Declare Dynamic Array - objective-c

How can I declare dynamic array? For example:
int k=5;
I want to have an array like below:
int myArray[k];

if i read the question right.. (unlikely at this point)
NSMutableArray *myArray = [[NSMutableArray alloc] initWithCapacity:k];

Sometimes true arrays (not NSArray) are really needed. See for example indexPathWithIndexes:length: in NSIndexPath, it take array of uintegers as parameter. For array allocation you should use the following approach:
NSUInteger *arr = (NSUInteger*)malloc(elementsCount * sizeof(NSUInteger) );
arr[0] = 100;
free(arr);

In Objective-C, the standard way to do this is to use the NSMutableArray class. This is a container that can hold any object (note that int is not an object! You'll have to wrap your integers in NSNumber.) Quick example:
NSMutableArray* someIntegers = [[NSMutableArray alloc] initWithCapacity:1];
[someIntegers addObject:[NSNumber numberWithInt:2]];
//I've added one thing to my array.
[someIntegers addObject:[NSNumber numberWithInt:4]];
//See how I can put more objects in than my capacity allows?
//The array will automatically expand if needed.
//The array now contains 2 (at index 0) and 4 (at index 1)
int secondInteger = [[someIntegers objectAtIndex:1] intValue];
//Retrieving an item. -intValue is needed because I stored it as NSNumber,
//which was necessary, because NSMutableArray holds objects, not primitives.

Well in my book it's ok to use VLAs in Objective-C.
So something like
int foo = 10;
int bar[foo];
is allowed. Of course this is not a dynamic array as in automatically adjusting its size. But if you only need a native array on the stack that's fine.

You can use Objetive-C++.
First rename your class like this: MyClass.mm the ".mm" extension tells Xcode that this clas is a Objetive-C++ class, not a Objetive-C class.
then you can use dynamics C++ arrays like this:
int *pixels = new int[self.view.size.width];
for (int offset = 0; offset = self.view.size.width; offset++) {
pixeles[offset] = rawData[offset];
}
then you can pass "pixels" in a method:
Scan *myScan = [[Scan alloc] initWhithArray:pixels];
the method "initWithScan" is declared like this:
-(id)initWithArray:int[]pixels;
the "initWithScan" implementation is like this:
-(id)initWithScan:int[]pixels {
if (self = [super init]) {
for (int i = 0; i < self.myView.size.width; i++) {
NSLog(#"Pixel: %i", pixels[i];
}
}
return self;
}
I hoppe this was useful.

