What's the deal with NSZoneFree in -(void)dealloc? - objective-c

In Apple's NSObject documentation, NSZoneFree is called in the - (void)dealloc example code:
- (void)dealloc {
[companion release];
NSZoneFree(private, [self zone])
[super dealloc];
}
You can find it in context over here.
I never had the notion that I should be calling NSZoneFree in my own NSObject subclasses (or what NS_WhateverClass_ subclasses) and can't find anything conclusive on the topic anywhere in the docs.
All I can find about using NSZoneFree is a brief mention in the Memory Management Programming Guide, and an explanation of the function in the Foundation Functions Reference, but none of these docs make it clear to me whether I should worry about it in the context of a dealloc method.
Can anybody clarify when I should put an NSZoneFree call in my own classes' dealloc implementations?
Edit: Thanks for your replies, it's clearer to me now :) — Dirk

NSZoneFree() balances out a call to NSZoneMalloc(), just like -release balances a call to -alloc or -copy and CFRelease() balances a call to CFRetain() or CF*Create*() or, for that matter, free() balances a call to malloc() or calloc().
Given the allocator(s) that the C library uses on Mac OS X, much of this is academic, but best practices say that you release your hold on memory the same way you got it, and in the case of that class, the instance variable private had previously been allocated with NSZoneMalloc().

According to the Foundation Reference:
Returns memory to the zone from which it was allocated. The standard C function free does the same, but spends time finding which zone the memory belongs to.
So, you basically use NSZoneFree(), instead of free(), when cleaing up malloc'd and calloc'd memory. You generally don't need to call it, however.

Related

Do I need to use autorelease on object which created not using alloc init? [duplicate]

