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)
Related
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.”
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]!
This question already has answers here:
Closed 11 years ago.
Possible Duplicate:
Objective C Memory Management
My code is showing a memory leak here:
NSMutableArray* newImageArray = [[NSMutableArray alloc] init];
NSMutableArray* newMediaArray = [[NSMutableArray alloc] init];
if (self.categoryIndex == 0) {
for (int i=1; i < [categoryArray count]; i++)
{
newImageArray = [NSMutableArray arrayWithArray:[newImageArray arrayByAddingObjectsFromArray:[self getImageArrayByCategoryIndex:i]]];
}
}
else {
newImageArray = [self getImageArrayByCategoryIndex:self.categoryIndex];
}
for (int i=0; i < [newImageArray count]; i++)
{
Media* media = [[Media alloc] init];
NSString* imageFile = [newImageArray objectAtIndex: i];
media.imageFile = [UIImage imageNamed:imageFile];
media.imageLabel = [[imageFile lastPathComponent] stringByDeletingPathExtension];
media.soundFile = [appFolderPath stringByAppendingString:[[[imageFile stringByDeletingPathExtension] stringByAppendingString: #".wav"] stringByReplacingOccurrencesOfString: IMAGES_FOLDER withString: SOUNDS_FOLDER]];
[newMediaArray addObject:media];
}
self.mediaArray = newMediaArray;
[self setNextMediaIndex];
I am not releasing media because it is being used by newMediaArray (which is used by mediaArray, which is used my my main object). Shouldn't everything get released when I release my main object?
It looks like you are leaking all over the place in a variety of ways
newImageArray gets allocated but never released, additionaly you are overwriting the version that you allocated in the first line of you code with another version. So even if you released it at the end of this code segment, the wrong version would get released. It looks like you don't even need to allocate this one.
newMediaArray gets allocated but never released, you assign it to a property mediaArray if you are using #synthesize to create the code for that property, depending on how you declared that property, the setter will retain the value i.e. newMediaArray creating a leak.
media gets allocated but never released, it get added to a NSMutableArray which means it will get retained by the array. If your app crashes when you release media in the for loop the problem is somewhere else
The Memory Management Programming Guide is pretty much a must read
When an NSMutableArray such as newMediaArray adds an object, it will retain that object. You don't need to (nor should you) retain the object on the array's behalf. This is fundamentally how memory management in Objective-C works: each object retains the things it references, and releases them when finished. newMediaArray is its own object, so it'll manage its own references.
You should release media near the end of the body of your for loop because you're done using that object. If you don't release it then, you'll lose your reference to it and you'll have no way to release it in the future.
You do
[newMediaArray addObject:media];
that means that newMediaArray has done a retain on media. You can then release media (you should). The retain done in the array method will keep it alive as long as the array references it. If you don't release it in your method, the retain count will remain 2, and even if the array releases it, it will still be 1 and not be dealloc-ed.
You could do:
Media *media = [[[Media alloc] init] autorelease];
Then the autorelease pool will release it in time, but not before this method ends.
You need to have the [media release] statement at the bottom of the loop. newMediaArray should also be released after it is assigned to the mediArray property.
I have a memory leak problem that just can not understand! Watch this initialization method:
- (id)initWithNomeCompositore:(NSString *)nomeCompositore nomeOpera:(NSString *)nomeOpera {
if (self = [super init]) {
NSString *pathOpere = [[NSBundle mainBundle] pathForResource:kNomeFilePlistOpere ofType:kTipoFilePlist];
NSDictionary *dicOpera = [NSDictionary dictionaryWithDictionary:
[[[NSDictionary dictionaryWithContentsOfFile:pathOpere]
objectForKey:nomeCompositore]
objectForKey:nomeOpera]];
self.nomeCompleto = [[NSString alloc] initWithString:nomeOpera];
self.compositore = [[NSString alloc] initWithString:nomeCompositore];
self.tipologia = [[NSString alloc] initWithString:[dicOpera objectForKey:kKeyTipologia]];
}
return self;}
Then this little variation (note self.tipologia):
- (id)initWithNomeCompositore:(NSString *)nomeCompositore nomeOpera:(NSString *)nomeOpera {
if (self = [super init]) {
NSString *pathOpere = [[NSBundle mainBundle] pathForResource:kNomeFilePlistOpere ofType:kTipoFilePlist];
NSDictionary *dicOpera = [NSDictionary dictionaryWithDictionary:
[[[NSDictionary dictionaryWithContentsOfFile:pathOpere]
objectForKey:nomeCompositore]
objectForKey:nomeOpera]];
self.nomeCompleto = [[NSString alloc] initWithString:nomeOpera];
self.compositore = [[NSString alloc] initWithString:nomeCompositore];
self.tipologia = [[NSString alloc] initWithString:#"Test"];
}
return self;}
In the first variant is generated a memory leak, the second is not! And I just can not understand why! The memory leak is evidenced by Instruments, highlighted the line:
[NSDictionary dictionaryWithContentsOfFile:pathOpere]
This is the dealloc method:
- (void)dealloc {
[tipologia release];
[compositore release];
[nomeCompleto release];
[super dealloc];}
Remember that alloc returns an object that you own.
If you declared your three string properties as retain, assigning those objects to your properties means you now own each one twice—once because you allocked it, and again because you assigned it to your property. The objects remain alive because nothing releases their second ownerships.
If you declared the properties as copy (which is the correct way to declare an NSString property), assigning the object there stores a copy as the value of the property. You do nothing further with the original objects, which remain alive because nothing releases them.
Either way, that is your leak.
