How do I prevent certain kinds of analyzer leak reports? - objective-c

I am wrapping a certain C API in Objective-C. I have a convenience method that takes some CFTypeRef from the procedural API and returns a wrapping object from the OOP API. This object keeps the passed CFTypeRef and releases it upon its own deallocation. The convenience method looks like this:
+ (id) wrapFoo: (CFTypeRef) foo;
I have a lot of methods that simply get some CFTypeRef and return the wrapping object:
- (id) doSomething {
CFTypeRef foo = CFCreateSomeObject();
id wrapper = [WrappingClass wrapFoo:foo];
CFRelease(foo);
return wrapper;
}
This is a bit clumsy, so that I came up with another convenience method:
+ (id) wrapNonRetainedFoo: (CFTypeRef) foo {
id wrapper = [self wrapFoo:foo]; // CFRetains foo
CFRelease(foo);
return wrapper;
}
Now I can rewrite the doSomething method like this:
- (id) doSomething {
return [WrappingClass wrapNonRetainedFoo:CFCreateSomeObject()]; // XXX
}
I like this. I’m not really proud of the wrapNonRetainedFoo method, but it’s not a part of the public interface of the package and saves me several lines of boilerplate code in several methods.
The downside is that the static analyzer flags the XXX line as a potential leak. What can I do better? I tried to toy with the cf_consumed argument attribute to let the analyzer know that I’m releasing the object later, but it does not seem to work.

1) AFAIK cf_consumed is still not supported in versions of analyzer Apple uses.
2) I've noticed that if you make wrapNonRetainedFoo instance method warning will mysteriously disappear. But since wrap... is better to be a class method this is of no use to us.
3) Only solution I can think of is this ugly macro (not for production, just as proof of concept):
#define WRAP_CFTYPE(klass, valExpr) ({ CFTypeRef val = valExpr; id result = [klass wrap:val]; CFRelease(val); result; })
Usage:
WrappingClass *wrapper = WRAP_CFTYPE(WrappingClass, CFArrayCreate(NULL, NULL, 0, NULL))

Related

How to convert valueForKeyPath in swift

My old function in objective c is
+ (NSUInteger)getNumberOfDistinctUsers:(NSArray *)users {
NSArray* usersAfterPredicate = [users valueForKeyPath:#"#distinctUnionOfObjects.userName"];
return [usersAfterPredicate count]; }
How do I convert this in swift, I was trying to something like this but its crashing "Could not cast value of type 'Swift.Array'to 'Swift.AnyObject'"
static func getNumberOfDistinctUsers(users: [ICEPKReferenceDataUser]) -> Int {
var retval : Int = 0
if let usersAfterPredicate = (users as! AnyObject).valueForKeyPath("#distinctUnionOfObjects.userName") {
retval = usersAfterPredicate.count
}
return retval
}
Can I solve this problem using filter, map or Reduce? I am just trying to find out distint users in users array using the property username.
Edit* brute force way
static func getNumberOfDistinctUsers(users: [ICEPKReferenceDataUser]) -> Int {
var retvalSet : Set<String> = []
for user in users {
retvalSet.insert(user.userName)
}
return retvalSet.count
}
As you suspect, you can simplify the code with a simple map:
static func getNumberOfDistinctUsers(users: [ICEPKReferenceDataUser]) -> Int {
return Set(users.lazy.map{$0.userName}).count
}
This uses the fact that you can initialize a Set using any other sequence.
I added lazy in there to avoid creating an extra copy of the array. It'll work with or without, but I expect it to be much more memory efficient this way. Array.map creates another Array. array.lazy.map return a lazy collection that computes values as requested.
That said, I don't know that my approach is dramatically better than your "brute-force" way. It's not obvious which is easer to read or maintain. I have a fondness for the map approach, but it can be a tradeoff (I had to know to add lazy for instance, or I could have allocated significant memory if this were a large array). Your code makes it very clear what's going on, so I don't think there's any problem that has to be solved there.
If you really wanted to use KVC, you'd need to convert your array to an NSArray, not an AnyObject, but I suspect that the above code is much faster, and is clearer and simpler, too, IMO.