I'm just beginning to have a look at Objective-C and Cocoa with a view to playing with the iPhone SDK. I'm reasonably comfortable with C's malloc and free concept, but Cocoa's references counting scheme has me rather confused. I'm told it's very elegant once you understand it, but I'm just not over the hump yet.
How do release, retain and autorelease work and what are the conventions about their use?
(Or failing that, what did you read which helped you get it?)
Let's start with retain and release; autorelease is really just a special case once you understand the basic concepts.
In Cocoa, each object keeps track of how many times it is being referenced (specifically, the NSObject base class implements this). By calling retain on an object, you are telling it that you want to up its reference count by one. By calling release, you tell the object you are letting go of it, and its reference count is decremented. If, after calling release, the reference count is now zero, then that object's memory is freed by the system.
The basic way this differs from malloc and free is that any given object doesn't need to worry about other parts of the system crashing because you've freed memory they were using. Assuming everyone is playing along and retaining/releasing according to the rules, when one piece of code retains and then releases the object, any other piece of code also referencing the object will be unaffected.
What can sometimes be confusing is knowing the circumstances under which you should call retain and release. My general rule of thumb is that if I want to hang on to an object for some length of time (if it's a member variable in a class, for instance), then I need to make sure the object's reference count knows about me. As described above, an object's reference count is incremented by calling retain. By convention, it is also incremented (set to 1, really) when the object is created with an "init" method. In either of these cases, it is my responsibility to call release on the object when I'm done with it. If I don't, there will be a memory leak.
Example of object creation:
NSString* s = [[NSString alloc] init]; // Ref count is 1
[s retain]; // Ref count is 2 - silly
// to do this after init
[s release]; // Ref count is back to 1
[s release]; // Ref count is 0, object is freed
Now for autorelease. Autorelease is used as a convenient (and sometimes necessary) way to tell the system to free this object up after a little while. From a plumbing perspective, when autorelease is called, the current thread's NSAutoreleasePool is alerted of the call. The NSAutoreleasePool now knows that once it gets an opportunity (after the current iteration of the event loop), it can call release on the object. From our perspective as programmers, it takes care of calling release for us, so we don't have to (and in fact, we shouldn't).
What's important to note is that (again, by convention) all object creation class methods return an autoreleased object. For example, in the following example, the variable "s" has a reference count of 1, but after the event loop completes, it will be destroyed.
NSString* s = [NSString stringWithString:#"Hello World"];
If you want to hang onto that string, you'd need to call retain explicitly, and then explicitly release it when you're done.
Consider the following (very contrived) bit of code, and you'll see a situation where autorelease is required:
- (NSString*)createHelloWorldString
{
NSString* s = [[NSString alloc] initWithString:#"Hello World"];
// Now what? We want to return s, but we've upped its reference count.
// The caller shouldn't be responsible for releasing it, since we're the
// ones that created it. If we call release, however, the reference
// count will hit zero and bad memory will be returned to the caller.
// The answer is to call autorelease before returning the string. By
// explicitly calling autorelease, we pass the responsibility for
// releasing the string on to the thread's NSAutoreleasePool, which will
// happen at some later time. The consequence is that the returned string
// will still be valid for the caller of this function.
return [s autorelease];
}
I realize all of this is a bit confusing - at some point, though, it will click. Here are a few references to get you going:
Apple's introduction to memory management.
Cocoa Programming for Mac OS X (4th Edition), by Aaron Hillegas - a very well written book with lots of great examples. It reads like a tutorial.
If you're truly diving in, you could head to Big Nerd Ranch. This is a training facility run by Aaron Hillegas - the author of the book mentioned above. I attended the Intro to Cocoa course there several years ago, and it was a great way to learn.
If you understand the process of retain/release then there are two golden rules that are "duh" obvious to established Cocoa programmers, but unfortunately are rarely spelled out this clearly for newcomers.
If a function which returns an object has alloc, create or copy in its name then the object is yours. You must call [object release] when you are finished with it. Or CFRelease(object), if it's a Core-Foundation object.
If it does NOT have one of these words in its name then the object belongs to someone else. You must call [object retain] if you wish to keep the object after the end of your function.
You would be well served to also follow this convention in functions you create yourself.
(Nitpickers: Yes, there are unfortunately a few API calls that are exceptions to these rules but they are rare).
If you're writing code for the desktop and you can target Mac OS X 10.5, you should at least look into using Objective-C garbage collection. It really will simplify most of your development — that's why Apple put all the effort into creating it in the first place, and making it perform well.
As for the memory management rules when not using GC:
If you create a new object using +alloc/+allocWithZone:, +new, -copy or -mutableCopy or if you -retain an object, you are taking ownership of it and must ensure it is sent -release.
If you receive an object in any other way, you are not the owner of it and should not ensure it is sent -release.
If you want to make sure an object is sent -release you can either send that yourself, or you can send the object -autorelease and the current autorelease pool will send it -release (once per received -autorelease) when the pool is drained.
Typically -autorelease is used as a way of ensuring that objects live for the length of the current event, but are cleaned up afterwards, as there is an autorelease pool that surrounds Cocoa's event processing. In Cocoa, it is far more common to return objects to a caller that are autoreleased than it is to return objets that the caller itself needs to release.
Objective-C uses Reference Counting, which means each Object has a reference count. When an object is created, it has a reference count of "1". Simply speaking, when an object is referred to (ie, stored somewhere), it gets "retained" which means its reference count is increased by one. When an object is no longer needed, it is "released" which means its reference count is decreased by one.
