do this?
Edit: Ok I think I asked the wrong question. It's more about passing by reference and pointers, which I confuse too much:
NSMutableArray *mainArray;
NSMutableArray *secondaryArray;
NSMutableDictionary *dic1;
[mainArray addObject:dic1];
[self changeValues:[mainArray lastObject]];
-(void)changeValues:(NSMutableDictionary*)someDic
{
[secondaryArray addObject:someDic];
NSMutableDictionary *aDic=[secondaryArray lastObject];
...//some code to change values of aDic
//by changing aDic, I want to also change the same dic from mainArray
//so [mainArray lastObject] should be the same exact thing as [secondaryArray lastObject]
}
How would I change the above code so the changes reflect in both arrays?
NSMutableArray *array2 = [NSMutableArray array];
for (int i=0; i<5; ++i){
[array2 addObject: [array1 objectAtIndex:i] ]
}
In this example you have the set of objects pointed by items of array1 as well as by items
of array2, since NSMutableArray contains pointers to objects, not objects theirselves.
Therefore, changing the object thru pointer in one array you may observe that change thru
pointer from other array.
Edit
#mohabitar, you already receive an answers. dic1, someDic and aDic - all these values are same. Just change aDic(or someDic) and see result.
This sounds like a good case for some KVC (Key-Value Coding).
With KVC you can create indexed properties and have the KVC engine create an array proxy for the indexed property, which will then allow you to operate on the indexed property as if it were an array.
Below is a quick proof-of-concept piece of code, tested on both OS X and iOS.
Interface:
#property (strong) NSMutableArray *mainArray;
Implementation:
#synthesize mainArray = _mainArray;
- (id)init
{
self = [super init];
if (self) {
// For simplicity, use strings as the example
_mainArray = [NSMutableArray arrayWithObjects:
#"1st element",
#"2nd element",
#"3rd element",
#"4th element",
#"5th element",
#"6th element",
#"7th element",
#"8th element",
#"9th element",
#"10th element",
nil];
}
return self;
}
// KVC for a synthetic array, accessible as property #"secondaryArray"
- (NSUInteger) countOfSecondaryArray
{
return 5;
}
- (id) objectInSecondaryArrayAtIndex: (NSUInteger) index
{
// In practice you would need your mapping code here. For now
// we just map through a plain C array:
static NSUInteger mainToSecondaryMap[5] = {1,4,5,7,8};
return [self.mainArray objectAtIndex:mainToSecondaryMap[index]];
}
- (void) watchItWork
{
NSArray *secondaryArray = [self valueForKey:#"secondaryArray"];
// See how the sub array contains the elements from the main array:
NSLog(#"%#", secondaryArray);
// Now change the main array and watch the change reflect in the sub array:
[self.mainArray replaceObjectAtIndex:4 withObject:#"New String"];
NSLog(#"%#", secondaryArray);
}
There is more information in the docs, specifically the part on Indexed Accessor Pattern.

Issue with NSMutableArray visibility / retain

Alright so I am a little new to the NSMutableArray class and I think I am missing something obvious. I have an object pass a NSMutable Array to my window controller like so in my.m:
summaryWindow = [[SummaryWindowController alloc] init];
[summaryWindow setGlobalStatusArray:globalStatusArray];
I have the receiver method in the summaryWindow object as so:
-(void)setGlobalStatusArray:(NSMutableArray *)myArray
{
if ([myArray count] >0) {
if (globalStatusArray) {
[globalStatusArray release];
}
globalStatusArray = [[NSMutableArray alloc] initWithArray:myArray];
NSLog(#"Summary Window Init with new array: %#",globalStatusArray);
I see the NSLog no problem, and in that same object (summaryWindow) I have the following method:
- (NSMutableArray *)getGlobalStatusArray
{
return globalStatusArray;
}
Now I have globalStatusArray declared in my .h file as
NSMutableArray *globalStatusArray;
So shouldn't This be retained because I am using: initWithArray?
When I try to access this value in an another IBAction method:
- (IBAction)refreshButtonClicked:(id)sender
{
NSLog(#"The user has clicked the update button");
[ aBuffer addObjectsFromArray: globalStatusArray];
NSLog(#"Buffer is currently:%#",aBuffer);
[tableView reloadData];
}
The NSMutable array is null
2011-08-18 10:40:35.599 App Name[65677:1307] The user has clicked the update button
2011-08-18 10:40:35.600 App Name[65677:1307] Buffer is currently:(
)
I have tried using my own method to get the value i.e. [ self getGlobalStatusArray] to but I am missing something huge. FYI aBuffer is also declared in my .h ,
As albertamg noted, that looks like an empty array rather than nil, and a released object doesn't magically become nil under normal circumstances anyway.
This smells strongly of two different objects. Try logging self in your methods and see if one instance is getting the array and another is interacting with the UI.
This code isn't doing anything useful:
if ([myArray count] >0) {
if (globalStatusArray) {
[globalStatusArray release];
}
globalStatusArray = [[NSMutableArray alloc] initWithArray:myArray];
If the count of the old array is zero, it's leaking the actual array object. If the count is not zero, then it's releasing it properly. Just do the release and don't bother counting.
Are you sure there's actually something in myArray?
joe

Is NSMutableArray recursive in releasing it's items?