How to Implement a Decision Table in Objective-C

I am a novice programmer, and I've just started reading about decision tables. I have read Chapter 18 in Code Complete and it was very enlightening. I looked around the web to try to find any kind of example of decision tables in Objective-C and I was unable to find any boilerplate or real world examples of how to implement this.
I am programming a game in Objective-C in my spare time, and I have been dealing with increasing complexity for the rules of the game. There are a handful of somewhat deeply nested if-else statements, as well as a few switch statements that already have 10 or more cases to deal with. I think it would be easier to work with decision tables, but I have no idea how to implement this in Objective-C for something non-trivial like the logic of a game.
For example, I need different methods to execute for different combinations of states. How would I implement a decision table in Objective-C that could take different combinations of states as keys, and run specific logic based on the combination of them?
Well I thought about decision tables in Objective-C some more and came up with a solution to implement a basic one. I will not post the entire code here, just the snippets that make the decision table work and their basic purpose. I posted this over at Code Review SE if you want to see the full code and some great suggestions for how to improve it. I'm posting this now because someone posted a comment requesting that I do so, but I will definitely end up improving this and integrating the suggestions from the review. Anyway, here is the code.
First before the initialization method I establish a number of NSString constants that will be used as the keys in an NSDictionary.
//Two options for the decision table, either access the dictionary directly with 0-x, the enum values, or make strings for their names
//the advantage of strings is that it is more extensible, and the position in the enum doesnt matter
NSString* const kEnemyMovementStateJustSpawned = #"enemyMovementStateJustSpawned";
NSString* const kEnemyMovementStateIdle = #"enemyMovementStateIdle";
NSString* const kEnemyMovementStateNeedsMoving = #"enemyMovementStateNeedsMoving";
NSString* const kEnemyMovementStateToFloor = #"enemyMovementStateToFloor";
NSString *const kEnemyMovementStateAtDestinationFloor = #"enemyMovementStateAtDestinationFloor";
NSString* const kEnemyMovementStateToFloorExit = #"enemyMovementStateToFloorExit";
NSString* const kEnemyMovementStateToAttackWalls = #"enemyMovementStateToAttackWalls";
NSString* const kEnemyMovementStateToAttackFloor = #"enemyMovementStateToAttackFloor";
NSString* const kEnemyMovementStateToAttackRoom = #"enemyMovementStateToAttackRoom";
Then I use these constants along with the names of methods in the class to build the NSDictionary:
-(void) setupDecisionTable {
//the string objects are the names of methods in the class
_decisionTable = #{kEnemyMovementStateJustSpawned: #"doEnemyJustSpawned",
kEnemyMovementStateIdle: #"doEnemyIdle",
kEnemyMovementStateNeedsMoving: #"doEnemyNeedsMoving",
kEnemyMovementStateToFloorExit: #"doFloorMovement",
kEnemyMovementStateToFloor: #"doVerticalMovement",
kEnemyMovementStateAtDestinationFloor: #"doEnemyAtDestinationFloor",
kEnemyMovementStateToAttackWalls: #"doFloorMovement",
kEnemyMovementStateToAttackFloor: #"doFloorMovement",
kEnemyMovementStateToAttackRoom: #"doFloorMovement"
};
}
Then every tick I call this method, which executes the method with the name of the object pulled from the dictionary:
-(void) doMovement {
//the selector is formed from a string inside the decision table dictionary
SEL methodToCallName = NSSelectorFromString([_decisionTable objectForKey:[self stringForState:self.state]]);
if (methodToCallName) {
IMP functionPointer = [self methodForSelector:methodToCallName];
void (*methodToCall)(id, SEL) = (void *)functionPointer;
methodToCall(self, methodToCallName);
}
}
-(NSString *) stringForState:(EnemyMovementState)state {
switch (state) {
case EnemyMovementStateJustSpawned:
return kEnemyMovementStateJustSpawned;
case EnemyMovementStateIdle:
return kEnemyMovementStateIdle;
case EnemyMovementStateNeedsMoving:
return kEnemyMovementStateNeedsMoving;
case EnemyMovementStateToFloor:
return kEnemyMovementStateToFloor;
case EnemyMovementStateAtDestinationFloor:
return kEnemyMovementStateAtDestinationFloor;
case EnemyMovementStateToFloorExit:
return kEnemyMovementStateToFloorExit;
case EnemyMovementStateToAttackWalls:
return kEnemyMovementStateToAttackWalls;
case EnemyMovementStateToAttackFloor:
return kEnemyMovementStateToAttackFloor;
case EnemyMovementStateToAttackRoom:
return kEnemyMovementStateToAttackRoom;
default:
return nil;
}
}
Finally here are a couple of the methods that execute, just for a complete example:
-(void) doEnemyIdle {
if ([self checkFloorsForJobs]) {
self.state = EnemyMovementStateNeedsMoving;
} else {
[self doIdleMovement];
}
}
-(void) doEnemyNeedsMoving {
[self calculateFloorExitPositionByFloor];
self.state = EnemyMovementStateToFloorExit;
}
This is a pretty simple implementation. Currently it can only deal with one input, and a better decision table would be able to evaluate multiple inputs and provide the proper output. I think it could be extended by having an intermediate method that took the state combined with other variables to choose the proper object from the dictionary.
After doing all this, I'm not sure that decision tables are worth the effort in Objective-C. I do not know if the code is easier to understand than a switch statement. In order to add new logic to the code, it has to be modified in more places than a switch statement would seem to require. I provide this code as an example, and it would be cool to see other versions of decision tables in Objective-C if anyone has one.

