iOS Memory Management: ivars, static, and NSStrings - iphone

I have managed to get myself confused about some elements of memory management. I am new to objective-c, and memory managed languages generally.
I have read the memory management guidelines, but I remain confused about a couple of things.
1) Is there any need to clean up ivars, and method variables that are not retained by any object. For instance
-(void) someMethod{
int count = 100;
for (int i=0; i <count; i++) {
NSLog(#"Count = %d", i);
}
}
What happens to the "count" var after the method is complete?
If a method allocates lots of temporary variables, do those get removed from memory as long as they are not unreleased, alloc'd objects? Or do i need to set them to nil in some way?
2) If i have a static variable, for instance an NSString, do I have to do anything for that to be removed from memory when the class is dealloced?
3) I have noticed that NSStrings seem to have a retainCount of 2147483647 which wikipedia tells me is the max value for a 32 bit signed integer.
http://en.wikipedia.org/wiki/2147483647
myString retainCount = 2147483647
-(void) someMethod{
NSString *myString = #"testString";
NSLog(#"myString retainCount = %d", [myString retainCount]);
// logs: myString retainCount = 2147483647
}
What happens to this at the end of the method? Does this memory ever get emptied? The string is not being referenced by anything. My understanding is that the #"" convenience method for NSString returns an autoreleased object, but whats the point of autoreleasing something with a retainCount of 2147483647 anyway? In that case, whats the point of retaining or releasing ANY NSString?
I am well aware that retainCount should be ignored, but it just bugs me not to know what's going on here.
4) Does this matter at all? I know that the memory associated with an NSString isn't much to write home about, but I want to be a good memory management citizen, and I'm more interested in best practices than anything else.

Retain/release only matters for objects, not int, bool, float, double or other built-ins. So use it for id or other classes that you hold a pointer to an object. In your example, count doesn't need to be retained or released. It is allocated on the stack which is automatically cleaned up when the function returns.
You do need to deal with any local objects you alloc. Those are created with a retainCount set to 1, so you need to either hold on to them for later or release them. Most Cocoa functions (that don't start with copy or alloc) return an object that is autoreleased. This means that they will have release called on them later -- you can only hold these after the function if you call retain on them. If you want them to be cleaned up, you don't need to do anything (calling release would result in too many release calls).
If you have a static variable pointing to an object, then it is not touched when objects of that class are dealloced. If you want it to be released, you have to call release on it. If the static is an int, bool, or other built-in, you don't (can't) call release on it. That's part of the global memory of your app.
NSStrings that are set to string literals should not have release called on them. The retainCount is meaningless for them. That value is also -1 for signed int values.
If you do this -- [[NSString alloc] initCallHere:etc] -- you have to call release on it. Most of the time you get strings, you don't use alloc, so you don't need to call release. If you retain one, you need to call release.
Yes, it does matter. Over time leaks will cause the iPhone to kill your app.

You don't need to worry about count cause it's an integer, a primitive data type, not an object.
I've read that those just go away upon app termination or if you explicitly release them.
You are right in that you should not worry about the retain count in that way. Cocoa automatically gives #"" (NSConstantString objects) the absolute highest retain value so that they cannot be de-allocated.
You are over complicating the subject. The point of the three guidelines is so that you know that you only have to worry about memory management in three specific situations. Apple gives you these guidelines so that one doesn't have to worry about the specific internals for every single class (like manually tracking retainCount), not to mention that sometimes Cocoa does things differently (as with NSConstantString). As long as you remember these guidelines, you really don't have to know the very gritty details of what's going on underneath (of course, an understanding of the retain count concept helps, but compare this to manually tracking it).
I don't know which guide you read specifically, but if you haven't given this one a try, I highly recommend it. It summarizes the three guidelines in a concise and direct manner.

The Cocoa memory management rules only cover Objective C objects.
Local variables (non-static) are cleaned up when any subroutine or method exits (actually the stack memory is just reused/overwritten by subsequent subroutines or methods in the same thread). Constants which require memory (strings) and static variables are cleaned up when the app is torn down by the OS after it exits. Manually malloc'd memory is cleaned up when you manually free it.
But any object you alloc or retain: (whether assigned to an ivar, local, global, static, etc.) has to managed like any other object. Be careful assigning objects to global variables, unless you are really good at retain count management.

