Array of pointers causes leaks - objective-c

-(void)setUserFilters{
//init the user filters array
userFilters = [[NSMutableArray alloc] init];
SearchCriteria *tmpSc= [[SearchCriteria alloc] init];
for(int i=0;i<[searchFilters count];i++)
{
tmpSc=[self.searchFilters objectAtIndex:i];
if(tmpSc.enabled==TRUE)
[userFilters addObject:tmpSc];
}
}
searchFilters is a list of filters that can be setted to true or false and I use userFilters to populate a table view with the filters that are only setted to TRUE
But the line SearchCriteria *tmpSc= [[SearchCriteria alloc] init]; causes leaks, and I don't know how to solve because if I release at the end of the function I loose my pointers and it crashes
Any ideas?

twolfe18 has made the code >much slower if searchFilters can be large. -objectAtIndex: is not a fast operation on large arrays, so you shouldn't do it more than you have to. (While true that FE is faster than objectAtIndex:, this overstated the issue and so I've striken it; see my other comments on the advantages of Fast Enumeration.)
There are a number of problems in your code:
Never create a method that begins "set" but is not an accessor. This can lead to very surprising bugs because of how Objective-C provides Key-Value Compliance. Names matter. A property named userFilters should have a getter called -userFilters and a setter called -setUserFilters:. The setter should take the same type that the getter returns. So this method is better called -updateUserFilters to avoid this issue (and to more correctly indicate what it does).
Always use accessors. They will save you all kinds of memory management problems. Your current code will leak the entire array if -setUserFilters is called twice.
Both comments are correct that you don't need to allocate a temporary here. In fact, your best solution is to use Fast Enumeration, which is both very fast and very memory efficient (and the easiest to code).
Pulling it all together, here's what you want to be doing (at least one way to do it, there are many other good solutions, but this one is very simple to understand):
#interface MyObject ()
#property (nonatomic, readwrite, retain) NSMutableArray *userFilters;
#property (nonatomic, readwrite, retain) NSMutableArray *searchFilters;
#end
#implementation MyObject
#synthesize userFilters;
#synthesize searchFilters;
- (void)dealloc
{
[searchFilters release];
serachFilters = nil;
[userFilters release];
userFilters = nil;
[super dealloc];
}
- (void)updateUserFilters
{
//init the user filters array
// The accessor will retain for us and will release the old value if
// we're called a second time
self.userFilters = [NSMutableArray array];
// This is Fast Enumeration
for (SearchCriteria *sc in self.searchFilters)
{
if(sc.enabled)
{
[self.userFilters addObject:sc];
}
}
}

It seems that your initially creating a SearchCriteria object and before you use it or release it your reassigning the variable to another object from self.searchFilters. So you don't need to create the initial object and why it's leaking and not being released.
Try:
SearchCriteria *tmpSc = nil;
Hope that helps.

first of all, the worst n00b code you can write involves if(condition==true) do_something(), just write if(condition) do_something().
second, there is no reason to have tempSc at all (never mind alloc memory for it), you can just do the following:
-(void)setUserFilters{
//init the user filters array
userFilters = [[NSMutableArray alloc] init];
for(int i=0;i<[searchFilters count];i++)
{
if([self.searchFilters objectAtIndex:i].enabled)
[userFilters addObject:[self.searchFilters objectAtIndex:i]];
}
}

Related

In objective c can a class essentially delete itself?