How to use "enumerateChildNodesWithName" with Swift in SpriteKit?

I'm using Swift to make a game in SpriteKit.
In Objective-C I could use the following method:
(void)enumerateChildNodesWithName:(NSString *)name usingBlock:(void (^)(SKNode *node, BOOL *stop))block
to perform actions on that *node, but I can't get this function working in Swift. Basically, I don't know how to reference that node in Swift.
This is the code I'm using, but I'm having trouble with the "usingBlock:" part. I've tried many things for many hours, but have not succeeded. Help please!
func spawnEnemy() -> () {
let enemy = SKSpriteNode(imageNamed: "enemy")
enemy.name = "enemy"
enemy.position = CGPointMake(100, 100)
self.addChild(enemy)
}
func checkCollisions() -> () {
self.enumerateChildNodesWithName("enemy", usingBlock: ((SKNode!, CMutablePointer<ObjCBool>) -> Void)?)
}
For now, don't trust autocomplete to insert the code you need — it drops in signatures from the "header", but a block signature is not the same as the declaration you need when inserting your own closure for a block parameter.
The formal way to write a closure would be to replicate the signature inside braces, adding local parameter names and using the in keyword to mark the start of the closure body:
self.enumerateChildNodesWithName("enemy", usingBlock: {
(node: SKNode!, stop: UnsafeMutablePointer <ObjCBool>) -> Void in
// do something with node or stop
})
But Swift's type inference means you don't have to write that much. Instead, you can just name the parameters, because their type (as well as the closure's return type) is known:
self.enumerateChildNodesWithName("enemy", usingBlock: {
node, stop in
// do something with node or stop
})
You can also use trailing closure syntax:
self.enumerateChildNodesWithName("enemy") {
node, stop in
// do something with node or stop
}
(You can even drop the local parameter names and refer to parameters by position — e.g. $0 for node — but here isn't a great place to do that because it makes your code far less readable. It's best to reserve $0 and friends for closures where it's blindingly obvious what the parameters are, like the closures you use with map and sort.)
See Closures in The Swift Programming Language for further explanation.
Also, because stop is an UnsafeMutablePointer, the syntax for using it is a bit different than in ObjC: set stop.memory = true to break out of enumeration.

How to enforce parameters of anonymous blocks to be unused in Objective-C?