Related

declaring double arrays in objective-c

My map object has a set of coordinates. It doesn't always have the same number of coordinates.
In java I'd just declare the object as Double[] xpoints and would set it's size when instantiating a map like this: xpoints = new double[npoints];
How can I do this with objective-c?
I tried doing this: #property(nonatomic) double * xpoints; but somehow all of it's values turn to 0 when I print it with NSLog.
Map's init:
-(id)initWithXpoints:(double[]) xpointss Ypoints:(double[]) ypointss Npoints:(int)npointss
{
self = [super init];
if (self)
{
self.xpoints = xpointss;
self.ypoints = ypointss;
self.npoints = npointss;
}
return self;
}
Something weird happens though. The values are changed to zero when I print xpoints[0] from the object that created the map. The first time I print it it works. The second time it just prints zero.
I think it happens because xpointss sent to init is removed from the memory. How can I "instantiate" the xpoints property if it's a pointer?
Is there a better way to do this?
added: I tried creating a temporary xpoints like this:
double tempxpoints[npointss];
double tempypoints[npointss];
for (int i = 0; i < npointss; i++)
{
tempxpoints[i] = xpointss[i];
tempypoints[i] = ypointss[i];
}
self.xpoints = tempxpoints;
self.ypoints = tempypoints;
But it still didn't work.
Edit: Thanks for all the answers. This ended up being my final Init code:
-(id)initWithXpoints:(double[]) xpointss Ypoints:(double[]) ypointss Npoints:(int)npointss
{
self = [super init];
if (self)
{
_xpoints = [[NSMutableArray alloc] init];
_ypoints = [[NSMutableArray alloc] init];
for (int i = 0; i < npointss; i++)
{
NSNumber *tempx = [NSNumber numberWithDouble:xpointss[i]];
NSNumber *tempy = [NSNumber numberWithDouble:ypointss[i]];
[_xpoints addObject:tempx];
[_ypoints addObject:tempy];
}
_npoints = npointss;
}
return self;
}
If you allocate the arrays as local variables, then they will be allocated on the stack. When execution leaves the function, those memory areas are freed up. You must use malloc() to allocate arrays that you can pass around and use free() to free them up.
// to allocate
double[] tempxpoints = (double[])malloc(sizeof(double) * npointss);
// to free when not used any more
free(tempxpoints);
But actually NSArray has been designed to handle these cases. And with ARC you don't even have to care about freeing the memory.
NSMutableArray *tempxpoints = [[NSMutableArray alloc] init];
[tempxpoints addObject:#2]; // wrap the double in an NSNumber object
If you were being fully Objective-C about it, you'd use an NSArray, fill it with NSNumbers and never specify a length. You can usually give them hints about how much space is likely to be required but Objective-C's collections all always size dynamically.
As of recent versions of the compiler, you can use array[x] notation on NSArray and write direct NSNumber constants as e.g. #4.5f if that sweetens the deal at all.
If you literally want C-style arrays then you'll need to descend to the C level of thought. So, something like:
#property(nonatomic, readonly) double * xpoints;
And:
-(id)initWithXpoints:(double[]) xpointss Ypoints:(double[]) ypointss Npoints:(int)npointss
{
self = [super init];
if (self){
size_t sizeOfArraysInBytes = sizeof(double)*npointss;
_xpoints = (double *)malloc(sizeOfArraysInBytes);
memcpy(_xpoints, xpointss, sizeOfArraysInBytes);
/* ... etc ... */
/* you never use self. notation in an init because it's a method call,
and method calls on objects that are not yet fully instantiated aren't
safe. Sample cause of failure: a subclass overrides the setter */
}
return self;
}
- (void)dealloc
{
free(_xpoints);
/* ... etc ... */
}
The array itself will be read/write elsewhere (it's the pointer that's read-only, not the things it points to) as class.xpoints[0], etc.

