I'm working with Objective-C and I need to add int's from a NSArray to a NSMutableData (I'm preparing a to send the data over a connection). If I wrap the int's with NSNumber and then add them to NSMutableData, how would I find out how many bytes are in the NSNumber int? Would it be possible to use sizeof() since according to the apple documentation, "NSNumber is a subclass of NSValue that offers a value as any C scalar (numeric) type."?
Example:
NSNumber *numero = [[NSNumber alloc] initWithInt:5];
NSMutableData *data = [[NSMutableData alloc] initWithCapacity:0];
[data appendBytes:numero length:sizeof(numero)];
numero is not a numeric value, it is a pointer to a an object represting a numeric value. What you are trying to do won't work, the size will always be equal to a pointer (4 for 32 bit platforms and 8 for 64 bit), and you will append some garbage pointer value to your data as opposed to the number.
Even if you were to try to dereference it, you cannot directly access the bytes backing an NSNumber and expect it to work. What is going on is an internal implementation detail, and may vary from release to release, or even between different configurations of the same release (32 bit vs 64 bit, iPhone vs Mac OS X, arm vs i386 vs PPC). Just packing up the bytes and sending them over the wire may result in something that does not deserialize properly on the other side, even if you managed to get to the actual data.
You really need to come up with an encoding of an integer you can put into your data and then pack and unpack the NSNumbers into that. Something like:
NSNumber *myNumber = ... //(get a value somehow)
int32_t myInteger = [myNumber integerValue]; //Get the integerValue out of the number
int32_t networkInteger = htonl(myInteger); //Convert the integer to network endian
[data appendBytes:&networkInteger sizeof(networkInteger)]; //stuff it into the data
On the receiving side you then grab out the integer and recreate an NSNumber with numberWithInteger: after using ntohl to convert it to native host format.
It may require a bit more work if you are trying to send minimal representations, etc.
The other option is to use an NSCoder subclass and tell the NSNumber to encode itself using your coder, since that will be platform neutral, but it may be overkill for what you are trying to do.
First, NSNumber *numero is "A pointer to a NSNumber type", and the NSNumber type is an Objective-C object. In general, unless specifically stated somewhere in the documentation, the rule of thumb in object-oriented programming is that "The internal details of how an object chooses to represent its internal state is private to the objects implementation, and should be treated as a black box." Again, unless the documentation says you can do otherwise, you can't assume that NSNumber is using a C primitive type of int to store the int value you gave it.
The following is a rough approximation of what's going on 'behind the scenes' when you appendBytes:numero:
typedef struct {
Class isa;
double dbl;
long long ll;
} NSNumber;
NSNumber *numero = malloc(sizeof(NSNumber));
memset(numero, 0, sizeof(NSNumber));
numero->isa = objc_getClass("NSNumber");
void *bytes = malloc(1024);
memcpy(bytes, numero, sizeof(numero)); // sizeof(numero) == sizeof(void *)
This makes it a bit more clear that what you're appending to the NSMutableData object data is the first four bytes of what ever numero is pointing to (which, for an object in Obj-C is always isa, the objects class). I suspect what you "wanted" to do was copy the pointer to the instantiated object (the value of numero), in which case you should have used &numero. This is a problem if you're using GC as the buffer used by NSMutableData is not scanned (ie, the GC system will no longer "see" the object and reclaim it, which is pretty much a guarantee for a random crash at some later point.)
It's hopefully obvious that even if you put the pointer to the instantiated NSNumber object in to data, that pointer only has meaning in the context of the process that created it. A pointer to that object is even less meaningful if you send that pointer to another computer- the receiving computer has no (practical, trivial) way to read the memory that the pointer points to in the sending computer.
Since you seem to be having problems with this part of the process, let me make a recommendation that will save you countless hours of debugging some extremely difficult implementation bugs you're bound to run in to:
Abandon this entire idea of trying to send raw binary data between machines and just send simple ASCII/UTF-8 formatted information between them.
If you think that this is some how going to be slow, or inefficient, then let me recommend that you bring every thing up using a simplified ASCII/UTF-8 stringified version first. Trust me, debugging raw binary data is no fun, and the ability to just NSLog(#"I got: %#", dataString) is worth its weight in gold when you're debugging your inevitable problems. Then, once everything has gelled, and you're confident that you don't need to make any more changes to what it is you need to exchange, "port" (for lack of a better word) that implementation to a binary only version if, and only if, profiling with Shark.app identifies it as a problem area. As a point of reference, these days I can scp a file between machines and saturate a gigabit link with the transfer. scp probably has to do about five thousand times as much processing per byte to compress and encrypt the data than this simple stringification all while transferring 80MB/sec. Yet on modern hardware this is barely enough to budge the CPU meter running in my menu bar.
