Regarding reference count - iphone

If reference count of object is zero and if released is applied on that object what should happen? My application doesn't crashes if do so.

The short answer is don't. Even if it doesn't currently crash, you're looking for trouble in the future. Read Apple's memory management guidelines. It really isn't that difficult.
Basically, when the retain count hits zero the instance will be deallocated. When you the release it again, which object are you actually manipulating? If you've not allocated any more objects since the last release, maybe it's the same one (though in an unknown state). Maybe it's a different object that you're releasing. The only way to be sure is not to do it. (Or set your instance to nil immediately after releasing it. That way any subsequent release will at least by harmless.)

Related

Check whether an object was released or not

I have a small confusion in my application.
How can I check whether an object was released or not in iPhone?
Sorry, but you're trying to solve the wrong problem.
If you follow some simple rules there is absolutely no need "find out" whether an object has been released or not; you will know.
The simple rules are:
If you alloc, copy or retain an object, then you are responsible for releasing it
Otherwise, you are not responsible for releasing it
Do not use retainCount. If the object has been deallocated (i.e., its retain count is zero), then you can't perform any operations on the object since it no longer exists! Also, even if it's currently one, what's to say that it's not in the autorelease pool and will be zero the next time you look?
If object was released then you cannot access its properties.
You can use Profiler (NSZombies) to detect which objects were released and then accessed.
any message to the object when zombies are enabled will suffice. if the program crashes because you messaged a zombie, then you know!
if you have enabled reference count tracking in instruments, then you can see each frame of each ref count event and find out where the invalid ref count offset has been introduced.

warning: received memory warning level 1 and crashes

I've been researching this throughout SO and some people said that this error is fine as long as the apps doesn't crash.
My app gets this error and after this when I try to tap on a row for a cell (calling didSelectRowAtIndexPath) it crashes. And it gives me an error UIImage sent message to deallocated message. I am guessing that this is because of the memory warning it has freed up some UIView's and therefore it crashes.
Why is this and how do I fix this? I've been debugging this for quite some time, using instruments, profiling, etc and had no luck.
I'd like to post some code, but don't know which one to post.
You have failed to retain something you cared about. From your message, I would suspect the object is a UIImage. Start by running the Static Analyzer and see if you're unretaining something obvious. Then inspect your ivars, particularly ones that are related to images. Make sure you access your ivars using accessors and not directly (except in init, the accessors themselves and dealloc). Make sure your object properties are defined with "retain".
You can use the "Zombies" instrument to help you track down which object is under-retained.
by one of your comments, it is very clear that the issue is with memory management and releasing your objects.... I suggest you to go a bit deep into your code and find out the code snippets where you are releasing you objects(or allocating them)... It can also be due to the fact that you are not at all releasing your objects after allocating and the processor trying to kill your app due to the lack of memory...And by the way, this kind of erros suck your time a lot... good luck...

Why is autorelease especially dangerous/expensive for iPhone applications?