In objective c, suppose I have an object Obj stored in a NSMutableArray, and the array's pointer to it is the only strong pointer to Obj in the entire program. Now suppose I call a method on Obj and I run this method in another thread. In this method, if Obj sets the pointer for itself equal to nil will it essentially delete itself? (Because there will be no more strong pointers left) I suspect the answer is no, but why? If this does work, is it bad coding practice (I assume its not good coding, but is it actually bad?)
It is highly unlikely that an object would be in a position to cause its own release/deallocation if your code is designed properly. So yes, the situation you describe is indicative of bad coding practice, and can in fact cause the program to crash. Here is an example:
#interface Widget : NSObject
#property (retain) NSMutableArray *array;
#end
#implementation Widget
#synthesize array;
- (id)init
{
self = [super init];
if(self) {
array = [[NSMutableArray alloc] init];
[array addObject:self];
}
return self;
}
- (void)dealloc
{
NSLog(#"Deallocating!");
[array release];
[super dealloc];
}
- (void)removeSelf
{
NSLog(#"%d", [array count]);
[array removeObject:self];
NSLog(#"%d", [array count]);
}
#end
and then this code is in another class:
Widget *myWidget = [[Widget alloc] init];
[myWidget release]; // WHOOPS!
[myWidget removeSelf];
The second call to NSLog in removeSelf will cause an EXC_BAD_ACCESS due to the fact that array has been deallocated at that point and can't have methods called on it.
There are at least a couple mistakes here. The one that ultimately causes the crash is the fact that whatever class is creating and using the myWidget object releases it before it is finished using it (to call removeSelf). Without this mistake, the code would run fine. However, MyWidget shouldn't have an instance variable that creates a strong reference to itself in the first place, as this creates a retain cycle. If someone tried to release myWidget without first calling removeSelf, nothing would be deallocated and you'd probably have a memory leak.
If your back-pointer is weak (which it should be since a class should never try to own it's owner, you will end up with a retain-cycle) and you remove the strong pointer from the array the object will be removed from the heap. No strong pointers = removed from memory.
You can always test this.
If you need a class to bring to a situation where its deleted, the best practice is to first retain/autorelease it and then make the situation happen. In this case the class won't be deleted in a middle of its method, but only afterwards.
I think we can say it might be bad coding practice, depending on how you do it. There are ways you could arrange to do it safely, or probably safely.
So let's assume we have a global:
NSMutableArray *GlobalStore;
One approach is to remove yourself as your final action:
- (void) someMethod
{
...
[GlobalStore removeObject:self];
}
As this is the final action there should be no future uses of self and all should be well, probably...
Other options include scheduling the removal with a time delay of 0 - which means it will fire next time around the run loop (only works of course if you have a run loop, which in a thread you may not). This should always be safe.
You can also have an object keep a reference to itself, which produces a cycle and so will keep it alive. When its ready to die it can nil out its own reference, if there are no other references and that is a final action (or a scheduled action by another object) then the object is dead.

Remove pointer to object from NSMutableArray while keeping object?

I am trying to remove a pointer in an NSMutableArray that points to an object in another array without deleting the object itself. E.g.:
// In ViewController.m – Code abridged and somewhat simplified
#interface ViewController ()
#property (nonatomic, strong) NSMutableArray *objectPool;
#property (nonatomic, strong) NSMutableArray *objectsOwnedByFriend;
#property (nonatomic, strong) NSMutableArray *objectsOwnedByMe;
- (void)transferPointerToObjectFromFriendToMe;
- (void)copyPointerToObjectFromFriendToMe;
#end
#implementation ViewController
#synthesize objectPool = _objectPool;
#synthesize objectsOwnedByFriend = _objectsOwnedByFriend;
#synthesize objectsOwnedByMe = _objectsOwnedByMe;
- (void)setObjectPool:(NSMutableArray *)objectPool
{
_objectPool = objectPool;
}
- (NSMutableArray *)objectPool
{
if (!_objectPool) _objectPool = [[NSMutableArray alloc] initWithArray:self.objects]; // self.objects is a mutable array containing multiple NSObjects
return _objectPool;
}
- (void)setObjectsOwnedByFriend:(NSMutableArray *)objectsOwnedByFriend
{
_objectsOwnedByFriend = objectsOwnedByFriend;
}
- (NSMutableArray *)objectsOwnedByFriend
{
if (!_objectsOwnedByFriend)
{
_objectsOwnedByFriend = [[NSMutableArray alloc] init];
[_objectsOwnedByFriend addObjectsFromArray:self.objectPool];
}
return _objectsOwnedByFriend;
}
- (void)setObjectsOwnedByMe:(NSMutableArray *)objectsOwnedByMe
{
_objectsOwnedByMe = objectsOwnedByMe;
}
- (NSMutableArray *)objectsOwnedByMe
{
if (!_objectsOwnedByMe) _objectsOwnedByMe = [[NSMutableArray alloc] init];
return _objectsOwnedByMe;
}
- (void)transferPointerToObjectFromFriendToMe
{
[self.objectsOwnedByMe addObject:[self.objectsOwnedByFriend lastObject]];
[self.objectsOwnedByFriend removeLastObject];
}
- (void)copyPointerToObjectFromFriendToMe
{
[self.objectsOwnedByMe addObject:[self.objectsOwnedByFriend lastObject]];
}
#end
In the above code, when I use transferPointerToObjectFromFriendToMe, removing the last object removes both the pointer to it in self.objectsOwnedByFriend (as I want) and also the object itself in self.objectPool (which I don't want to happen).
What I would like is an array (self.objectPool) that contains all of the actual objects and then two mutable arrays (self.objectsOwnedByFriend and self.objectsOwnedByMe) that contains pointers to objects in self.objectPool and the ability to add and remove more pointers referencing objects in self.objectPool to self.objectsOwnedByFriend and self.objectsOwnedByMe.
Also, when I use either transferPointerToObjectFromFriendToMe or copyPointerToObjectFromFriendToMe, the object doesn't seem to be added properly, as a subsequent check via self.objectsOwnedByMe.count results in 0 instead of 1.SOLUTION = My lazy instantiation for self.objectsOwnedByMe was missing in my original code :SI was able to check whether self.objectsOwnedByMe was properly created via:
NSLog(#"self.objectsOwnedByMe = %#", self.objectsOwnedByMe);
** My first StackOverflow question! ** I hope I was clear...couldn't find a a similar question so apologies if I missed an old thread. Let me know if you need more info to diagnose. (I am trying to learn Obj-C.)
Typo :P Sorry peeps. In my actual code in Xcode I had:
- (void)setObjectPool:(NSMutableArray *)objectPool
{
_objectPool = objectPool;
}
- (NSMutableArray *)objectPool
{
if (!_objectPool) _objectPool = [[NSMutableArray alloc] initWithArray:self.objects];
return _objectsOwnedByFriend;
}
I think my mistake is super obvious (and if not, the mistake was that my getter for objectPool was returning _objectsOwnedByFriend...copy/paste error that I somehow missed).
Everything works now!
This is very peculiar and confusing code. I suspect the problem is that something is calling one of the setters, -setObjectPool: or -setObjectsOwnedByFriend:, with the array of the other object. Those setters simply make the ivar refer to the object that was passed in. Because of that, they are very prone to lead to objects being shared.
Typically, a property like that would be declared and implemented with copy semantics.
It looks like self.objectsOwnedByMe is never initialized and you are therefore always working with nil instead of an actual NSMutableArray.
Somewhere (perhaps in a custom getter for objectsOwnedByMe as below?) you need to create an array before you start using it:
- (NSMutableArray *)objectsOwnedByMe {
if (_objectsOwnedByMe == nil) {
_objectsOwnedByMe = [[NSMutableArray alloc] init];
}
return _objectsOwnedByMe;
}
This would explain both problems: Since it is nil it never retains the objects and therefore they go away when removed from the other array, and also why they are never added to the _objectsOwnedByMe array.