I've run into a situation while using a library called TransitionKit (helps you write state machines) where I am want to supply entry and exit actions in the form of a callback.
Sadly, the callbacks include two completely useless parameters. A typical block has to look like this:
^void (TKState *state, TKStateMachine *stateMachine) {
// I TOTALLY don't want parameters `state` or `stateMachine` used here
};
(this is an anonymous code block. Read up on blocks here if you're unclear)
As I've noted in the comment, I really don't want those parameters even mentioned in the body there. I've tried simply removing the parameter names like suggested in this question like so:
^void (TKState *, TKStateMachine *) {
// I foobar all I like here
};
but sadly the code won't compile then :(.
How can I enforce this non-usage of parameters in code?
This is what I could come up with. Quite a hack and relies on the GCC poison pragma, which is not standard but a GNU extension - although, given that you are probably compiling this with clang anyway, it should not be a problem.
#define _state state
#define _stateMachine stateMachine
#pragma GCC poison state stateMachine
Then this compiles:
^(TKState *_state, TKStateMachine *_stateMachine) {
do_something();
}
But this doesn't:
^(TKState *_state, TKStateMachine *_stateMachine) {
do_something(state, stateMachine);
}
You could just have a function that took one kind of block, and returned another, like this:
#class TKState, TKStateMachine; // here so this will compile
typedef void (^LongStateBlock)(TKState *state, TKStateMachine *stateMachine);
static inline LongStateBlock Adapter(void(^block)()) {
void(^heapBlock)() = [block copy]; // forces block to be on heap rather than stack, a one-time expense
LongStateBlock longBlock = ^(TKState *s __unused, TKStateMachine *sm __unused) {
heapBlock();
};
// this is the non-ARC, MRR version; I'll leave ARC for the interested observer
[heapBlock release];
return [[longBlock copy] autorelease];
}
And in practice:
// this represents a library method
- (void)takesLongStateBlock:(LongStateBlock)longBlock
{
// which hopefully wouldn't look exactly like this
if (longBlock) longBlock(nil, nil);
}
- (void)yourRandomMethod
{
[self takesLongStateBlock:^(TKState *state, TKStateMachine *stateMachine) {
NSLog(#"Gratuitous parameters, AAAAHHHH!");
}];
[self takesLongStateBlock:Adapter(^{
NSLog(#"So, so clean.");
})];
}
The whole thing is gisted, and should compile inside any class. It does what you expect when you call -yourRandomMethod.
AFAIK there is no way to do what you want when you are creating a block, you can only miss the parameter names when you are declaring a block variable(a reference to a block, to avoid misunderstandings)
So here you can miss the param names:
void (^myBlock)(SomeClass *);
But not when you create a block:
myBlock = ^(SomeClass *o)
{
};
I'd write
^void (TKState *unused_state, TKStateMachine *unused_stateMachine) {
// Anyone using unused_state or unused_stateMachine gets what they deserve.
};
Of course someone can use the parameters. But then whatever you do, they can change the code. If someone is intent on shooting themselves in the foot, there is no stopping them.

Overriding a setter method, and getting info out

I have a setter method (setMinimumNumberOfSides) that I want to override after using synthesize. In it, I'm putting in a constraint on the instance variable to make sure the int is within certain bounds.
Later in a custom init method, I'm setting another instance variable (numberOfSides), but I need to make sure minimumNumberOfSides and maximumNumberOfSides was set properly within bounds. I tried changing the return value on the setter to a BOOL, so I could pass back a YES or NO if it succeeded/failed, but that created a conflicting method, I'm guessing because I'm using synthesize and overriding the setter.
How can I get the info out easily to check to see if the setter was called and returned successfully?
-(void)setNumberOfSides:(int)sides
{
if ((sides < maximumNumberOfSides) && (sides > minimumNumberOfSides))
{
numberOfSides = sides;
}
else
NSLog (#"Invalid number of sides: %d is outside the constraints allowed", sides);
}
-(void)setMinimumNumberOfSides:(int)minimum
{
if (minimum > 2)
minimumNumberOfSides = minimum;
}
-(void)setMaximumNumberOfSides:(int)maximum
{
if (maximum <= 12)
maximumNumberOfSides = maximum;
}
-(id)initWithNumberOfSides:(int)sides minimumNumberOfSides:(int)min maximumNumberOfSides:(int)max
{
if (self = [super init])
{
self.minimumNumberOfSides = min;
self.maximumNumberOfSides = max;
self.numberOfSides = sides;
}
return self;
}
You don't have to synthesize numberOfSides if you're planning on implementing the getter and setter. Without #synthesize numberOfSides you can return a BOOL if you choose. You'll need to declare the getter/setter in your interface accordingly.
BTW, another approach would be to use the synthesized getter/setter and add a separate method -(BOOL)isNumberOfSidesValid which performs this check.
In a situation like this, you may be better off using a simple call to assert(), or throwing an exception.
The choice will depend on how you see this class being used. If it will be part of a library, and you expect other developers to frequently supply incorrect values for minimumNumberOfSides or maximumNumberOfSides, you should probably throw a proper exception.
A word of warning, though. If you expect the users of your application to frequently supply incorrect values, then an exception is a bad idea. Exception handling in Objective-C is an expensive operation. If these checks are in place for the sake of the user, you should perform input validation, and report errors to the user in a much more friendly manner.
edit: Here is some quick sample code:
-(void)setMinimumNumberOfSides:(int)minimum
{
if (minimum <= 2)
{
[NSException raise:#"invalid minimumNumberOfSides value"
format:#"value of %d is too low (must be > 2)", minimum];
}
minimumNumberOfSides = minimum;
}
edit: Here is another SO question that goes into detail about exception handling in Objective-C.