When an object's reference count is 0, the object is freed. This is basic reference counting.
For some languages, references are automatically increased and decreased, but objective-c is not one of those languages. Thus the programmer is responsible for retaining and releasing.
A typical way to write a method is:
id myVar = [someObject someMessage];
.... do something ....;
[myVar release];
return someValue;
The problem of needing to remember to release any acquired resources inside of code is both tedious and error-prone. Objective-C introduces another concept aimed at making this much easier: Autorelease Pools. Autorelease pools are special objects that are installed on each thread. They are a fairly simple class, if you look up NSAutoreleasePool.
When an object gets an "autorelease" message sent to it, the object will look for any autorelease pools sitting on the stack for this current thread. It will add the object to the list as an object to send a "release" message to at some point in the future, which is generally when the pool itself is released.
Taking the code above, you can rewrite it to be shorter and easier to read by saying:
id myVar = [[someObject someMessage] autorelease];
... do something ...;
return someValue;
Because the object is autoreleased, we no longer need to explicitly call "release" on it. This is because we know some autorelease pool will do it for us later.
Hopefully this helps. The Wikipedia article is pretty good about reference counting. More information about autorelease pools can be found here. Also note that if you are building for Mac OS X 10.5 and later, you can tell Xcode to build with garbage collection enabled, allowing you to completely ignore retain/release/autorelease.
Joshua (#6591) - The Garbage collection stuff in Mac OS X 10.5 seems pretty cool, but isn't available for the iPhone (or if you want your app to run on pre-10.5 versions of Mac OS X).
Also, if you're writing a library or something that might be reused, using the GC mode locks anyone using the code into also using the GC mode, so as I understand it, anyone trying to write widely reusable code tends to go for managing memory manually.
As ever, when people start trying to re-word the reference material they almost invariably get something wrong or provide an incomplete description.
Apple provides a complete description of Cocoa's memory management system in Memory Management Programming Guide for Cocoa, at the end of which there is a brief but accurate summary of the Memory Management Rules.
I'll not add to the specific of retain/release other than you might want to think about dropping $50 and getting the Hillegass book, but I would strongly suggest getting into using the Instruments tools very early in the development of your application (even your first one!). To do so, Run->Start with performance tools. I'd start with Leaks which is just one of many of the instruments available but will help to show you when you've forgot to release. It's quit daunting how much information you'll be presented with. But check out this tutorial to get up and going fast:
COCOA TUTORIAL: FIXING MEMORY LEAKS WITH INSTRUMENTS
Actually trying to force leaks might be a better way of, in turn, learning how to prevent them! Good luck ;)
Matt Dillard wrote:
return [[s autorelease] release];
Autorelease does not retain the object. Autorelease simply puts it in queue to be released later. You do not want to have a release statement there.
My usual collection of Cocoa memory management articles:
cocoa memory management
There's a free screencast available from the iDeveloperTV Network
Memory Management in Objective-C
NilObject's answer is a good start. Here's some supplemental info pertaining to manual memory management (required on the iPhone).
If you personally alloc/init an object, it comes with a reference count of 1. You are responsible for cleaning up after it when it's no longer needed, either by calling [foo release] or [foo autorelease]. release cleans it up right away, whereas autorelease adds the object to the autorelease pool, which will automatically release it at a later time.
autorelease is primarily for when you have a method that needs to return the object in question (so you can't manually release it, else you'll be returning a nil object) but you don't want to hold on to it, either.
If you acquire an object where you did not call alloc/init to get it -- for example:
foo = [NSString stringWithString:#"hello"];
but you want to hang on to this object, you need to call [foo retain]. Otherwise, it's possible it will get autoreleased and you'll be holding on to a nil reference (as it would in the above stringWithString example). When you no longer need it, call [foo release].
The answers above give clear restatements of what the documentation says; the problem most new people run into is the undocumented cases. For example:
Autorelease: docs say it will trigger a release "at some point in the future." WHEN?! Basically, you can count on the object being around until you exit your code back into the system event loop. The system MAY release the object any time after the current event cycle. (I think Matt said that, earlier.)
Static strings: NSString *foo = #"bar"; -- do you have to retain or release that? No. How about
-(void)getBar {
return #"bar";
}
...
NSString *foo = [self getBar]; // still no need to retain or release
The Creation Rule: If you created it, you own it, and are expected to release it.
In general, the way new Cocoa programmers get messed up is by not understanding which routines return an object with a retainCount > 0.
Here is a snippet from Very Simple Rules For Memory Management In Cocoa:
Retention Count rules
Within a given block, the use of -copy, -alloc and -retain should equal the use of -release and -autorelease.
Objects created using convenience constructors (e.g. NSString's stringWithString) are considered autoreleased.
Implement a -dealloc method to release the instancevariables you own
The 1st bullet says: if you called alloc (or new fooCopy), you need to call release on that object.
The 2nd bullet says: if you use a convenience constructor and you need the object to hang around (as with an image to be drawn later), you need to retain (and then later release) it.
The 3rd should be self-explanatory.
Lots of good information on cocoadev too:
MemoryManagement
RulesOfThumb
As several people mentioned already, Apple's Intro to Memory Management is by far the best place to start.
One useful link I haven't seen mentioned yet is Practical Memory Management. You'll find it in the middle of Apple's docs if you read through them, but it's worth direct linking. It's a brilliant executive summary of the memory management rules with examples and common mistakes (basically what other answers here are trying to explain, but not as well).