NSMutableDictionary Singleton issue

I am coding Objective-C using the Cocos2D framework, and I have a singleton used for multiple purposes. One new purposes is to get and set character's "states" which are strings. I've recently made an NSDictionary for this purpose, but I have issues with the program freezing up when a method inside the singleton is called.
Here's the singleton code. I'm just leaving in the character state stuff:
.h
#interface ExGlobal : NSObject {
NSArray *charStates_keys;
NSArray *charStates_objects;
NSMutableDictionary *charStates;
}
#property(nonatomic, retain) NSMutableDictionary *charStates;
+(ExGlobal*)sharedSingleton;
- (NSString *)charState:(NSString *)charName;
- (void)set_charState:(NSString *)value forCharName:(NSString *)charName;
#end
.m
#import "ExGlobal.h"
#implementation ExGlobal
#synthesize charStates;
static ExGlobal* _sharedSingleton = nil;
+(ExGlobal*)sharedSingleton {
#synchronized([ExGlobal class]) {
if (!_sharedSingleton) {
[[self alloc] init];
}
return _sharedSingleton;
}
return nil;
}
+(id)alloc {
#synchronized([ExGlobal class]) {
NSAssert(_sharedSingleton == nil, #"Attempted to allocate a second instance of a singleton.");
_sharedSingleton = [super alloc];
return _sharedSingleton;
}
return nil;
}
-(id)init {
self = [super init];
if (self != nil) {
// initialize stuff here
exitName = #"ruinsSkyMid";
sceneChangeKind = #"reborn";
charStates = [[NSMutableDictionary alloc] init];
charStates_keys = [NSArray arrayWithObjects:#"Feathers", #"Hummus", nil];
charStates_objects = [NSArray arrayWithObjects:#"at wall", #"with Feathers", nil];
charStates = [NSMutableDictionary dictionaryWithObjects:charStates_objects forKeys:charStates_keys];
}
return self;
}
- (NSString *)charState:(NSString *)charName{
NSString *value = [charStates objectForKey:charName];
return value;
}
- (void)set_charState:(NSString *)charState forCharName:(NSString *)charName{
[charStates setObject:charState forKey:charName];
}
- (void)dealloc {
//I know it doesn't get called, but just in case
[charStates release];
[super dealloc];
}
#end
It's unclear to me what exactly the issue is when it freezes. When this happens, all I get in the console is:
Program received signal: “EXC_BAD_ACCESS”.
warning: Unable to read symbols for /Developer/Platforms/iPhoneOS.platform/DeviceSupport/4.3.5 (8L1)/Symbols/Developer/usr/lib/libXcodeDebuggerSupport.dylib (file not found).
Previous frame inner to this frame (gdb could not unwind past this frame)
Previous frame inner to this frame (gdb could not unwind past this frame)
Which I'm sure doesn't help finding the issue. I found if I redefine charStates_keys, charStates_objects and charStates inside both the charState and set_charState methods, it seems to work without freezing, except set_charState does not change the state.
It isn't freezing, it is crashing. Hence the EXC_BAD_ACCESS. It looks like your Xcode installation is borked, too, as the two messages following should not happen.
Note that methods should not have _s in the name; not a cause of the problem, but a comment on following convention.
You aren't retaining charStates and that is likely the cause of the crash.
Not an answer as such but I didn't have enough space in the comments field above to post this, but it might be useful.
As bbum already said, your lack of retaining charStates is likely the problem.
If you are confused about when to retain and not retain objects there's a really good book called "Learn Objective-C on the Mac" and I know it's a Mac book but most of it applies to iPhone too. On page 171 of chapter 9 (Memory Management) it talks about the "Memory Management Rules" and how if you are confused about when to retain or not then you don't understand the simple rules of Objective C memory management.
Essentially if you create an object using new, alloc or copy, then the retain count is automatically set to 1 so the object is retained and does not require you to retain it and will require a subsequent release to deallocate.
If you create the object any other way then the object will be an autoreleased object.
Obviously these rules only apply within the standard iOS libraries and can't necessarily be applied to third party libraries.
I recommend anyone who doesn't fully understand memory management in Objective C read this book. I found highly enlightening even for my iPhone work.
Hope that helps/.