NSMutableArray with size of 9

I need to have an NSMutableArray with a constant count of 9 where I can make index-specific insertions and deletions. I know that array = [[NSMutableArray alloc] initWithCapacity:9]; will declare an array with a capacity of 9, but when you get the size of the array, it returns 0.
My first attempt at a solution was to declare an array with capacity 9 (see above) and then fill it with NSNull objects. This code crashes with the error
[NSMutableArray insertObjects:atIndexes:]: array argument is not an NSArray'
- (void) setBlankArray: (NSMutableArray*)array {
for (int i = 0; i < 9; i++) {
[array insertObjects:[NSNull null] atIndexes:i];
}
}
-(void) addCurrentTile: (TileView*)aTile {
[currentTurnTilesArray insertObject:aTile atIndex: aTile.getValue-1];
}
-(void) removeCurrentTile: (TileView*)aTile {
[currentTurnTilesArray removeObjectAtIndex: aTile.getValue-1];
}
Is there a better way to accomplish it?
Not sure what you are trying to accomplish or why, but your removeCurrentTile will break it, because it will reduce the size of the array by 1. What you need to do is wrap this array with a class that guards it such that it can never never never have any other number of elements than 9.
Personally, I think what you're trying to do is silly. If you know you will always have exactly 9 slots, then you should start with a normal array, not a mutable array. It is the objects at each index that you want to mutate - not the array itself. For example, if these things were to be strings, then you would make an immutable array of 9 NSMutableString objects:
NSArray* arr = #[
[NSMutableString string],
[NSMutableString string],
[NSMutableString string],
[NSMutableString string],
[NSMutableString string],
[NSMutableString string],
[NSMutableString string],
[NSMutableString string],
[NSMutableString string]
];
Now each string can be mutated into another value, but no strings can be added or removed such as to change the length of the array.
Of course that's just an example (using strings, I mean). For maximum flexibility, this would be an NSArray of nine NSMutableDictionary objects. Now every NSMutableDictionary can contain anything, or nothing. But the number of NSMutableDictionaries will always be exactly nine, because the array itself is immutable.
You're looking for insertObject:atIndex:, or more simply addObject:.
[[NSMutableArray alloc] initWithCapacity:9] does not create an array with 9 elements.
It creates an empty array initialized with enough memory to hold 9 objects.
The purpose of this method is to allocate that much memory at once as you declare, so you can add elements to this array and system has not to allocate memory every time. This is only for optimization.
NSMutableArray reference
I just read your question, and I think I understand exactly what you need. Here is the code:
Declare a property:
#property (nonatomic, retain) NSMutableArray *myArray;
Synthesize it:
#synthesize myArray = _myArray;
Overrride its getter like this:
- (NSMutableArray *)myArray
{
if (!_myArray)
{
_myArray = [[NSMutableArray alloc] initWithCapacity:9];
for (int i = 0; i < 9; i++)
{
[self.myArray addObject:[NSNull null]];
}
}
return _myArray;
}
The "setBlankArray" method will simly set the property to nil, and next time you call the getter of the array property it will get automatically initialized with exactly what you need:
- (void)setBlankArray:(NSMutableArray *)array
{
self.myArray = nil;
}
VERY IMPORTANT: Do not write this code:
for (int i = 0; i < 9; i++)
{
[self.myArray addObject:[NSNull null]];
}
in the method just mentioned as this will make the array to contain 18 elements.
Then write the other 2 methods:
// you can also change the parameter from "id" to "TileView *"
- (void)addCurrentTile:(id)sender
{
NSInteger tileIndex = 1; // replace 1 with ((TileView *) sender).getValue - 1
[self.myArray replaceObjectAtIndex:tileIndex
withObject:sender];
}
// you can also change the parameter from "id" to "TileView *"
- (void)removeCurrentTile:(id)sender
{
NSInteger tileIndex = 1; // replace 1 with ((TileView *) sender).getValue - 1
[self.myArray replaceObjectAtIndex:tileIndex
withObject:[NSNull null]];
}
But, DO NOT FORGET to replace "id" with "TileView *", and TO SET the value of tileIndex to "((TileView *) sender).getValue - 1".
Hope this all makes sense, and is helpful for you.
Best regards

Array of arrays with ints

How would you go about storing a 2 dimensional array of ints as a class variable?
If you want an array of ints you go:
Class declaration
int * myInts;
Implementation
int ints[3] = {1,2,3};
myInts = ints;
But what if you want to store an array of arrays with ints?
Like this:
int ints[3][3] = {{1,2,3}, {1,2,3}, {1,2,3}};
I don't wanna limit the size of the arrays in the class declaration so I guess I have to go with pointers, but how?
For future reference, this is my conclusion:
Class declaration
int ** ints;
Implementation
int rows = 2;
int cols = 5;
ints = (int**)malloc(rows*sizeof(int*));
ints[0] = (int*)malloc(cols*sizeof(int));
ints[0][0] = 123;
ints[0][1] = 456;
ints[0][2] = 789;
// etc
This is my own interpretation of links provided in comments and my C skills are pretty low so take that into consideration ;) Maybe there are better ways to put in multiple numbers at a time with {123,456,789} or something, but that is beyond my requirements for now!
I've wrote sample for you:
int N = 10, M = 15;
NSMutableArray *ints = [NSMutableArray arrayWithCapacity:N]; // array[N][M]
for (int i=0; i<N; i++)
{
NSMutableArray *arr = [NSMutableArray arrayWithCapacity:M];
for (int j=0; j<M; j++)
{
[arr addObject:[NSNumber numberWithInt:(i+1)*(j+1)]];
}
[ints addObject:arr];
}
// print
for (int i=0; i<[ints count]; i++)
{
NSString *line = #"";
NSMutableArray *arr = [ints objectAtIndex:i];
for (int j=0; j<[arr count]; j++)
line = [NSString stringWithFormat:#"%# %#", line, [arr objectAtIndex:j]];
NSLog(#"%#", line);
}
If you want to dynamically allocate memory, in other words define the size of the arrays at runtime, then you need to declare the array as a pointer, malloc it, and then add another array of ints to each index at runtime. You can't really declare and dynamically allocate at the class level. If you are using cocoa/iphone sdk you can use NSMutableArray.
You could also create your own class that constructs a two dimensional array and exposes methods to push and pop int objects like [IntegerArray push:x,y,n];
Here's and example of using a double reference as Daniel R Hicks pointed out.