I'm looking for a primary source (or a really good explanation) to back up the claim that the use of autorelease is dangerous or overly expensive when writing software for the iPhone.
Several developers make this claim, and I have even heard that Apple does not recommend it, but I have not been able to turn up any concrete sources to back it up.
SO references:
autorelease-iphone
Why does this create a memory leak (iPhone)?
Note: I can see, from a conceptual point of view, that autorelease is slightly more expensive than a simple call to release, but I don't think that small penalty is enough to make Apple recommend against it.
What's the real story?
(cannot accept your own answer?)
Well, after all that, I did manage to find a reference from Apple Developer, added as a side-note near the bottom of the page:
iPhone OS Note: Because on iPhone OS
an application executes in a more
memory-constrained environment, the
use of autorelease pools is
discouraged in methods or blocks of
code (for example, loops) where an
application creates many objects.
Instead, you should explicitly release
objects whenever possible.
Still, this suggests using autorelease carefully, not avoiding it altogether.
(and now for my comment)
It sounds like there is a certain amount of overhead in maintaining the pool. I read this article which would lead me to probably avoid autorelease as much as possible because I prefer things to be consistent. If you have some memory under autorelease and other memory being totally manually managed it can be a bit more confusing.
It is not the question to use or not to use autorelease, because in some cases autorelease is the only way you'll get through. The question should be "Why not to use autorelease on all objects, instead of using retain and release?".
To answer that, you should first learn what's a proper use for autorelease. Let's say that you have a class that has two properties: firstName and lastName. There is a getter and a setter for each. But you also need a method that would return fullName, by concatenating these two strings into a brand new string:
- (NSString *) fullName {
NSString str = [[NSString alloc]initWithFormat:#"%# %#", firstName, lastName];
// this is not good until we put [str autorelease];
return str;
}
What's wrong with that picture? The reference count on the returned string is 1, so if you don't want to leak, the caller should release it when he's done. From the caller's point of view, he just requested a property value fullName. He is unaware of the fact that he got a brand new object that he should release after usage, and not some reference to an NSString internally held by the class!
If we put the [str release] before return, the string would be destroyed and the method would return garbage! That's where we use [str autorelease], to mark the object for release at a later time (typically when the event processing is done). That way the caller gets his object, and does not have to worry whether he should release it or not.
The convention is to call autorelease on a new object before the method returns it to the caller. Exceptions are methods with names that start with alloc, new or copy. In such cases the callers know that a brand new object is created for them and it is their duty to call release on that object.
Replacing release with autorelease altogether is a bad idea, since the objects would pile up and clog the memory very quickly, especially in loops. The resources on the iPhone are limited, so in order to minimize memory hogging, it is your duty to release the object as soon as you're done with it.
I disagree that avoiding autorelease altogether is wise.
Cocoa Touch uses it quite frequently internally and for many situations it's the only way to allocate memory properly (a good example is reusable table view cells). If you understand what is happening, the autorelease pool is a great tool at your disposal. The main thing to remember is that the blocks are not freed until some point later in the run loop. If you are running a tight loop without user interaction and are piling up autorelease blocks, you will eventually run out of memory.
Autorelease is not a substitute for garbage collection (not available on in the iPhone SDK) and can lead to nasty dangling pointer bugs (the pointer still seems to be good, then at some unpredictable point goes invalid), but is also very useful in writing clear and easy to maintain code. Consider the following case:
[aDictionary writeToFile:
[documentsDirectory stringByAppendingPathComponent:#"settings.plist"]
atomically:YES];
The path string is generated as an autorelease object. We aren't required to create a temporary object, so we avoid that overhead (and the possibility we might forget to release it). The memory will be fully released (no leaks), just that it will happen later in the run loop. Ask yourself: am I going to allocate hundreds of these before I get back to user input? If no (as would be the case here), autorelease is a great solution and indeed this NSString method for working with paths is only available using autoreleased memory.
I do agree with the above poster that following convention and being consistent is a very good idea.
I tend to avoid using autorelease on the iPhone where I can (as Jon points out, you can't always do without it), simply because I like to know that the objects I'm working with are released the instant I don't need them. Memory constraints are one of the largest problems you'll face on the device and I believe they're the source of most of the crashing issues you'll find out there.
As highlighted by Apple, a particular area of concern is when you use autoreleased objects within any kind of loop, because they'll pile up within the autorelease pool. You then have to manage when to drain the pool or create / release one. Doing that every pass through the loop might degrade performance, but going too many passes without could lead to dangerous memory usage. I'm still tweaking this in Molecules, because there are intermittent memory issues when importing large (>2 MB) text files from the Protein Data Bank. I was able to improve performance by minimizing autoreleased objects, but couldn't eliminate them completely.
Another area to watch out for is using autoreleased objects with threads. If at all possible, do not use autoreleased objects when dealing with methods performed on a background thread, because the pool can be drained at random times. This leads to intermittent crashes that can be really fun to track down.
I would highly suggest avoiding autorelease like the plague. Memory management bugs are a great way to waste massive amounts of time and money, I've had the dubious honor of going through the process many a time on old Mac apps, and the fact that the iPhone has tight memory constraints mean that you have to be extremely careful, or the app will just be unstable and crash often...like so many of the first apps that were released last summer.
The only reliable way I've found to write stable iPhone applications is to manage all your memory yourself, and do it consistently. Even if you are the only programmer on your project, you'll thank yourself later. It can be difficult if you learned to program in languages that "take care of everything for you," but it really is worth learning how to do well if you are serious about createing quality iPhone apps.

