Cocos2D - NSMutableArray of CCSprites - iphone

I tried storing some CCSprites in a NSMutableArray, but the game crashed immediately, I'm guessing it's a memory problem, and I'm also guessing that CCSprites are autorelease objects?
So, how would I store multiple CCSprites in a NSMutableArray?
The purpose I wanna do this is store for example all enemies in an array, and then loop through them in my timestep function and update their positions and whatnot.
What I tried to do:
NSMutableArray *enemies = [NSMutableArray array];
[enemies addObject: [CCSprite spriteWithFile: #"hello.png"]];
It crashes when I try to reach the sprite using -objectAtIndex:

The array is autoreleased. If you try to access it later in another context, it probably already died. So you either retain it or don't use the convenience array method, but [[NSMutableArray alloc] init] explicitly.
Or store it in a retained property (be sure to use the setter method in that case, i.e. self.ivar = enemies;
Whichever way you go, be cautious not to "over-retain" your array, i.e. using alloc/init and the retaining setter, or your array will never get freed again (more correctly it will only get freed with a "buggy" double release).

Related

Difference between [NSMutableArray array] vs [[NSMutableArray alloc] init]

can someone tell me the difference in declare an mutable array with:
NSMutableArray *array = [NSMutableArray array];
and
NSMutableArray *array = [[NSMutableArray alloc] init];
Because in the beginning I was declaring all my arrays with alloc, and if in the end of a certain function I returned the array created with alloc, I had to autorelease that array, because of memory leak problems.
Now using the first declaration I don't need to release anything.
Thanks
The array class method by itself produces an autoreleased array, meaning you don't have to (and should not) release it manually.
Because in the beginning i was declaring all my arrays with alloc and if in the end of a certain function i returned the array created with alloc i had to autorelease that array, because memory leak problems. Now using the first declaration i don't need to release anything
That is exactly correct when you "vend" an object. But in other cases, when you create an object on iOS, where you have a choice between obtaining a ready-made autoreleased object and calling alloc followed by release, Apple wants you to use alloc and release, because this keeps the lifetime of the object short and under your control.
The problem here is that autoreleased objects live in the autorelease pool and can pile up until the pool is drained, whenever that may be.
Another thing to watch out for is loops. You may generate autoreleased objects without being aware of it, and they just pile up in the pool. The solution is to create your own autorelease pool at the start of the loop and release it at the end of the loop, so that the objects are released each time thru the loop.
EDIT - 12/18/2011: But with iOS 5 and the coming of ARC, the autorelease mechanism is far more efficient, and there is no such thing as release, so the distinction between alloc-init and a convenience constructor vending an autoreleased object becomes moot. (Also it's now an #autoreleasepool block rather than an autorelease pool (pseudo-)object.)

iphone - not leaking

What's the right way to do this?
I have an array that I will use on several methods. I will add objects to it, get values, replace values, etc.
Today I do this:
I declare it on .h, using something like
NSMutableArray *myArray;
as soon as the application starts, I declare it on .m doing something like
myArray = [[[NSArray alloc] init] retain];
If I don't add the retain the array will be released at some point and the application will crash. But allocating the array at the beginning of the application and left it "open" without releasing it will make instruments cry, pointing the finger at me, calling me a "leaker"...
How to solve that? Is this the correct way to do that? how do you guys do stuff like this?
thanks
alloc implicitly sets the retain count to 1. By sending the retain message you're incrementing the retain count to 2. In order for the object to be deallocated you would then need to release it twice. Failure to do so would result in a memory leak.
Ideally you should create the object in your init method using [[NSArray alloc] init] and then release it in your dealloc method like so:
- (void)dealloc {
[myArray release];
[super dealloc];
}
You might also find this article useful: http://developer.apple.com/mac/library/documentation/cocoa/Conceptual/MemoryMgmt/MemoryMgmt.html
One more thing: You declared myArray as an NSMutableArray but instantiated it as an NSArray. Perhaps that's causing the crash.
You should not retain the object you've just created. You already own it. If, as you say, "the array will be released at some point and the application will crash," that is the code you should change. Your code shouldn't be releasing an object that you still want to keep around.

Retaining objects in game iphone

I am trying to create a game and have run into what is probably a pretty easy problem to solve.
As the player goes through the game, many objects (Vehicle) will be added and removed.
The Vehicles get added to an array called currentVehiclesMutableArray.
My problem is I cant figure out how to retain a Vehicle so that it remains in the array until I am finished with it.
A NSMutableArray automatically retains anything you add to it.
In fact, you have to make sure you release an object after you added it, or you'll have a memory leak.
For example:
Vehicle *vehicle = [[Vehicle alloc] init];
[mutableArray addObject:vehicle];
[vehicle release]; // you should release it, because it was retained by the array
// at this point, mutableArray holds your vehicle object, and is retaining it