Related

Directly use of NSString

I find I usually directly use a NSString like:
self.text = #"word";
label.text = #"word";
function(#"word");
I think it is a wrong way to directly use NSString, because the #"word" will have a retainCount of 2 after it has been used. Is that right?
What is exactly the retainCount of #"" ? Is it an autorelease object or has a retain of 1?
What`s more, I encountered some memory leak as the pic shown below:
I suspect it is related to the direct use of the NSString.
Essentially, the retain count of NSString literals is infinite. The memory for these objects is reserved by the compiler at compile time and never gets released for the duration that your app is running, no matter how often you try to retain or release them.
This is another good example why it is wrong to care about retain counts. You should only care about the golden memory management rules: if you take ownership of an object (with alloc, new, copy or retain), you have to release or autorelease it later. Otherwise, you don't.
Quoting from String programming guide
The simplest way to create a string object in source code is to use the Objective-C #"..." construct:
NSString *temp = #"/tmp/scratch";
Note that, when creating a string constant in this fashion, you should avoid using anything but 7-bit ASCII characters. Such an object is created at compile time and exists throughout your program’s execution. The compiler makes such object constants unique on a per-module basis, and they’re never deallocated, though you can retain and release them as you do any other object.
the #"word" will have a retainCount of 2 after it has been used. Is that right?
No. This is a perfect illustration of why it is bad to think in terms of retain counts which are an internal implementation detail. You can think of string literals as strings that are "owned" by the executable image so they will not go away. You should treat them like any other Objective-C object.
If you do take a sneaky peek at the retain count of a string literal, you'll find it is set to some really big number (something like the maximum value for an NSInteger). This is treated as a special value by retain and release that they don't change.
The memory for string literals is allocated as part of the binary image at compile time. It can never go away. Your memory leak is not because of this.
No, it's a good thing to declare an autoreleased NSString by using directly #"". But NSString are retained in a particular way and it's not really possible to know what's being done at runtime. You may have weird retain count sometimes. Don't bother about your leak of 48 Bytes.... It's not related to your nsstring.

iPhone: using retain vs autorelease

Which one of these is better practice?
A) retain and release the object myself later
NSMutableArray* array = [[self getArray] retain];
....
[array release];
B) autorelease from the function returning the object
getArray {
NSMutableArray* returnedArray = [[[NSMutableArray alloc] init] autorelease];
.....
return returnedArray;
}
The simplest rule of thumb when it comes to memory management in Objective-C is that you should release anything that you've explicitly allocated (alloc), copied (copy), newed up (new), or retained (retain).
The release should be done within the scope of the aforementioned actions. If you allocate space for an object that is returned by a method, you should autorelease it before returning it. So, given the two options you've provided, B is the recommended practice.
You could read and follow Apples guidelines on memory management and performance.
Personally I think the reasons for choosing one way over the other:
Using Autorelease pros:
You can't stuff it up, memory will be freed at some point. That I like to think of as "falling into the pit of success".
cons:
Using autorelease a lot may cause you memory problems as lots of objects build up awaiting be released by the autorelease pools.
Using retain/release pros:
More control when your memory is used/freed.
On ios apple recommends that you use release instead of autorelease whenever possible to keep the size of the pool small.
cons:
Like C/C++ malloc/free new/delete you have to be careful to keep them matched up and it is easy to stuff that up, causing memory leaks.
For member variables you have no choice, retain/release is it.
I think, whichever style you choose comes down to the situation your code is in and choosing the best style based on there pro's and con's. I don't think there is any one answer to this.
If you want to return an object you have to use the second approach. In all cases where possible you should use the retain-release approach because this uses less memory.
If you new, alloc init, retain, or copy (NARC) an object, you have to release it.
When the name of a method starts with any of those words, it means it's being created for the caller, who has the responsibility to release the object when he is done with it.
Otherwise the method returned is not owned by the caller, and he has to indicate he wants to keep it calling retain on the object.
If you can choose, don't abuse autorelease when memory is a concern.
Some comments:
The first rule logically results in the second. Example: if the outcome of a function (the returned object) survives the execution of the function, all the function can do is autorelease the object.
Unless there is a memory/performance concern, the overhead of automatic memory management is better than the memory leak chances plus the increased developing time.
Try to retain/release symmetrically. Example: if you retained on init, then release on dealloc. Same for viewDidLoad/viewDidUnload.
If you use #property(retain) you have to release in dealloc.
Example:
// created with autoreleased, just call retain if you intend to keep it
NSString *orange = [NSString stringWithString:#"orange"];
// created for the caller, you'll have to release it when you are done
NSObject *apple = [NSString initWithString:#"apple"];