Autorelease iPhone

Coming up towards the end of developing an iPhone application and I'm wondering just how bad is it to use autorelease when developing for the iphone. I'm faced with some fairly random crashes and, so far, I can't pinpoint it to anything other than sloppy memory usage.
As a Cocoa newbie I remember initially reading a guideline document that strongly suggested avoiding autorelease in favor of manual retain/release for iPhone. However, a more 'senior' Cocoa developer came on board early on (who ironically has been let go since), who used autorelease all over the place. Admittedly, I was went into "monkey see monkey do" mode, and it appears to be coming back to haunt me (I'm now the only developer on the project).
So what to do next? It seems to me that I have to branch the code and try to go through and replace, where possible, autorelease code keeping my fingers crossed that I don't inadvertently break the app. It seems a lot of library calls result in autoreleased objects like stringWithFormat and pretty much anything where I'm not using alloc myself. Any other gotchyas and/or suggestions I should be looking out for? Thanks Cocoa gurus.
Using release instead of autorelease can improve memory usage in tight spots (which is good on the iPhone), but it's not going to help at all with crashing if you're not following the retain / release rules. I would read a few tutorials on memory management in Obj-C if you're still a little hazy on what you should be doing, and then go after those crashes using the debugger and crash reports to find out where you're over releasing objects. This and this are two good places to start.
More important than the autorelease or manual-release choice is how often you alloc and dealloc your NSAutoreleasePools. Since most of the Cocoa frameworks use autorelease liberally, you need to have a proper pool draining strategy. Once that is in place, the choice of whether to release or autorelease becomes much less an issue.
That being said, the only areas you should worry about are tight loops--allocate and release an NSAutoreleasePool every few iterations for best results; and when you have spawned another NSThread that doesn't have a Runloop--create a pool and drain it every so often becomes idle. Since most applications only allocate a small amount of data per event, UIKit's strategy of allocating the pool before the event is dispatched and releasing it after the dispatch returns works very well.
If you think you dunno how to use autorelease, check out CS193p FALL 2010 on iTunes U -> Lecture number 4.
It teaches you all about memory management and stuff (if you skip the first 10 minutes or so)
For iPhone performance reasons, Apple suggest that, whenever possible, you shouldn't use autoreleased objects. Instead, explicitly release your objects when you are done with them.
Using autorelease pools means that you might be leaving some unused memory lying around. Since the iPhone has less memory to go around, you might improve performance if you free up unneeded memory as soon as possible, rather than letting it sit around taking up resources while it waits for an autorelease.
When you autorelease, you're basically saying: "I don't need this any longer, but anyone else is free to pick it up (before the auto release pool is drained)". When you explicitly relase an object you're saying: "I don't need this any longer and unless anyone else has already said otherwise (acquired), it should be deallocated immediately."
Consequently, autorelease is not normally the wrong thing to. It is required when you want to pass objects back to the sender of a message without requiring the sender to take care of releasing the object.

In CocoaTouch (iPhone OS) how do I find/eliminate leaks that the Instruments Leak tool doesn't find?

