For some reason when I release the NSArray I get the EXC_BAD_ACCESS exception. Here is the implementation:
-(void) loadAllAlphabets
{
NSBundle *bundle = [NSBundle mainBundle];
NSArray *imagesPath = [[NSArray alloc] init];
imagesPath = [bundle pathsForResourcesOfType:#"png" inDirectory:#"Images"];
alphabets = [[NSMutableArray alloc] init];
NSString *fileName = [[NSString alloc] init];
for(int i=0; i<= imagesPath.count -1 ; i++)
{
fileName = [[imagesPath objectAtIndex:i] lastPathComponent];
CCSprite *sprite = [CCSprite spriteWithFile:fileName];
sprite.userData = [[fileName stringByDeletingPathExtension] uppercaseString];
[alphabets addObject:sprite];
}
// release fileName
[fileName release];
fileName = nil;
[imagesPath release]; // this causes the application to crash with EXC_BAD_ACCESS
// imagesPath = nil;
}
UPDATE 1:
So, the problem was that although I was responsible for releasing the imagesPath object since I used alloc that soon become irrelevant when pathsForResourcesOfType returned an autorelease object.
This means I should not release the imagesPath object manually.
The following line should be used:
NSArray *imagesPath = [bundle pathsForResourcesOfType:#"png" inDirectory:#"Images"];
UPDATE 2:
Another question which is related to this post. In the following code I initialize a new NSMutableArray manually.
alphabets = [[NSMutableArray alloc] init];
Later I insert CCSprite (Cocos2d objects) into alphabets array. CCSprite are autorelease objects. Do I still have to release alphabets manually? Since, after some time all objects are released and memory will be returned but then what will be left inside alphabets NSMutable array?
I think the confusion is here:
NSArray *imagesPath = [[NSArray alloc] init];
imagesPath = [bundle pathsForResourcesOfType:#"png" inDirectory:#"Images"];
The first line creates a new object. This object really needs to be released.
The second line over-writes that object with a new, self-managed object. This does not need to be manually release.
This means that you're leaking the first imagesPath.
In general, you need to release an object if you alloc or copy it. And you shouldn't over-write an object before you release (or autorelease) its content.
general rule of thumb in memory management - you should release an object only if you obtain it using method that contains new, copy or alloc in it (standard method follow that rule and you should stick to it as well).
In your case you obtain imagesPath object using pathsForResourcesOfType: method which returns an autoreleased object so you must not release it yourself.
Edit: yes, you need to release alphabets object somewhere (for the same reason - you got it with alloc method).
Objective-c containers take an ownership of objects added to them, that us when objects are added to an array they get retained so it is guaranteed that their life time is at least as long as the life time of container. When you remove object from collection or collection itself is destroyed then its members get released (to compensate retain on add).
Also, you are leaking memory as you initialize imagesPath with an empty non-mutable array and then discard it when you assign he result of pathsForResources: to it. Just do this instead:
NSArray *imagesPath = [bundle pathsForResourcesOfType:#"png" inDirectory:#"Images"];
Same error with fileName. Not need to initialize it with an empty non mutable string.
And also do not release fileName since it is also an autoreleased object.
Related
I have an NSTimer that fires once per second.
And every second I have an NSString that needs to be changed.
I've never tried to deal with memory management before so I'm not sure if what I'm doing is right but instruments is saying under "alloc" that the line of code with stringByReplacingOccurrencesOfString has 45MB of "Live Bytes" after about a minute...
(and the live byte count keeps on rising with every second and eventually crashes the app).
I think my issue lies somewhere with the MutableCopy code?
Here is my code:
-(void)myTimer {
if (testedit) {
[testedit release];
[withString1a release];
[forString1a release];
}
testedit = [[NSString alloc] init];
withString1a = [[NSString alloc] init];
forString1a = [[NSString alloc] init];
testedit = [[NSString alloc] initWithFormat:#"example"];
withString1a = [[NSString alloc] initWithFormat:#"e"];//this string gets its values randomly from an array in my real code
forString1a = [[NSString alloc] initWithFormat:#"flk34j"];//this string gets its values randomly from an array in my real code
testedit = [[testedit stringByReplacingOccurrencesOfString:withString1a withString:forString1a] mutableCopy];//memory leak /:
}
You are allocating memory for each object twice. When you alloc the second time and assign it to the same variable, the first piece of alloc'd memory becomes inaccessible and unreleasable.
Then you make a mutableCopy of testedit and assign the copy to the original's variable. Again, you leave a piece of inaccessible memory floating around.
The rule with non-ARC memory management is - for every alloc, new, copy or retain you need to have a corresponding release. You have 6 allocs, one copy, and only 3 releases.
Here are some suggestions.