Why does this GCD example code seem to improperly release an object?

In wikipedia example author has released the object stats, when it has not been allocated, copied, or retained. Is this an error or something I don't understood?
- (IBAction)analyzeDocument:(NSButton *)sender
{
dispatch_async(dispatch_get_global_queue(0, 0), ^{
NSDictionary *stats = [myDoc analyze];
dispatch_async(dispatch_get_main_queue(), ^{
[myModel setDict:stats];
[myStatsView setNeedsDisplay:YES];
[stats release];
});
});
}
It is either an error or it is properly documented that analyze returns ownership of the object to the caller. If it is not an error that stats is released then that codes example is using a convention that goes against Apple's memory management rules for ownership.
Memory-management rules, sometimes referred to as the ownership
policy, help you to explicitly manage memory in Objective-C code.
You own any object you create by allocating memory for it or copying
it.
Related methods: alloc, allocWithZone:, copy, copyWithZone:,
mutableCopy, mutableCopyWithZone:
Another prefix that should return ownership is the class method +new. E.g. [MyDocClass newAnalysis];
This is just an example cooked up by John Siracusa to demonstrate how GCD can easily put a long-running task into the background, but, yes, it has one of two problems, one an ingored convention, the other an actual error.
It's possible that the fictional analyze method returns an owning reference. This is a violation of Cocoa convention that methods not named new, alloc, release, or copy... generally don't return such references, but if the documentation made clear that it did, and there was really no way around it, it could be all right. In this case, sending release to stats would be necessary to avoid a memory leak. (If this were real code, renaming the method would be a good idea, perhaps using create which is used in CoreFoundation to signify return of an owning reference.)
If, however, analyze follows convention and returns a non-owned reference, then you're right, sending release to stats is incorrect and will eventually cause a crash.
Most likely analyze is returning a dictionary with a retain count of 1 which is why the release is needed.

can we override alloc and dealloc in objective C?

I know that this is rarely required to override the alloc or dealloc methods,but if required is it possible in iPhone programming?
You can and indeed, you should (if using manual memory management) override dealloc to release any resources you hold (not forgetting to call [super dealloc] when finished). Overriding alloc is possible but, as you say, rarely needed.
In general, overriding alloc is only done when you wish to, eg, allocate an object from a pool of available instances, or perhaps allocate a variable amount of storage for the object based on some external parameter. (In C++ you can access the new parameters and allocate based on them, but Objective-C does not give you access to the initXXX parameters.)
I've never attempted any of this, and I suspect that its a bit of a minefield -- you need to study up on the structures and be pretty careful.
As Adam said, you should ALWAYS (in a reference counted environment) override dealloc if there are any retained objects held by your object.
Update: An interesting thing you can do ... in RedClass or a superclass of it code something like:
+(id)alloc {
if (self == [RedClass class]) {
return [BlueClass alloc];
}
else {
return [super alloc];
}
}
The net result is that whenever you execute [RedClass alloc] a BlueCLass object will be returned. (NB: Presumably BlueClass is a subclass of RedClass, or things will get seriously mucked up shortly after the object is returned.)
Not saying that it's a good idea to do this, but it's possible (and I don't offhand know of any cases where it wouldn't work reliably for vanilla user-defined classes). And it does have a few possible uses.
Additional note: In some cases one might want to use [self isSubclassOf:[RedClass class]] rather than == (though that has some serious pitfalls).

what is difference between alloc and allocWithZone:?