Objective C release, autorelease, and data types

I'm new to memory managed code but I get the idea pretty well.
On taking my app through the leaks tool in XCode, I noticed I only had to clean up my custom objects, but not dynamically created arrays for example, so I figured those data types are autoreleased - makes sense since I only had to release the arrays I used as properties that had a (retain) on them.
Then I noticed something peculiar : I was getting a leak on a certain array initialized like this :
NSMutableArray *removals = [NSMutableArray new];
but not a similar one
NSMutableArray *removals = [NSMutableArray arrayWithCapacity:9];
Now, the reason one was set up with "new" is that it could have 0-99 items in it, whereas the other one I knew was going to always be 9. Since both arrays are passed to the same method later based on user interaction, I was either getting a leak if I did not release at the end of the method, or an exception if I did!
I changed the first array to
NSMutableArray *removals = [NSMutableArray arrayWithCapacity:99];
and I get no leaks and don't have to release anything. Can anyone explain?
As noted in the memory management rules, whenever you have an object that you have created with +alloc, +new, -copy, or -mutableCopy, you own it and are responsible for releasing it at some point. (In fact, +new is just shorthand for [[MyClass alloc] init].) As you noted, creating an array via [NSArray new] without releasing it is a memory leak. However, if you handle this object properly, it is usually possible to release it at some point. For example:
If the method that uses the array is called from within the method that creates the array, then you should be able to release the array after it has been used. If the inner method needs to keep a more permanent reference to the array around, then that method is responsible for sending -retain and, eventually, -release to the object. For example:
- (void)myMethod {
NSArray *removals = [NSArray new];
// ...
[someObject someOtherMethod:removals];
[removals release];
}
If you created the array in an -init method for an object, then the -dealloc method can release it when the object is destroyed.
If you need to create the array and then return it from the method, you've discovered the reason that autoreleasing was invented. The caller of your method isn't responsible for releasing the object, since it isn't an +alloc, +new, -copy, or -mutableCopy method, but you need to ensure it is released eventually. In this case, you manually call -autorelease on the object before you return it. For example:
- (NSArray *)myMethod {
NSArray *removals = [NSArray new];
// ...
return [removals autorelease];
}
When you create the array via +arrayWithCapacity:, you aren't calling one of the "special" methods, so you do not have to release the result. This is probably implemented with -autorelease, much like the last example above, but not necessarily. (Incidentally, you can also create an empty autoreleased NSMutableArray with [NSMutableArray array]; the method is found in NSArray, so it won't show up in the documentation under NSMutableArray, but it will create a mutable array when sent to the NSMutableArray class.) If you're going to be returning the array from your method, you can use this as shorthand for [[[NSMutableArray alloc] init] autorelease]—but it is just a shortcut. In many situations, though, you can create an object with -init or +new and manually release it at the appropriate time.
This is how things implemented behind the scene:
+(NSMutableArray*) new
{
return [[NSMutableArray alloc] init];
}
and
+(NSMutableArray*) arrayWithCapacity:(NSNumber)capacity
{
return [[NSMutableArray alloc] initWithCapacity:capacity] **autorelease**];
}
In first case the array is allocated only and you're responsible for de-allocating it. In contrary the arrayWithCapacity has autoreleased for you and won't cause leak even you forget to deallocate.
Cocoa uses certain naming conventions. Anything that starts with alloc, new, or copy returns something with a retainCount of 1 and you are required to release. Anything else that a function returns has a balanced retainCount (it might be held by something else, or it might be retained and out released).
So:
NSMutableArray *removals = [NSMutableArray new];
Has a retainCount of 1, and:
NSMutableArray *removals = [NSMutableArray arrayWithCapacity:99];
or
NSMutableArray *removals = [NSMutableArray array];
Don't since the methods are not prefixed with alloc, new or copy. This is all spelled out in the memory management documentation. In particular:
You take ownership of an object if you
create it using a method whose name
begins with “alloc” or “new” or
contains “copy” (for example, alloc,
newObject, or mutableCopy), or if you
send it a retain message. You are
responsible for relinquishing
ownership of objects you own using
release or autorelease. Any other time
you receive an object, you must not
release it.

insertObject doesn't add object?

I'm trying to grope my way through Obj-C to build an iPhone game.
I'd like to build an array of objects for later use. Here's what I tried:
NSMutableArray *positionIcons;
[positionIcons insertObject:annotation atIndex:0];
positionIcons = [NSArray arrayWithObjects:annotation, nil];
The insertObject line leaves the count at 0. However, the next line correctly inserts the object (and count moves to 1). What gives?
You need to initialize positionIcons, change the code to:
NSMutableArray *positionIcons = [[NSMutableArray alloc] init];
[positionIcons insertObject:annotation atIndex:0];
positionIcons = [NSArray arrayWithObjects:annotation, nil];
#msaeed has the right answer, but it's worth taking a little more time on that code fragment, because it leaks memory.
The iPhone doesn't support garbage collection, so it's important to understand how Objective-C's semi-automatic memory management works. Apple has a good reference here, but the gist of it is that you are responsible for maintaining the "retain count" of your objects. When initializing an object with an -init instance method (such as [[NSMutableArray alloc] init] in your example, but also any other method starting with "init", like [[NSMutableArray alloc] initWithCapacity:42], the newly-initialized object has a retain count of 1. Subsequent calls to that instance's -retain method increment the retain count, while calls to the instance's -release method decrement the count. When the count reaches 0, the object is deallocated, and further attempts to send it messages will result in null pointer exceptions.
In the case of #msaeed's corrected code, here's what's happening, by line:
A new instance of NSMutableArray is allocated; the -init method is called, which initializes the instance and sets the retain count to 1. The positionIcons pointer is then set to the address of this new instance.
The -insertObject:atIndex: method is called on positionIcons, and all is well (also, by convention adding an object to a collection like NSMutableArray increments that object's retain count, the idea being that the collection now has, in some sense, "ownership" of that object, and doesn't want it to be deallocated from underneath it).
A new instance of NSArray is allocated, and the positionIcons pointer is then set to the address of that new instance. Because the retain count of the NSMutableArray from line one is still 1, it will not be deallocated, and since you've lost your reference to it, you can never call -release on it to clear it out of memory. There's your leak.
By convention, there's a difference in how you manage objects that are initialized with -init instance methods versus class methods like +arrayWithObjects: (in the first case, you have to release the object yourself, but in the second case, the object has already been sent an -autorelease message and will be deallocated on the next pass through the program's runloop unless you call -retain on it.