releasing variables to save memory

I have a beginner's question about releasing variables and not wasting memory...
I don't quite understand when to release variables. I understand that I should always do this if I have assigned them in my header file (in my #interface section and my #property commands). I release them in my -(void)dealloc function.
However, what am I supposed to do with variables that I happen to use in some of my methods, e.g.:
for (int temp = 0; temp < 3; temp++) {
// do something...
}
[temp release];
This is obviously wrong (at least xCode tells me so), as 'temp' is undeclared. But why? I've declared it as an int and temp thus takes up space in my memory, I'm sure. How do I tell the program to free up the space temp has taken after I don't need it anymore? I'm sure this is obvious, but I simply don't get it.
I'd be very happy for any suggestions for a beginner of how not to be a memory pig and to have 'memory leaking' everywhere in my apps...
You declared it as an int in the scope of the loop. Once the loop is done, it goes out of scope.
Also, you can not release an int, which is a primitive type. You can only release a subclass of NSObject. A good rule of thumb is that you eventually have to release anything that you called alloc or retain on.
Edit: For your edification, memory management only applies to objects allocated from the heap. That would be NSObjects obtained via "alloc" or must C-level memory allocated with something like "malloc()". Declaring a variable like "int x" is called an "auto" variable in that is is created on the stack and will AUTOmatically disappear then that block ends (the end of a "block" being the end of the function or perhaps the end of a {} pair or even the end of a for/if/while block.
Since Objective-C is basically just a special version of C (with messages), it does not create permanent objects unless you explicitly tell it to. This is different form languages like Python or Javascript.
You only need to release objects, and temp is an int, not an object.
As far as when to release objects, Apple's docs explain that better than I can: http://developer.apple.com/library/mac/#documentation/Cocoa/Conceptual/MemoryMgmt/MemoryMgmt.html
You do only release objects, and not primitive types. For example you create an array with
NSArray *myArray = [[NSArray alloc] init];
This initialization allocated memory which you have to free after your done using your array, it's your responsibility, else there will be memory leaks. You can do that in the dealloc section of a controller, or at the end of a method, or even after you've enumerated through the array and no longer need it.
If you create instances of objects with other methods than alloc, copy or new(rarely used) you have to release them. If you call retain yourself on an object you have to release it as well.
Please refer to apples memory management rules, which have been posted earlier.
There are two ways to store information in RAM in C and c like things, primitives which are allocated automatically by the compiler, and memory chunks allocated by you in your program.
Variables allocated for you by the compiler are called "automatics" and can be marked by the essentially unused (because it is the default) "auto" keyword. Automatics are bound to the scope in which they are declared and go away when it ends. Regular variables, like "int x" are automatic.
Notably, pointers are typically automatic. However, the things they point to are not. Those would be the thing you asked to be allocated.
In objective-c, things are allocated with the alloc message. However, sometimes a class will call this for you, so you might not see it. To help make it clear what you should do, there is a tradition: If you get an object where you alloc'ed it, got it from a class method with the word "copy" in the method name, or sent it a "retain" message, then you own a share of it, and it won't go away until you send it a release message.
If you didn't get the object through one of those means, you must not release it, because you don't have a share in it.
So, in summary: regular variables (int, short, char, double, float, long) are automatic, no need to allocate it. Pointers are also automatic, however, the things they are pointing to are not. In obj-c, you own a share if you alloc'ed it, copy'ed it, or sent it a retain message.
You can't release an integer...
Release works only with instance of Objective-C classes.
Variables such as integers are placed on the stack, and they does not persist after a function/method call, unless allocated explicitely.
You only release objects. If you use the alloc, init procedure to create an object you must release it. If you retain an object you must release it. If you use a method that has the word "create" in it, you must release it. Anything else, the system will handle for you.
Primitives do not need to be released, only objects.
Biggest thing to keep in mind is that whenever you "alloc" or "retain" an object, put a corresponding "release" or "autorelease".
you see an error on the line [temp release]; because temp is not in scope. temp will not be seen outside of the for loop you created.
you do not need to clean up the memory of temp, since you have not claimed ownership of it(see Memory Management Rules): http://developer.apple.com/library/ios/#documentation/general/conceptual/DevPedia-CocoaCore/MemoryManagement.html
examples of objects where you do not need to release/manage memory:
NSArray *myArray = [NSArray array];
NSNumber *myNumber = [NSNumber numberWithInt:5];
NSString *myString = #"Hello World";
NSInteger i = 5;
int x = 2;
examples of objects where you do need to release/manage memory:
NSArray *myArray = [[NSArray alloc] initWithObjects:#"Hello", #"World", nil];
NSNumber *myNumber = [[NSNumber alloc] initWithInt:5];
NSString *myString = [[NSString alloc] initWithString:#"Hello World"];
-
typically, when your completely done using an object you own, you clean up its memory
see apple's docs for explanations on properties: http://developer.apple.com/library/mac/#documentation/Cocoa/Conceptual/ObjectiveC/Chapters/ocProperties.html#//apple_ref/doc/uid/TP30001163-CH17-SW1
setting a property with assign or readonly: you should not worry about releasing its memory, as you don't own it
property with retain or copy: you claim ownership of the object and need to release it at some point
this answer won't answer/solve all memory management questions/concerns, but it may shove you in the right direction