The property should be declared as copy; if it already is, don't try to fix the leak by changing that.
You should not use property access here. Remember that assigning to a property is a set<PropertyName>: message, and that your object is not fully initialized yet. Sending a message to an incompletely-initialized or incompletely-deallocated object is asking for trouble, particularly when subclasses are involved, since they may override the accessor methods in ways the superclass doesn't expect.
So, in init only, assign directly to the instance variables. In dealloc only, send release messages directly to the objects in the instance variables. Everywhere else, use property accesses.
You also should not use alloc and initWithString: here. It'll work, but the convention is to send copy messages to the objects you already have, the same as the properties would do. Send copy messages to your input string objects, then assign the copies to your instance variables.
When you do use property accesses, use the convenience constructors (stringWith…:, for example), as these return objects that you do not own. When you assign these objects to your copy-declared properties, you will actually be storing copies that you do own.
The other way would be to use alloc and initWithWhatever:, then immediately autorelease that object before assigning it to the property; this way creates an object that you own, then immediately gives up ownership before assigning it to the property.
Try
nomeCompleto = [[NSString alloc] initWithString:nomeOpera];
compositore = [[NSString alloc] initWithString:nomeCompositore];
tipologia = [[NSString alloc] initWithString:[dicOpera objectForKey:kKeyTipologia]];
or
self.nomeCompleto = nomeOpera;
self.compositore = nomeCompositore;
self.tipologia = [dicOpera objectForKey:kKeyTipologia];
instead of self.xxx = [[yyy alloc] init...].
In the original code, the RHS of the assignment returns an object of retain count +1, and if you make the #property having (retain) or (copy), the final retain count would be +2. Therefore, even if you release these in -dealloc, the net retain count is +1, causing a memory leak.
BTW, there's no point calling +dictionaryWithDictionary:. Just use
NSDictionary* dicOpera = [[[NSDictionary dictionaryWithContentsOfFile:pathOpere]
objectForKey:nomeCompositore]
objectForKey:nomeOpera];
I have a weird problems with NSArray where some of the members of the objects in my array are going out of scope but not the others:
I have a simple object called Section.
It has 3 members.
#interface Section : NSObject {
NSNumber *section_Id;
NSNumber *routeId;
NSString *startLocationName;
}
#property(nonatomic,retain) NSNumber *section_Id;
#property(nonatomic,retain) NSNumber *routeId;
#property(nonatomic,retain) NSString *startLocationName;
#end
#implementation Section
#synthesize section_Id;
#synthesize routeId;
#synthesize startLocationName;
//Some static finder methods to get list of Sections from the db
+ (NSMutableArray *) findAllSections:{
- (void)dealloc {
[section_Id release];
[routeId release];
[startLocationName release];
[super dealloc];
}
#end
I fill it from a database in a method called findAllSection
self.sections = [Section findAllSections];
In find all sections I create some local variables fill them with data from db.
NSNumber *secId = [NSNumber numberWithInt:id_section];
NSNumber *rteId = [NSNumber numberWithInt:id_route];
NSString *startName = #"";
Then create a new Section and store these local variable's data in the Section
Section *section = [[Section alloc] init];
section.section_Id = secId;
section.routeId = rteId;
section.startLocationName = startName;
Then I add the section to the array
[sectionsArray addObject:section];
Then I clean up, releasing local variables and the section I added to the array
[secId release];
[rteId release];
[startName release];
[locEnd_name release];
[section release];
In a loop repeat for all Sections (release local variables and section is done in every loop)
The method returns and I check the array and all the Sections are there. I cant seem to dig further down to see the values of the Section objects in the array (is this possible)
Later I try and retrieve one of the Sections
I get it from the array
Section * section = [self.sections objectAtIndex:row];
Then check the value
NSLog(#" SECTION SELECTED:%#",section.section_Id);
But the call to section.section_Id crashed as section.section_Id is out of scope.
I check the other members of this Section object and they're ok.
After some trial and error I find that by commenting out the release of the member variable the object is OK.
//[secId release];
[rteId release];
[startName release];
[locEnd_name release];
[section release];
My questions are:
Am I cleaning up okay?
Should I release the object added to an array and the local variable in the function?
Is my dealloc okay in Section?
Does this code look ok and should I be looking elsewhere for the problem?
I'm not doing anything complicated just filling array from DB use it in Table Cell.
I can comment out the release but would prefer to know why this works, and if I shouldn't be doing this. The only place that secId is released is in the dealloc.
You should not be releasing secId, rteId, or startName. secId and rteId are pointers to NSNumber instances created with a factory method that returns an already-autoreleased object. Static strings (i.e. #"") do not need to be released. You need to re-read the Memory Management Programming Guide. Then read it again ;-) It will be your friend.
You're releasing objects you don't own. You should read the memory management rules.
I'll second (third) the suggestion to read the memory management rules.
The TL;DR version is anything you alloc and call a method with init in the method name on is your responsibility to release. For instance:
NSString *string = [[NSString alloc] initWithFormat:#"%#", someObject];
In this case you must release string. However:
NSString *string = [NSString stringWithFormat:#"%#", someObject];
Here string is autoreleased. It's basically equivalent to this:
NSString *string = [[[NSString alloc] initWithFormat#"%#", someObject] autorelease];
...meaning that the next time through the event loop (which means possibly as soon as your function returns), the system will send a release message to it for you. Apple calls these "convenience methods".
If you have something like this:
NSString *string = #"foo";
Then string is pointing to an instance of NSString that is created by the runtime when your program initializes and won't go out of scope until your program terminates. Never release these either.
Again, read the guidelines and bookmark them. But this should answer your direct question.