Remove these duplicated allocations:
testedit = [[NSString alloc] init];
withString1a = [[NSString alloc] init];
forString1a = [[NSString alloc] init];
Presumably testedit, withString1a and forString1a are all iVars. (Please declare your iVars as autosynthesized properties and refer to them as self.testedit ... etc. that will make your code so much clearer to stack overflowers).
Take out all of this:
if (testedit) {
[testedit release];
[withString1a release];
[forString1a release];
}
Assuming these are all iVars, the correct place to release them is in your object's dealloc method
In fact withString1a and forString1a can be local variables, as you get their content from elsewhere:
NSString* withString1a = [[[NSString alloc] initWithFormat:#"e"] autorelease];
NSString* forString1a = [[[NSString alloc] initWithFormat:#"flk34j"] autorelease];
You can autorelease them as you don't need them to hang around after the method has finished.
These lines can also be written:
NSString* withString1a = [NSString stringWithFormat:#"e"];
NSString* forString1a = [NSString stringWithFormat:#"flk34j"];
(-stringWithFormat is a convenience method that returns an autoreleased object)
That leaves us with these two lines.
testedit = [[NSString alloc] initWithFormat:#"example"];
testedit = [[testedit stringByReplacingOccurrencesOfString:withString1a
withString:forString1a] mutableCopy];
It's not clear why you are treating testedit as an immutable string in the first line and a mutable string in the second. You don't need a mutable string here at all, as you are replacing testedit with a new string.
self.testedit = [[NSString alloc] initWithFormat:#"example"];
self.testedit = [[testedit stringByReplacingOccurrencesOfString:withString1a
withString:forString1a] copy];
(you need copy as stringByReplacingOccurrencesOfString:withString: returns an autoreleased object, and here you want to keep hold of it)
THE last piece of the jigsaw is getting rid of your _testedit iVar memory allocation. You do this in the dealloc method of your object:
- (void) dealloc {
[_testEdit release];
[super dealloc];
}
(Note that init, accessor, and dealloc methods are the three places where you should not refer to an iVar using property syntax.)
All good, but really, you should be using ARC! You are _far_more likely to introduce memory bugs this way than if you rely on the compiler to manage memory for you.
I would suggest you to make use of #property here.
In .h file declare the properties as:
#property (nonatomic, retain) NSString *testedit;
#property (nonatomic, retain) NSString *withString1a;
#property (nonatomic, retain) NSString *forString1a; //if required write the #synthesize as well in .m class
You can write your timer method as:
-(void)myTimer {
self.testedit = #"example";
self.withString1a = #"e";//this string gets its values randomly from an array in my real code
self.forString1a = #"flk34j";//this string gets its values randomly from an array in my real code
self.testedit = [self.testedit stringByReplacingOccurrencesOfString:self.withString1a withString:self.forString1a];
}
In dealloc method, you can set all the above properties as nil (self.testedit = nil;) or do a release on them([testedit release];).
If possible, try to switch to ARC, you dont have to worry about the memory management. The problem with your code was that you are using a lot of alloc/init statements without releasing the variable before doing it. This causes it to lose the reference of that variable and you will leak it. You dont need that many allocation statements. For every allocation or retain, there should be a corresponding release/auto-release statement.
If you're using ARC you shouldn't have an issue. If you aren't using ARC you can try adding autorelease:
testedit = [[[testedit stringByReplacingOccurrencesOfString:withString1a withString:forString1a] mutableCopy] autorelease];
You are getting a memory leak because you never de-allocate testedit. Whenever you call alloc, that means you need to deallocate it. This usually just means calling release.
Do something like this instead, then be sure to free up the memory you've allocated:
NSString* newString = [[testedit stringByReplacingOccurrencesOfString:withString1a withString:forString1a] mutableCopy];
I have 100 images in my resource bundle named like image1.jpg,image2.jpg.
Basically what i am trying to do is create path names to those images dynamically inside a for loop.
While testing in simulator,the images loaded fine and the app did not crash.But while testing the app with instruments i was shocked to see the heavy memory leak that was happening while i was creating the path1 object.
I am pasting the entire method here for reference
- (id)init {
self = [super init];
if (self) {
self.arrayImages = [[[NSMutableArray alloc] init] autorelease];
for(int i=1 ; i<100 ; i++){
NSString *str = [NSString stringWithFormat:#"Century%d",i];
NSString *path1 = [[NSBundle mainBundle] pathForResource:str ofType:#"jpg"];
[self.arrayImages addObject:path1];
}
}
return self;
}
As i have not made use of any alloc inside the loop i dont have any ownership and hence no right to release the object.What is the reason for this memory leak??
Kindly explain the problem and provide the necessary solution in order to fix it..
As always,any help is highly appreciated..
arrayImages is retaining path1, and so if you do not release arrayImages it will leak. How are you creating arrayImages, and are you releasing it anywhere?