I have an iPhone app that is running great in the simulator. It responds well to the memory warnings by getting rid of everything that is not absolutely essential. When I run it on the device, it runs well. But after a certain amount of usage it crashes with error code 101 - which, from what I can tell, is the OS killing it due to memory usage. I can see the memory warning (I'm logging it), and my app responds to it, but dies shortly thereafter.
If I look at the app in Instruments (either on the device or in sim), it doesn't find any leaks. In addition, the net memory usage is in the range of 600-700k bytes. Transitioning from the different views of my app increases memory usage (as expected), but when the views and controllers are released and dealloc'd, the memory usage never quite goes as low as it was. However, the addition is usually only something in the range of 1000-2000 bytes. So while Leaks shows me no leaks, I suspect there is an issue somewhere. I've also looked at all of the objects I'm allocating, and all of them seem to be reclaimed as expected. The only objects I see that keep increasing are GeneralBlock-N (where N is some number)
Should I not pay any attention to Instruments net usage figure? What would be the next steps in trying to diagnose the issue?
ADDED: I'm not making any calls to malloc() or any CoreFoundation libraries that would return a buffer that I'm responsible for. The only non-Obj-C calls I'm making are logging statements to NSLog.
One quick thing to try is running the Clang static analyzer. This will find some, but not all, issues in your code that you might be missing. It checks the code at compile time, so it's by no means infallible, but will almost certainly find most glaring problems.
You should also run your application with the memory monitor instruments to see overall system usage on the device.
Leaks only finds memory that is not referenced by anything, but still retained.
What you are seeing is that you have left memory retained, and still referenced by something.
One thing to look for especially, is that if you have passed a reference of a class to something else as a delegate that you free it in your dealloc method.
Similarly, if you have subscribed to any notifications you should unsubscribe in viewWillDisappear: (if you use the general unsubscription method in a view controller do not forget to re-subscribe to the memory warning notification.
Timers are the same way, deactivate them when a view goes away and re-enable them when the view comes back (unless of course you need a timer running the whole time your application is running).
Basically be suspicious of anything you give a reference of a class to, and try to figure out how you might eliminate that link whenever possible (either in dealloc or viewWillDisappear: or both).
Here's a summary of what I've learned (thanks to some excellent answers and comments):
Object Allocation is NOT the same as Memory usage. The answer to my question about ObjectAlloc's net bytes element is that you shouldn't be paying attention to it - at least not when determining issues with the amount of memory you are using or whats causing it to crash. It doesn't reflect the true memory usage of your application.
My amatuerish guess is that ObjectAlloc only shows you the memory taken up by the direct object itself. So if you have an UIImageView, it takes up just a handful of bytes to store the various properties, but it might be pointing to an image in memory taking up a bunch of space. Therefore, looking at ObjectAlloc is helpful only in making sure you're not creating and keeping objects around, it won't give you an idea of how much memory you're using or how much you can use before crashing.
MemoryMonitor will give you the total memory usage. You can constrain it to viewing only your app's usage by using the search tool in the bottom right of the Instruments window.
Both ObjectAlloc and Memory Monitor (as well as the Leaks tool) are plugins for Instruments - just in case thats not obvious to someone else. You can launch Instruments from within XCode by doing Run -> Start with Performance Tool. Once inside of Instruments, you can open the Library and add new plugins to monitor different aspects of performance.
One thing to look for is circular references.
(I don't want this to sound patronising - just want to make sure I'm being clear:) If object a refers to object b and object b refers to object a, there may not be a reported "leak" because all the memory is still referenced - but this may be an orphaned island of objects, seperated from your app and never reclaimable. Of course it may involve more objects ( a refers to b, b refers to c, c refers to a, etc).
If you're building up a graph of objects somewhere, and there are any back or cross references, be sure to break the circles if you release the root (there are different ways of doing this. The simplest is probably to make sure each class in question has a releaseAll method, or similar - which calls releaseAll on it's child objects, then releases the child objects - but this isn't always the best solution).