Objective C, Memory Management

1) What is the reason for the use of retain?
For example, in a setter method:
- (void) setCount: (int) input {
[intCount autorelease];
intCount = [input retain];
}
2) the autorelease-Method: Is it deleting an old object or preparing the new one?
3) Why the retain-method is called at the input-object?
Would
intCount = input;
be wrong?
And why?
Retain is used to increment the retainCount of an object. NSObjects have a property called retainCount which maintains a count on the number of references that are currently held on an object. When the retainCount of an object reaches 0, the object can be released from memory. Effectively this prevents an object from being released from memory if it's still in use elsewhere.
The autorelease method does not delete an old object and does not prepare the new object. It is effectively a pre-emptive call to release the object (autorelease is much more complicated than that and you should read up on it in the Memory Management Guide.)
In your case intCount = input wouldn't be wrong because you're working with a primative. However if input were an object then you'd need to be calling retain on it. In fact you don't even need to be writing your own getters/setters for primatives (or objects), but instead should be using Declared Properties. In fact you're almost always better off using Declared Properties and if you do want to roll your own, get to know the pitfalls of doing so first.
I recommend you read this. http://developer.apple.com/library/mac/#documentation/Cocoa/Conceptual/MemoryMgmt/MemoryMgmt.html
The answers to your questions have been answered fairly well so let me just add that if you can use garbage collection you should. It makes everything so much easier. It isn't a panacea and you still should learn to use the retain/release mechanism but unless you are dealing in some high volume memory calls, creating and deleting lots of objects, then just use garbage collection.
It can be found under Project | Edit Project Settings | Build
Then just search for "garbage" and you'll see it.
If you are doing iOS development and cannot use garbage collection I apologize for giving unhelpful information but it still stands for non-iOS development.
To answer ur question specifically:
1). the use of retain is to declare the ownership of an object. In this case, intCount retains the ownership of input, in case the input got released somewhere else, u can still use the intCount.
2). the autorelease of intCount is to relinquish the ownership of the old value. That avoid the memory leak of the old value. If u don't release the old value, and u assign a new value to this pointer, the old object will always be there and never got released, which will cause the memory leak.
3). if u don't retain the input, and the parameter of input got released somewhere else. then if nowhere else retain this object, it will get freed. So u can't use intCount as well. That's why u need to retain it or copy it.
But i think if u do intCount = input; it should be fine. Because int is not an object, it's just a type. So I think the whole method is okay to be written like this:
- (void) setCount: (int) input {
intCount = input;
}
But if its a pointer, u should not assign the new value to the old one directly.

Understanding reference counting with Cocoa and Objective-C

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).