Edited based on comments:
Make sure you release arrayImages in your -dealloc method like so: [arrayImages release]; (note the lack of self).
There is no leak in the code you've shown.
There are (at least) two possibilities:
You have a leak in code you didn't paste into your question
Everything is fine and Instruments gave you a false-positive
Your loop will create a lot of autoreleased variables. These won't be deallocated until after the loop has finished, but that's how it's supposed to work.
The reason for the leak would be this line right here:
NSString *str = [NSString stringWithFormat:#"Century%d",i];
By using convenience methods in Objective-C, what happens in the background is the following:
NSString *str = [[[NSString alloc] initWithFormat:#"Century%d", i] autorelease];
Not using alloc/init to create a weak reference is a misconception. You are always the owner of a created object, no matter how you create it. The convenience method simply does the alloc/init and autoreleases it for you.
Here's what I would suggest you do to avoid leaking memory:
- (id)init {
self = [super init];
if (self) {
self.arrayImages = [[[NSMutableArray alloc] init] autorelease];
NSAutoreleasePool *tmpPool = [[NSAutoreleasePool alloc] init];
for(int i = 1 ; i < 100 ; i++) {
NSString *str = [NSString stringWithFormat:#"Century%d",i];
NSString *path1 = [[NSString alloc] initWithString:[[NSBundle mainBundle] pathForResource:str ofType:#"jpg"]];
[self.arrayImages addObject:path1];
[path1 release];
}
[tmpPool drain];
}
return self;
}
Let me know if this works better for you.
-EDIT- Allocating the path1 object and releasing it after adding to arrayImages.
I'm still trying to wrap my head around iphone memory management. I have checked this with leaks but I want to make sure. Is this free of leaks?
NSMutableArray *array = [[NSMUtableArray alloc] init];
NSMutableString *str = [[NSMutableString alloc]];
[str appendstring:#"hi"];
[array addObject:str];
[str release]; //this is the bit I am most concerned about
...some processing of array occurs...
[array release];
Assuming your second line is actually this:
NSMutableString *str = [[NSMutableString alloc] init];
Then yes, this is free of leaks. When you add the string to the array, the array takes an ownership interest in the string, so the subsequent statement where you release your ownership of it is fine. It still exists in the array as expected.
When you release the array, it will take care of cleaning up its own references, including the one pointing to the string you put in it.
RULE OF THUMB, YOU MAY WRITE THIS ON STICKY NOTE AND STICK IT ON YOUR DESK
If you alloc, new, init or copying than you are the owner :)
You have to release it! no one will clean up for you.
** Example :
NSString *releaseMeLaterPlease = [NSString initWithString....];
If you create any other way such as in Example assume "bag" is some array,
NSString *dontReleaseMe = [bag objectAtIndex:0];
now, dontReleaseMe isn't create by alloc, new, init or copy so you don't release them. Some one will do it.
If you use autorelease after alloc and init than, OS will take care of releasing it.
MOST IMPORTANT: Now developer doesn't have to worry about these stuff!!! Hoooooray! Automatic Reference Counting is on from iOS5
However it is good to learn as not all devices has iOS5 :)
Good luck!
quixoto answered the question, but just for the sake of being explicit, here's what's going on with regard to memory management in your code on each line:
NSMutableArray *array = [[NSMUtableArray alloc] init]; //array retain count = 1
NSMutableString *str = [[NSMutableString alloc]]; //str retain count = 1
[str appendstring:#"hi"];
[array addObject:str]; //str retain count = 2
[str release]; //str retain count = 1
...some processing of array occurs...
[array release]; //array retain count = 0 & str retain count = 0 .. objects will be removed from memory.
Hi I generally create objects of another classes. can you please tel me if this wil be in the auto release pool? or should we release it manually.
if you init copy or new them you'll have to deallocate them if you put an autorlease with the allocation then they will be autoreleased
for example
Foo *foo = [[Foo alloc] init]; //you'll have release it somewhere yourself
And
Foo *foo = [[[Foo alloc] init] autorelease];// this will be autreleased
The simple case is : if you use init, you are responsible for releasing it, either by calling release or by calling autorelease.
e.g.
NSString *myString = [NSString alloc] init]; // You need to release this
...
[myString release]; // Now it's released - don't use it again!
or if you are going give it to someone else
NSString *myString = [NSString alloc] init]; // This needs releasing
...
return [myString autorelease]; // You are finished with it but someone else might want it
However, there's a few other cases.
NSString *myString = [NSString stringWithFormat:#"hi"];
This object is in the autorelease pool already - don't release it!
NSString *secondString = [myString copy];
This object needs releasing - it is not autoreleased.