Related
I'm confused. What is deference between sizeof and .length of NSData. Length is a count of characters? Right? but does it mean sizeof? Can anybody explain me more exactly plz
sizeof() is a language keyword that returns the storage size of a type and is evaluated at compile time.
For example:
NSData *obj = [NSData data];
NSLog(#"%lu", sizeof(obj));
would print either 4 on a 32-bit platform or 8 on a 64-bit platform as obj is a pointer and that's how much space a pointer takes on those platforms.
It's the same as:
NSLog(#"%lu", 4);
or
NSLog(#"%lu", 8);
depending on the platform being compiled on.
However NSData is an object that stores data and it provides the length method so you can interrogate how much data it is currently storing. It is evaluated at runtime.
NSLog(#"%lu", obj.length);
prints 0 as that NSData object is empty.
I'm not expert in iOS, but I tried to look a bit. It seems that .Length is "number of bytes contained in the receiver". While .sizeof represents "actual number of bytes that whole NSData structure occupies in memory".
In other languages it could behave differently - i.e. C#'s string: length will be 20 for 20 characters, but while C# uses Unicode - sizof() will return 40. However, other objects might behave in totally different manner....
I think that in your example sizeof() might however return two possible results - number of bytes occupied by NSData internal structures (like pointer(s) to the real data, counters etc.) WITH or WITHOUT size of contained data.
I suppose the best way would be to try to store some data and compare outputs of the two methods :) If NSData is simply pointer - the results of .sizeof will be just 4 or 8 - size of the pointer :)
I'm trying to do the following, but NSValue's creation method returns nil.
Are C bitfields in structs not supported?
struct MyThingType {
BOOL isActive:1;
uint count:7;
} myThing = {
.isActive = YES,
.count = 3,
};
NSValue *value = [NSValue valueWithBytes:&myThing objCType:#encode(struct MyThingType)];
// value is nil here
First and foremost, claptrap makes a very good point in his comment: why bother using bitfield specifiers (which are mainly used to either do micro-optimization or manually add padding bits where you need them), to then wrap it all up in an instance of NSValue).
It's like buying a castle, but then living in the kitchen to not ware out the carpets...
I don't think it is, a quick canter through the apple dev-docs came up with this... there are indeed several issues to take into account when it comes to bit fields.
I've also just found this, which explains why bit-fields + NSValue don't really play well together.
Especially in cases where the sizeof a struct can lead to NSValue reading the data in an... shall we say erratic manner:
The struct you've created is padded to 8 bits. Now these bits could be read as 2 int, or 1 long or something... From what I've read on the linked page, it's not unlikely that this is what is happening.
So, basically, NSValue is incapable of determining the actual types, when you're using bit fields. In case of ambiguity, an int (width 4 in most cases) is assumed and under/overflow occurs, and you have a mess on your hands.
Since the compiler still has some liberty as to where what member is actually stored, it doesn't quite suffice to pass the stringified typedef sort of thing (objCType: #encode(struct YourStruct), because there is a good chance that you won't be able to make sense of the actual struct itself, owing to compiler optimizations and such...
I'd suggest you simply drop the bit field specifiers, because structs should be supported... at least, last time I tried, a struct with simple primitive types worked just fine.
You can solve this with a union. Simply put the structure into union that has another member with a type supported by NSValue and has a size larger than your structure. In your case this is obvious for long.
union _bitfield_word_union
{
yourstructuretype bitfield;
long plain;
};
You can make it more robust against resizing the structure by using an array whose size is calculated at compile time. (Please remember that sizeof() is a compile time operator, too.)
char plain[(sizeof(yourstructuretype)/sizeof(char)];
Then you can store the structure with the bitfield into the union and read the plain member out.
union converter = { .bitfield = yourstructuretypevalue };
long plain = converter.plain;
Use this value for NSValue instance creation. Reading out you have to do the inverse way.
I'm pretty sure that through a technical correctum of C99 this became standard conforming (called type punning), because you can expect that reading out a member's value (bitfield) through another members value (plain) and storing it back is defined, if the member being read is at least as big as the member being written. (There might be undefined bits 9-31/63 in plain, but you do not have to care about it.) However it is real-world conforming.
Dirty hack? Maybe. One might call it C99. However using bitfields in combination with NSValue sounds like using dirty hacks.
I'm working on a project that has C code embedded within Objective-C code. The C code produces some void * pointers that I would like to pass between Objective-C methods, so I'd like to wrap them in Objective-C objects to make an NSSet or something to that effect.
