How should I release this? - swift

The documentation specifies the number of CGPoints the points property of CGPathElement holds in function of the value of its type property, for instance, there are two points for AddQuadCurveToPoint, one point for .AddLineToPoint, and... nothing for .CloseSubpath.
The documentation states that, since it's an UnsafeMutablePointer, it is the responsibility of the programmer to release it, so, for the cases where there a two points, I call pPointer.dealloc(2), for those with one point pPointer.dalloc(1) but how about those with no point at all ? Should I still call something or not ? I believe I shouldn't, but since I am not used to manual memory management, I might miss something.
By the way, pPointer is defined outside the switch body.

Related

What are the potential repercussions of a lazy property getting initialised more than once?

The Apple doc says that
If a property marked with the lazy modifier is accessed by multiple
threads simultaneously and the property has not yet been initialized,
there is no guarantee that the property will be initialized only once.
My question is what are the potential repercussions of a property getting initialized more than once?
And in case of a property getting initialized more than once, which one of it will be used? How Swift manages them?
I went through some of the answers.
Is it normal that lazy var property is initialized twice?
But they are just saying that lazy properties can get initialized more than once. I want to know what are the repercussions of this.
Thanks in advance.
(See my comment to rmaddy's answer regarding my concern about thread-safety on writing the pointer itself. My gut is that memory corruption is not possible, but that object duplication is. But I can't prove so far from the documentation that memory corruption isn't possible.)
Object duplication is a major concern IMO if the lazy var has reference semantics. Two racing threads can get different instances:
Thread 1 begins to initialize (object A)
Thread 2 begins to initialize (object B)
Thread 1 assigns A to var and returns A to caller
Thread 2 assigns B to var and returns B to caller
This means that thread 1 and thread 2 have different instances. That definitely could be a problem if they are expecting to have the same instance. If the type has value semantics, then this shouldn't matter (that being the point of value semantics). But if it has reference semantics, then this very likely be a problem.
IMO, lazy should always be avoided if multi-threaded callers are possible. It throws uncertainty into what thread the object construction will occur on, and the last thing you want in a thread-safe object is uncertainty about what thread code will run on.
Personally I've rarely seen good use cases for lazy except for where you need to pass self in the initializer of one of your own properties. (Even then, I typically use ! types rather than lazy.) In this way, lazy is really just a kludgy work-around a Swift init headache that I wish we could solve another way, and do away with lazy, which IMO has the same "doesn't quite deliver what it promises, and so you probably have to write your own version anyway" problem as #atomic in ObjC.
The concept of "lazy initialization" is only useful if the type in question is both very expensive to construct, and unlikely to ever be used. If the variable is actually used at some point, it's slower and has less deterministic performance to make it lazy, plus it forces you to make it var when it is most often readonly.
The answer completely depends on the code you have inside the implementation of the lazy property. The biggest problem would arise from any side effects you've put in the code since they might be called more than once.
If all you do is create a self-contained object, initialize it, and return it, then there won't be any issues.
But if also do things like add a view, update an array or other data structure, or modify other properties, then you have an issue if the lazy variable is created more than once since all of those side effects will happen more than once. You end up adding two views or adding two objects to the array, etc.
Ensure that the code in your lazy property only creates and initializes an object and does not perform any other operations. If you do that, then your code won't cause any issues if the lazy property gets created multiple times from multiple threads.

Arguments and selectors

Is this:
[self showInWindow:window];
what get called after delay by this code:
[self performSelector:#selector(showInWindow:)
withObject:window
afterDelay:delay];
or am I misunderstanding the method?
Edit: the problem I'm having is that the method showInWindow get called after the delay but behaves like [self showInWindow:nil]. Any suggestion?
Yes, that's what gets called. (After the delay, of course.)
The documentation doesn't really explain what it means to "perform the selector", but what it means is exactly what you suspect.
There is one small difference between using performSelector:withObject: type methods and sending the message directly: they only work if the object is actually an object (that is, an id, a pointer to an Objective C object). But window obviously is an object.
(Strictly speaking, this isn't quite true. If you pass something that's the same size as an id or smaller, it will often work. In some cases it won't. In some cases it will work, but is illegal. In some cases, it will work and is legal but Apple strongly recommends against it. There are no cases where it's a good idea—so instead of learning the specific rules, just assume it never works. The only reason to bring this up is that this used to be common practice in Objective C back in the NeXT days, so you may occasionally still see it in other people's today.)
For more information about the performSelector: family, see the NSObject Protocol Reference, and the SO question Using -performSelector: vs. just calling the method. (For information specifically about the afterDelay: variants, see the documentation linked above.)
From the later edit to the question:
the problem I'm having is that the method showInWindow get called after the delay but behaves like [self showInWindow:nil]. Any suggestion?
First, in what way does it "behave like" the parameter is nil? Is the parameter actually nil? (Just log it in the showInWindow: implementation; if you haven't overridden the base implementation, just add an override that logs and calls the base.)
Second, if it actually is nil, was it nil at the time you sent performSelector:withObject:afterDelay:? If so, obviously it'll still be nil when the selector is sent. Also, make sure window really is an id rather than some other type. (Note that if you've got members, properties, globals, and/or locals sharing the name window, it can be confusing which one you're referring to. This is a common source of problems.)
If it's actually not nil when you schedule it, but is nil when it arrives, there are a few ways that could happen, but they're all less likely, and trickier to debug, than these two cases, so let's rule them out first.
Yes, that's what it does... Although keep in mind that it may take longer than the delay to execute. This method basically sets up an NSTimer in the current thread's run loop, so if your thread gets busy doing heavy duty work and the run loop takes longer than your delay to come back, your method will get executed later.

