I'm getting some leaks (obvserved by Instruments) when trying to reuse an existing NSMutableArray (in order to save memory).
Basically I'm creating an NSMutableArray, filling it with objects (UIImages) and passing it onto another object which retains it. However, I now need to use an NSMutableArray again. I figured I would release all its objects, empty it, and everything would be fine, but Instruments reports a CALayer leaked object (??) from that very method which looks something as follows:
NSString *fileName;
NSMutableArray *arrayOfImages = [[NSMutableArray alloc] init];
// fill the array with images
for(int i = 0; i <= 7; i++) {
fileName = [NSString stringWithFormat:#"myImage_%d.png", i];
[arrayOfImages addObject:[UIImage imageNamed:fileName]];
}
// create a button with the array
aButton = [[CustomButtonClass buttonWithType:UIButtonTypeCustom]
initWithFrame:someFrame
imageArray:arrayOfImages];
// release its objects
for(int i = 0; i < [arrayOfImages count]; i++) {
[[arrayOfImages objectAtIndex:i] release];
}
// empty array
[arrayOfImages removeAllObjects];
// fill it with other images
for(int i = 0; i <= 7; i++) {
fileName = [NSString stringWithFormat:#"myOtherImage_%d.png", i];
[arrayOfImages addObject:[UIImage imageNamed:fileName]];
}
// create another button with other images (same array)
aSecondButton = [[CustomButtonClass buttonWithType:UIButtonTypeCustom]
initWithFrame:someFrame
imageArray:arrayOfImages];
[arrayOfImages release];
For the sake of clarity, my button init method looks as follows:
- (id)initWithFrame:(CGRect)frame
images:(NSArray *)imageArray
{
if(self = [super initWithFrame:frame]) {
myImageArray = [[NSArray arrayWithArray:imageArray] retain];
}
return self;
}
I know I could just create a new NSMutableArray and be over with this issue but it annoys me not to be able to just reuse the old array. What could be the problem?
I'm getting some leaks (obvserved by
Instruments) when trying to reuse an
existing NSMutableArray (in order to
save memory).
An array takes a really small amount of memory; 4 bytes per pointer stored (on a 32 bit system) + a tiny bit of overhead. Reusing an array to attempt to save memory is a waste of time in all but the most extraordinary circumstances.
// release its objects
for(int i = 0; i < [arrayOfImages count]; i++) {
[[arrayOfImages objectAtIndex:i] release];
}
// empty array
[arrayOfImages removeAllObjects];
You didn't retain the objects and, thus, you shouldn't be releasing them! That your app didn't crash after the above indicates that you are likely over-retaining the objects somewhere else.
I know I could just create a new
NSMutableArray and be over with this
issue but it annoys me not to be able
to just reuse the old array. What
could be the problem?
There isn't anything in that code that springs out as a memory leak. Just the opposite; you are over-releasing objects.
And the above indicates that you really need to revisit the memory management guidelines as re-using an array versus releasing the array and creating a new one really doesn't have anything to do with this problem.
You don't need this part:
// release its objects
for(int i = 0; i < [arrayOfImages count]; i++) {
[[arrayOfImages objectAtIndex:i] release];
}
This is against the ownership rule. You didn't retain the images at
[arrayOfImages addObject:[UIImage imageNamed:fileName]];
so it's not your responsibility to release them. It's NSMutableArray that retains them when -addObject is called, and so it's NSMutableArray's responsibility to release them when -removeObject or others of that ilk is called. The leak you found might be because the system got confused by this over-releasing...
I would also recommend to perform "Build and Analyze" in XCode.
The Leaks instrument tells you where the object that leaked was first allocated. The fact one of the images was leaked means that you used the image somewhere else, and did not release it there - Leaks cannot tell you where since it cannot show you code that does not exist.
Indeed as others have pointed out this is somewhat surprising since the code as-is is over-releasing objects and should have crashed. But the fact it did not crash is a good sign somewhere else you are using the images from the array and over-retaining them.
Related
I created 150 UIwebviews and stored in an NSArray called myArray .After using those webviews , I do not need those 150 webviews . Then I created another 100 UIWebViews and stored in myArray. I thought first 150 webviews will be automatically deallocated. But when i checked in Instruments , 250 web views are alive. How to release the memory manually ? I am using ARC. So I am not able to use release method.Please advise.
Using [NSMutableArray removeAllObjects]:
NSMutableArray *webViews = [NSMutableArray new];
for (NSInteger i = 0; i < 150; i++)
[webViews addObject:[self createWebView]];
[webViews removeAllObjects];
for (NSInteger i = 0; i < 100; i++)
[webViews addObject:[self createWebView]];
When adding an object to an array, it gets retained - so you need to empty the array to release the objects.
Incidentally, a UIWebView is a very heavy object. You might consider using one UIWebView, and storing NSURLs in the array, loading them into the UIWebView as needed.
Create an autorelease pool around the code that uses the UIWebViews. Something like this:
#autoreleasepool {
// Create and use your UIWebViews here. Put them into an array, do whatever you want with them
}
// When you exit the #autoreleasepool block, the objects you created inside the block will be freed
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 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.
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].
I'm quite new to ObjC and its mutable arrays. This is driving me crazy ;-)
I do the following:
mColumns = [NSMutableArray array];
for( int i=0; i<5; i++ ) [mColumns addObject:[[MyColumn alloc] init]];
After that code my array "mColumns" contains 5 elements. But each of them is a NULL-Pointer! (Or at least that's what the debugger tells me).
I already checked that the code
[[MyColumn alloc] init]
Gives me some valid objects, so I have no idea why my array gets filled with 0x0s.
Can you give me a hint?
Retain your mutableArray if you want it to stick around. At the end of the current event-loop it will be automatically deallocated, as it is in the autoreleasePool.
At that point all bets are off. Your mColumns variable just points to a junk piece of memory, maybe another object, maybe half an object, maybe even you can still get the correct count or even a contained object, but at some point your app will crash.
Just a quick point, if [[mColumns objectAtIndex:x] addObject:g]; crashes your app is it [mColumns objectAtIndex:x] that is causing the crash or is it addObject:g ?
Why not put them on separate lines and find out?
I know you say that the objects are allocated correctly but I'd be inclined to check it. Here's the same code with more debugging:
NSMutableArray *mColumns = [NSMutableArray array];
for( int i=0; i<5; i++ ) {
MyColumn *col = [[MyColumn alloc] init];
NSLog(#"%d: %#", i, col);
[mColumns addObject:col];
[col release];
}
NSLog(#"Array has %d elements, first is %#", [mColumns count], [mColumns objectAtIndex:0]);
The problem is likely to be either (a) the object is not being created correctly, or (b) the array does have the elements and you have a different problem.
Hmmm. I can see one problem in your code, but not one that would cause this issue: you are adding retained objects to the array; you'll want to autorelease those first so you don't leak.
As for your actual problem, I don't know. It's impossible to fill an array with null pointers; only objects of type id (not arbitrary pointers) can be put inside of an NSArray/NSMutableArray.
I know you said that you have checked -[MyColumn init], but it would be a good idea to check that it is producing the proper objects in this very spot.
columns = [NSMutableArray array];
for (int i = 0; i < 5; i++) {
id c = [[[MyColumn alloc] init] autorelease];
/* set a breakpoint here, and type `po c`
into the debugger to see what was created
*/
[columns addObject:c];
}
Unless -[MyColumn init] is making some really funky objects, I can't figure out what the problem would be. I wonder whether something weird is happening to mColumns; is it retained by anything, for instance?