I have looked into NSData, which seems to accept arbitrary data, but wants to know the length of the memory chunk, that I don't have.
Any help is appreciated.
The NSValue class is usually used for this task:
NSValue* value = [NSValue valueWithPointer: myPointer];
and
void* myPointer = [value pointerValue];
Note, though, that the pointer given will not receive any special treatment with respect to memory management. You (and you alone) are responsible for making sure, that the memory it points to remains valid as long as pointers to that memory region exist and are reachable in some part of your program.
Note, though, that using such a value with NSSet or as key in a NSDictionary might or might not yield the intended effect:
NSData is essentially a byte buffer. It actually represents the content of the memory in question. Comparing NSData instances for equality compares at byte level. This is one of the reasons, NSData needs to know about the length of the memory region in question.
NSValue with a pointer value is an entirely different beast. Here, that actual (numeric) pointer value is the essential thing. No consideration is given (when comparing two NSValue instances) to the actual content at the address.
When I tried to check the size of NSArray which is declared without any capacity, I found it 4. Now the question is why it is always 4? please help me out to find it....
Thanks
If you're talking about sizeof, it is not the right way to find out how much data an NSArray is holding. Objective-C objects are always accessed through pointers, and the size of a pointer on the iPhone is 4 bytes. That's what sizeof is telling you. To find out how many objects are in an array, ask the array for its count.
Given this:
NSArray *foo;
NSLog(#"%d", sizeof(foo));
You'll either get 4 or 8, depending on if you are on a 32 or 64 bit system. Note that I quite purposefully didn't initialize foo; there is no need to do so as sizeof(foo) is giving the bytesize of foo and foo is just a random pointer to an object. Wouldn't matter if that were id foo; void*foo; NSString*foo; all would be 4 or 8.
If you want the allocated size of an instance of a particular class, the Objective-C runtime provides introspection API that can do exactly that. However, I can't really think of any reason why that would be more than passingly interesting in a program.
Note that the allocation size of an instance does not account for any sub-allocations. I.e. an NSArray likely has a backing store which is a separate allocation.
To reiterate:
sizeof(foo) in the above code has nothing to do with the size of the allocated instance.
I know all instances of NSString are inmutable. If you assign a new value to a string new memory is addressed and the old string will be lost.
But if you use NSMutableString the string will always keep his same address in memory, no matter what you do.
I wonder how this exactly works. With methods like replaceCharactersInRange I can even add more characters to a string so I need more memory for my string. What happens to the objects in memory that follow the string? Are they all relocated and put somewhere else in memory? I don't think so. But what is really going on?
I know all instances of NSString are
inmutable. If you assign a new value
to a string new memory is addressed
and the old string will be lost.
That isn't how mutability works, nor how references to NSStrings work. Nor how pointers work.
A pointer to an object -- NSString *a; declares a variable a that is a pointer to an object -- merely holds the address in memory of the object. The actual object is [generally] an allocation on the heap of memory that contains the actual object itself.
In those terms, there is really no difference at runtime between:
NSString *a;
NSMutableString *b;
Both are references to -- addresses of -- some allocation in memory. The only difference is during compile time, b will be treated differently than a and the compiler will not complain if, say, you use NSMutableString methods when calling b (but would when calling a).
As far as how NSMutableString works, it contains a buffer (or several buffers -- implementation detail) internally that contain the string data. When you call one of the methods that mutate the string's contents, the mutable string will re-allocate its internal storage as necessary to contain the new data.
Objects do not move in memory. Once allocated, an allocation will never move -- the address of the object or allocation will never change. The only semi-exception is when you use something like realloc() which might return a different address. However, that is really just a sequence of free(); malloc(); memcpy();.
I'd suggest you revisit the Objective-C Programming Guide or, possibly, a C programming manual.
the NSMutableString works just like the C++ std::string do. i don't know exactly how they work, but there are two popular approaches:
concating
you create a struct with two variables. one char and one pointer.
when a new char(or more are added) you create a new instance of the struct, and add the address to the last struct instance of the string. this way you have a bunch of structs with a pointer directing to the next struct.
copy & add
the way most newbies will go. not the worst, but maybe the slowest.
you save a "normal" unmutable string. if a new char is added, you allocate a area in the memory with the size of the old string +1, copy the old string and concate the new char. that's a very simple approach, isn't it?
a bit more advanced version would be to create the new string with a size +50, and just add the chars and a new null at the end, don't forget the to overwrite the old null. this way it's more efficient for string with a lot of changes.
as i said before, i don't know how std::string or NSMutableString approaches this issue. but these are the most common ways.