If I have a 2 dimensional NSMutableArray eg,
board = [[NSMutableArray alloc] initWithCapacity:boardHeight];
for (int y = 0; y < boardHeight; y++) {
NSMutableArray *row = [[NSMutableArray alloc] initWithCapacity:boardWidth];
for (int x = 0; x < boardWidth; x++) {
[row insertObject:#"A string"];
}
[board insertObject:row atIndex:y];
[row release];
}
and I do
[board release];
Does that recursively release the array? Or do I have to manually go into the array and release each row?
If it does, and the object inserted into each row were a custom object, is there anything special I have to think about when writing the dealloc method for the custom object?
Everything will just work fine. The array will retain the objects when they are added and released when removed or the array is deallocated.
No extra work on that part.
When board is ready to be deallocated, it will send the release message to each object in itself. Even if those objects are NSArrays, they will still be released; and if those arrays are now ready to be deallocated, they will send release to their members, etc.
Your class should implement dealloc normally -- release any ivars that you hold a strong reference to before calling [super dealloc].

NSMutableDictionary error

I want to use NSMutableDictionary to cache some data i will use later. My custom object is following:
#interface MyData : NSObject {
NSRange range;
NSMutableArray *values;
}
#property (nonatomic, retain) NSMutableArray *values;
and implement:
- (id)init {
if (self = [super init]) {
values = [[NSMutableArray alloc] init];
}
return self;
}
and when i wanna cache it, i use it like this:
NSMutableDictionary *cache = [[NSMutableDictionary alloc] init];
NSString *key = #"KEY";
MyData *data = [[MyData alloc] init];
// save some data into data
[data.values addObject:"DATA1"];
[data.values addObject:"DATA2"];
//... ...
[cache setObject:data forKey:key];
My questions is the count of cache.values is zero when i retrieve this object later as follow:
[cache objectForKey:#"KEY"];
i can retrieve "data" and the object's memory address is the same as the address when i put it into cache.
what's wrong? i need some kind guys help, any info is helpful. thanks
As Carl Norum pointed out, you're passing C strings to addObject:. addObject:, as its name suggests, requires a pointer to a Cocoa object; a C string is a pointer to characters. You need to pass NSString objects there; for literal strings, this simply requires prefixing them with #: "Fred" is a constant C string, whereas #"Fred" is a constant NSString object.
Is cache an instance variable? It looks like it's not; it appears to be a local variable, which means you're creating a new dictionary object every time. That's why there's nothing you've added previously (to previous dictionaries) in the new one. It also means you're leaking those previous dictionaries, since you're not releasing them (not in the code you showed, anyway).
Make cache an instance variable and only create the dictionary when you don't already have one (i.e., when cache == nil). Creating the dictionary in your init method is one good way. And make sure you manage its lifetime appropriately, so you don't leak and/or crash.
First of all your objects your adding don't look right it should have an # before the string. Like #"DATA1"
Second when you add an object to a dictionary or an array it does not make an actual copy of it. It just creates a pointer to it so if those objects are destroyed or moved somewhere also they are also gone out of your dictionary. A better way to make a cache of your values would be to copy the objects like so:
MyData* cache = [[MyData alloc] init];
for (int i = 0; i < [data.values count]; i ++){{
[cache.values addObject:[NSString stringWithString:[data.values objectAtIndex:i]]];
}
Don't use a dictionary in this situation.

out of scope - NSMutableArray error

data = [[NSMutableArray arrayWithCapacity:numISF]init];
count = 0;
while (count <= numISF)
{
[data addObject:[[rouge_col_data alloc]init]];
count++;
}
When I step through the while loop, each object in the data array is 'out of scope'
rouge col data 's implementation looks like this..
#implementation rouge_col_data
#synthesize pos;
#synthesize state;
-(id) init {
self = [super init];
return self;
}
#end
Most tutorials I could find only use NSStrings for objects in these kinds of arrays.
-Thanks
Alex E
EDIT
data = [[[NSMutableArray alloc] initWithCapacity:numISF]retain];
//data = [[NSMutableArray arrayWithCapacity:numISF] retain];
count = 0;
while (count < numISF)
{
[data addObject:[[[rouge_col_data alloc]init]autorelease]];
count++;
}
still the same error, even when switching the 'data = '.
You don't need to call init on the result of your arrayWithCapacity: call. arrayWithCapacity: already returns you an initialized (but autoreleased) object. Alternatively you could call [[NSMutableArray alloc] initWithCapacity:].
Your loop has an off by one error; you're starting at zero, so you'll add an extra object. Adding this extra object will succeed - it just doesn't seem like what you're trying to do.
You probably want to autorelease the objects you're adding to the array. The array will retain them on its own. If you do have some need to retain the objects themselves, that's fine, but it's pretty common to let the array do the retention for you.
You should retain the array itself, otherwise it will vanish at the end of the event loop.
The only error I can spot in your code is your NSArray initialization.
Where you do:
data = [[NSMutableArray arrayWithCapacity:numISF] init];
you should be doing:
data = [NSMutableArray arrayWithCapacity:numISF];
This is because arrayWithCapacity is a factory method, and will return you an autoreleased instance. If you want to keep using the object after this method, you'll need to retain it, and your could will look like:
data = [[NSMutableArray arrayWithCapacity:numISF] retain];