Interacting with events and listeners in MATLAB

I want to write GUI code that is orthogonal. Lets say I have a circle class and a square class and they need to interact. Right now, to get the circle and square talking to each other - say the circle object sends a message to the square object, I would use something like square_obj.listen_for_circle(circle_obj) where listen_for_circle is a method that implements an addlistener.
This is a problem for me since now the two objects are linked - and removing one object from my code would break it. What I am looking to do is for the circle_obj to be able to broadcast a global message say 'CIRCLE_EVENT'. Additionally square_obj would be listening for global message broadcasts of type 'CIRCLE_EVENT', and upon hearing the event - does some action.(Ahhh, now the objects have no links to each other in the code base!)
Is this possible or even reasonable in MATLAB? (or maybe i'm just going crazy).
As always, advice much appreciated.
I'm not really sure why addlistener is problematic for you. It basically just adds an event listener that doesn't do anything if the event-origin object (the circle) is deleted.
Alternately you can use event.listener or handle.listener. They are undocumented but work well, and are widely used within the Matlab codebase (m-files). See explanation here: http://UndocumentedMatlab.com/blog/continuous-slider-callback/#Event_Listener

Why syncblk is located at -4 and not at 0?

So if you want to look at sync block for an object, under sos you have to look at -4 bytes (on 32 bit machines) before the object address. Does anyone know what is the wisdom for going back 4 bytes? I mean they could have sync block at 0, then type handle at +4 and then object fields at +8.
This is an implementation detail, so I can't give you the exact reason for the placement of the syncblock. However, if you look at the shared source CLI, you'll see that the runtime has all sorts of optimizations for how objects are allocated and used, and actually the data associated with a single instance is located in several different places. The syncblock for instance is just an index value for a structure located elsewhere. Similarly the MethodTable and the EEClass are stored elsewhere. These are all implementation details. The important point IMO is understanding how to dig out the information needed during debugging. It is of much less importance to understand why the implementation details are as they are.
I'd say it matches expectations, especially for structs that have been explicitly laid out. As Brian says, it's just an implementation detail though. It's similar to how many implementations of malloc will allocate more space than requested, store the allocation size in the first four (or eight) bytes, and then return a pointer that is offset to point to the next byte beyond that.

Asking if an object is invalid

I am trying to determine if an object is valid. The program has (at least) two threads and one of the threads might invalidate the object by removing it from an NSMutableArray. I need the other thread to check either its existence or validity before acting on it.
You can't. The only way to check if the memory your object pointer has still represents a valid object is to dereference it, but dereferencing an "invalid" object (by which I assume you mean one that has been dealloced) will result in either accessing the memory of a new object that has been allocated in the same location, garbage data that may or may not be identical to a normal object, or an unmapped memory page that will result in an immediate EXEC_BAD_ACCESS.
Any time you are holding a reference to an object you might use in the future you must retain it. If you don't you have not shown any interest or ownership in the object and the system may throw it away at any time.
Using objective C accessors and properties instead of directly setting ivars and using retain/release simplifies doing the right thing quite a bit.
Multi-threaded programming is hard. Hard does not begin to capture how difficult it is. This is the kind of hard in which a general, useable, 'reasonably qualified' way of deterministically adding two different numbers together that are being mutated and shared by multiple threads in bounded time without the use of any special assistance from the CPU in the form of atomic instructions would be a major breakthrough and the thesis of your PhD. A deity of your choice would publicly thank you for your contribution to humanity. Just for adding two numbers together. Actually, multi-threaded programming is even harder than that.
Take a look at: Technical Note TN2059
Using collection classes safely with multithreaded applications. It covers this topic in general, and outlines some of the non-obvious pitfalls that await you.
You say
I need the other thread to check either its existence or validity before acting on it.
The easiest way is to hold on to the index of the object in the NSMutableArray and then do the following
if( myObject == [myArray objectAtIndex: myObjectIndex] ) {
// everything is good !
}
else {
// my object is not what I think it is anymore
}
There are clear problem with this approach however
insertion, and deletion will stuff you up
The approach is not thread safe since the array can be changed while you are reading it
I really recomend using a different way to share this array between the two threads. Does it have to be mutable? If it doesn't then make it immutable and then you no longer have to worry about the threading issues.
If it does, then you really have to reconsider your approach. Hopefully someone can give an cocoa way of doing this in a thread safe way as I don't have the experience.