From forum discussion , seem like that the big difference is performance factor, allocWithZone: will alloc memory from particular memory area, which reduce cost of swapping.
In practice, almost get no chance to use allocWithZone: , anyone can give simple example to illustrate which case to use allocWithZone: ?
Thanks,
When one object creates another, it’s
sometimes a good idea to make sure
they’re both allocated from the same
region of memory. The zone method
(declared in the NSObject protocol)
can be used for this purpose; it
returns the zone where the receiver is
located.
This suggests to me that your ivars, and any objects your classes "create" themselves could make use of +allocWithZone: in this way, to make the instances they create in the same zone.
-(id)init {
if (self = [super init]) {
someIvar = [[SomeOtherClass allocWithZone:[self zone]] init];
}
return self;
}
From Apple's documentation:
This method exists for historical reasons; memory zones are no longer
used by Objective-C.
A good example for using allocWithZone: is when you are implementing the NSCopy protocol, which allows you make your custom objects copyable (deep copy / copy by value) like:
(1) ClassName *newObject = [currentObject copy]; //results in newObject being a copy of currentObject not just a reference to it
The NSCopy protocol ensures you implement a method:
(2) -(id)copyWithZone:(NSZone *)zone;
When copying an object the 'copy' message you send as above (1) when stated as 'copyWithZone sends a message to the method(2). aka you don't have to do anything to get a zone yourself.
Now as you have a 'zone' sent to this message you can use it to ensure a copy is made from memory in the same region as the original.
This can be used like:
-(id)copyWithZone:(NSZone *)zone
{
newCopy = [[[self class]allocWithZone:zone]init]; //gets the class of this object then allocates a new object close to this one and initialises it before returning
return(newCopy);
}
This is the only place I am aware allocWithZone is actually used.
I use allocWithZone in singleton. As Forrest mentioned, the variables created allocated from the same region of memory. Thus other classes can use or access them from the same zone of memory. Save memory space when you run your app.
In the Foundation Functions Reference, all of the Zone functions are now prefaced with the below warning that Zones will be ignored.
Zones are ignored on iOS and 64-bit runtime on OS X. You should not use zones in current development.
NSCreateZone
NSRecycleZone
NSSetZoneName
NSZoneCalloc
NSZoneFree
NSZoneFromPointer
NSZoneMalloc
NSZoneName
NSZoneRealloc
NSDefaultMallocZone
Even if the Apple's Documentation indicates that allocWithZone:
exists for historical reasons; memory zones are no longer used by Objective-C. You should not override this method.
and
Zones are ignored on iOS and 64-bit runtime on OS X. You should not use zones in current development.
in reality I overridden it in an Objective-C class (in a full Objective-C project) and the method is called when I do [[Mylass alloc] init] even if the build is running on an iPhone 6s.
But I think it's better to follow the documentation and override alloc method instead of this one because alloc can certainly do the same job.

Three Objective-C constructor questions

I have three quick questions I've seen conflicting answers to that hopefully someone can clear up.
Does [super init] need to be done all the way down to NSObject? (e.g if Foo inherits from NSObject, should Foo call [super init]? If not, does that hold for dealloc too?
Does any form of default-initialization occur for member variables in an object. E.g would an NSString* member be initialized to nil? float to 0.0?
If my object has an initFoo method, can I call [self init] within that function to perform common initialization?
Since starting with Objective-C I've pretty much assumed Yes for the first and No for the second two, but I'm hoping to save some typing :)
Thanks,
Just to add a little more to the three replies ahead of me:
Yes it does. In practice NSObject (probably) doesn't require it (now), but if that ever changed you're screwed if you haven't. It's best to get into the habit anyway (or use the code generation in XCode to drop an init template down). That said it's not always init that you should call (more soon).
As has been noted initialisation to defaults (by virtue of memcpy 0s, so 0, nil, etc) is guaranteed and it's reasonably idiomatic to rely on this. Some people still prefer to be explicit and that's fine.
Absolutely. Remember init, or any variation is just a normal method. It's only an initialiser by convention (albeit a very strong convention). You are free to call other methods, including other initialisers. Again, by convention, you should decide on a "designated initializer" and have all other initialisers call this. Think about this in relation to your first question. If you subclass, what will your subclass call? By default a subclass author will call your init - so if you have a different designated initializer then it is very important that you make that clear so subclass authors know to call it.
You can read more (authoritative) detail here in the Apple docs.
You always need to call the initialization method of the superclass and assign self to the result. You also definitely need to call super's implementation at the end of your implementation of -dealloc.
All instance variables are initialized to zero/nil by default, this is guaranteed.
Yes, you can call [self init] from a more specific initialization method:
- (id)initFoo
{
self=[self init];
if(self)
{
//do stuff
}
return self;
}
yes for init (not technically required, but best practice) definitely yes for dealloc
yes, all memory is initialized to 0 which is nil, 0.0, etc.
yes, and this is common
Yes, Otherwise the superclass objects wont get a chance to do their initialization.
don't know.
Yes. Create whatever init method you want. Document it. But be sure to call the super's proper init method: whatever it may be.