Rule of thumb : Anything with init, copy or new in the name - you made it, you release it. Anything else will be autoreleased.
I'm trying hard to understand when and what I must relase in Cocoa Touch as it doesn't have garbage collection.
This code block is from apples iphone sample PeriodicElements and they release anElement and rawElementArray but not thePath, firstLetter, existingArray and tempArray?
I would have thought that at least tempArray and existingArray should be released.
Could some brainy person please explain to me why?
Thanks :)
- (void)setupElementsArray {
NSDictionary *eachElement;
// create dictionaries that contain the arrays of element data indexed by
// name
self.elementsDictionary = [NSMutableDictionary dictionary];
// physical state
self.statesDictionary = [NSMutableDictionary dictionary];
// unique first characters (for the Name index table)
self.nameIndexesDictionary = [NSMutableDictionary dictionary];
// create empty array entries in the states Dictionary or each physical state
[statesDictionary setObject:[NSMutableArray array] forKey:#"Solid"];
[statesDictionary setObject:[NSMutableArray array] forKey:#"Liquid"];
[statesDictionary setObject:[NSMutableArray array] forKey:#"Gas"];
[statesDictionary setObject:[NSMutableArray array] forKey:#"Artificial"];
// read the element data from the plist
NSString *thePath = [[NSBundle mainBundle] pathForResource:#"Elements" ofType:#"plist"];
NSArray *rawElementsArray = [[NSArray alloc] initWithContentsOfFile:thePath];
// iterate over the values in the raw elements dictionary
for (eachElement in rawElementsArray)
{
// create an atomic element instance for each
AtomicElement *anElement = [[AtomicElement alloc] initWithDictionary:eachElement];
// store that item in the elements dictionary with the name as the key
[elementsDictionary setObject:anElement forKey:anElement.name];
// add that element to the appropriate array in the physical state dictionary
[[statesDictionary objectForKey:anElement.state] addObject:anElement];
// get the element's initial letter
NSString *firstLetter = [anElement.name substringToIndex:1];
NSMutableArray *existingArray;
// if an array already exists in the name index dictionary
// simply add the element to it, otherwise create an array
// and add it to the name index dictionary with the letter as the key
if (existingArray = [nameIndexesDictionary valueForKey:firstLetter])
{
[existingArray addObject:anElement];
} else {
NSMutableArray *tempArray = [NSMutableArray array];
[nameIndexesDictionary setObject:tempArray forKey:firstLetter];
[tempArray addObject:anElement];
}
// release the element, it is held by the various collections
[anElement release];
}
// release the raw element data
[rawElementsArray release];
// create the dictionary containing the possible element states
// and presort the states data
self.elementPhysicalStatesArray = [NSArray arrayWithObjects:#"Solid",#"Liquid",#"Gas",#"Artificial",nil];
[self presortElementsByPhysicalState];
// presort the dictionaries now
// this could be done the first time they are requested instead
[self presortElementInitialLetterIndexes];
self.elementsSortedByNumber = [self presortElementsByNumber];
self.elementsSortedBySymbol = [self presortElementsBySymbol];
}
They create rawElementsArray by sending +alloc to the class, therefore this object is owned by the code in the sample above and must be released. Similarly with anElement. Note that thePath and tempArray are not created by sending +alloc, +new or -copy messages, therefore the calling code is not responsible for the lifetime of those objects. Please have a look at this collection of Cocoa memory management articles:
http://iamleeg.blogspot.com/2008/12/cocoa-memory-management.html
The reason you don't have to release tempArray is because it's been allocated and then autoreleased right away. Autorelease is a method of scheduling a release call sometime in the future, so that the caller of an API doesn't have to do any explicit releasing of the result.
Matt Dillard has provided a detailed explanation of Objective C's memory management strategy and has explained it much better than I can.
The convention is that when you create an object using a class method it should have been autoreleased. This means that at the end of the run loop when the autorelease pool is flushed these objects will be released. However, if you create something using +alloc] -init] or -copy, -mutableCopy or +new (which is the same as +alloc] -init]) then it will not have been autoreleased.
For example:
NSArray *array1 = [NSArray arrayWithObject:#"foo"];
NSArray *array2 = [[NSArray alloc] initWithObject:#"foo"];
Array1 will be autoreleased and you don't need to worry about it. Array2 will need to be manually released. Or alternatively you could do:
NSArray *array2 = [[[NSArray alloc] initWithObject:#"foo"] autorelease];
Which is pretty much what +arrayWithObject: does.
Of course this leads to an important consideration with the lifetime of instance variables. If you create the instance variable as with array2 then it will be fine as it has a retain count of 1. However, array1 will need to be retained otherwise it will be autoreleased at the end of the runloop, giving it a retain count of 0 and so it will be freed and you will be left with a dangling pointer.