Passing NSArray to a cpp function

I need to call a cpp function like
void myFunc(float **array2D, int rows, int cols)
{
}
within an objective-c object. Basically, the array is created in my objective-c code as I create an NSArray object. Now, the problem is how to pass this array to my cpp function.
I am a bit new to these mixed c++/objective-c stuffs so any hint will be highly appreciated.
Thanks
I guess you have to convert the NSArray to a plain C array.
Something like:
NSArray *myNSArray; // your NSArray
int count = [myNSArray count];
float *array = new float[count];
for(int i=0; i<count; i++) {
array[i] = [[myNSArray objectAtIndex:i] floatValue];
}
or, as a commenter suggested (assuming your NSArray contains NSNumbers):
NSArray *myNSArray; // your NSArray
int count = [myNSArray count];
float *array = new float[count];
int i = 0;
for(NSNumber *number in myNSArray) {
array[i++] = [number floatValue];
}
Look at this post.
Check out the answer that mentions using [NSArray getObjects] to create a c-style array.
Here's the code that the poster put in there:
NSArray *someArray = /* .... */;
NSRange copyRange = NSMakeRange(0, [someArray count]);
id *cArray = malloc(sizeof(id *) * copyRange.length);
[someArray getObjects:cArray range:copyRange];
/* use cArray somewhere */
free(cArray);
Alternately, since CFArray is toll-free bridged to NSArray, could you call those C functions from your C++ function? I'd look around, wouldn't be surprised if there weren't a C++ wrapper to give similar semantics, or one could be written easily enough.

How to manage int when it's incremented inside another loop?

I have a simple loop with an int counter that gets incremented inside a while loop when a special case exists. My question is simply - how should I manage memory inside this function with regards to the int specifically? I've been using NSNumber almost exclusively and what little time I've spent with int seems to make me think I'm not doing releasing it correctly.
Any other improvements are also welcome but I'm very interested in the int question
- (NSArray *)parseJson:(NSArray *) items
{
NSMutableArray* hats = [[NSMutableArray alloc] init];
NSEnumerator *enumerator = [items objectEnumerator];
NSDictionary* item;
int counterz = 0;
while (item = (NSDictionary*)[enumerator nextObject]) {
Hat* hat = [[Hat alloc] init];
hat.addr = [item objectForKey:#"Address"];
BOOL* hasHat = [item objectForKey:#"HasHat"];
if ([hasHat boolValue]) {
if (counterz < 10) {
[hats addObject:hat];
counterz++;
}
}
}
return hats;
}
Thank you in advance!
You don't need to release a "normal" (i.e.: non-object based) int - it'll happily life out its (brief, tragic) life on the stack until it falls out of scope.
You've got a couple unnecessary things and some memory leaks...
- (NSArray *)parseJson:(NSArray *) items {
NSMutableArray *hats = [NSMutableArray array];
int counter = 0;
for (NSDictionary *item in items) {
Hat *hat = [[Hat alloc] init];
[hat setAddr:[item objectForKey:#"Address"]];
BOOL hasHat = [[item objectForKey:#"HasHat"] boolValue];
if (hasHat && counter < 10) {
[hats addObject:hat];
counter++;
}
[hat release];
}
return hats;
}
And heck, once you reach a counter of 10, you could break out of the loop, because you're never going to do anything useful once 10 is reached.
Some other comments:
The name of the method is wrong. Nothing about this method has to do with parsing JSON. At best you're interpreting an array of dictionaries that happened to originate from a JSON string, but there's nothing about the nature of this code that says "this is parsing JSON".
-[NSDictionary objectForKey:] returns an object. A BOOL is not an object, it's a primitive (like an int or char). Appending * to the type does not make it an object either. :)
Since the method name does not begin with new or alloc and does not contain the word copy, you're supposed to return an autoreleased object from it. The method in the question was returning an owned object (+1 retain count), since you invoked alloc, but never autorelease. Using the convenience constructor +array fixes this.
In your loop, you allocated a Hat object, but never released it. This is a classic memory leak.