Obj-c, how do I create function which will populate an NSDictionary and gain a value from the function?

I've been reading about NSArrays and NSDictionaires and I think I need the later. I'm trying to populate an object from a small database table. So I can access the string values via a record id. I have to do this several times so putting it into an object makes sense.
I have the basics...
- (void)viewDidLoad {
// WORKING START
NSMutableDictionary *dictCategories = [[NSMutableDictionary alloc] init];
[dictCategories setValue:#"Utility" forKey:#"3"];
[dictCategories setValue:#"Cash" forKey:#"5"];
NSString *result;
result = [dictCategories objectForKey:#"3"];
NSLog(#"Result=%#", result);
// WORKING END
// Can't get this bit right, current error Request for member
// 'getCategories' in something not a structure or union
NSMutableDictionary *dictCategories2 = self.getCategories;
NSLog(#"Result2=%#", [dictCategories2 objectForKey:#"5"]);
[super viewDidLoad];
}
-(NSMutableDictionary*)getCategories {
NSMutableDictionary *dictCategories = [[NSMutableDictionary alloc] init];
[dictCategories setValue:#"Utility" forKey:#"3"];
[dictCategories setValue:#"Cash" forKey:#"5"];
return dictCategories;
}
you are calling the method wrong,try [self getCategories]
You're not being clear on what isn't working, but a few things that are obviously wrong (JonLOo might be spot on though) ...
Firstly. You're using the wrong methods, or at least there's a better one -- setValue:forKey: should/could be setObject:forKey: instead. This might be one of the reasons for your issue.
Secondly. You're over-allocating and not releasing properly. dictCategories2 in your viewDidLoad will vanish into the void and bring with it the allocated memory for dictCategories defined in the getCategories method. An easy standard fix for this is to change
NSMutableDictionary *dictCategories = [[NSMutableDictionary alloc] init];
in getCategories into
NSMutableDictionary *dictCategories = [NSMutableDictionary dictionary];
It will be autoreleased using the latter method by the system.
Thirdly. You want to read up on #property. Instead of getFoo, setBar, the Ob-C standard is to use #properties to (pre)define setters and getter methods. You can then override these to populate default data into your methods when appropriate. You also (probably) want to store the dictionary in your interface as an instance variable, rather than letting it be deallocated all the time. Example of a #property implementation that does this:
#interface foo {
NSMutableDictionary *ingredients;
}
#property (nonatomic, retain) NSMutableDictionary *ingredients;
#end
// ....
#implementation foo
#synthesize ingredients;
// ...
// the #synthesize command above will create getter and setter methods for us but
// we can override them, which we need to do here
- (NSMutableDictionary *)ingredients
{
if (ingredients != nil) {
// we've already got an ingredients variable so we just return it
return ingredients;
}
// we need to create ingredients
ingredients = [[NSMutableDictionary alloc] init];
[ingredients setObject:#"foo" forKey:#"bar"]
return ingredients;
}
In the viewDidLoad method (or anywhere else where you think ingredients might not have been initialized yet), you would do e.g.
NSMutableDictionary *dict = self.ingredients;
Anywhere else you can opt to use just ingredients without self, but if it's nil, your method will never be called, and you will get nil thrown at you.
This is useful in many cases, and is necessary if we want to ever read or write the ingredients variable from outside of our class. It's outside of what you're asking about, but I brought it up because you're trying to do something similar with self.getCategories.
Hope that helps.

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.