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[iOS开发站在巨人肩膀上]之How to avoid memory leaks in iPhone applications

2011-09-04 23:51 756 查看
本文来源:http://www.codeproject.com/KB/iPhone/avoidiphoneleaks.aspx


Introduction

This article lists some tips to avoid memory leaks in your iPhone apps.


Ownership

Ownership is the overall idea behind how memory management should work on the iPhone. When an object has an owner, they are responsible for releasing the object when they have finished using it.
An object can have more than one owner, and when it has no owners, it is set for de-allocation.
Ownership is made when creating an object with
alloc
,
new
,
or
copy
, when calling
retain
on
an object, or when calling Cocoa functions that have Create or Copy in their name. There are two ways memory is released: either explicitly calling
release
on
an object, or using the auto-release pool.
Behind ownership is a system called reference counting. Most objects in the iPhone SDK are strongly referenced, this means they use reference counting.
When you create an object, it will have a reference count of 1, and calling
retain
on
an object will increment the reference count by 1. Calling
release
will decrement the reference count by 1; when the reference count reaches
zero, the object is de-allocated. Calling
autorelease
instead of
release
means
the object will be de-allocated at a later time automatically.
Objects can also be weakly referenced, meaning that a reference count isn't kept and the object will need to be de-allocated manually.
When should you use
retain
? When you want to prevent an object from being de-allocated
before you use it.
Every time you use
copy
,
alloc
,
retain
,
or a Cocoa function that has Create or Copy in its name, you need to have a matching
release
or
autorelease
.
The developer should think about objects in terms of ownership, and not worry about reference counts. If you have matching
retain
and
release
calls,
it is obvious that you will have matching +1 and -1 additions to the reference count.
Note: It may be tempting to use
[object retainCount]
, but the values this returns
can be misleading due to the behind the scenes code in the SDK. It is not recommended to manage memory this way.


Auto-release

Objects set to auto-release mean that they do not need to be explicitly released because they will be released when an auto-release pool is popped. The iPhone has an auto-release pool that runs
on the main thread which usually releases objects at the end of an event loop. When you create your own threads, you must create your own auto-release pool.
On the iPhone, there are convenience constructors; objects created with convenience constructors are set to auto-release.
Examples:


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NSString* str0 = @"hello";
NSString* str1 = [NSString stringWithString:@"world"];
NSString* str2 = str1;

An allocated object can be set to auto-release like this:


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NSString* str = [[NSString alloc] initWithString:@"the flash?"];
[str autorelease];

Or like this:


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NSString* str = [[[NSString alloc] initWithString:@"batman!"] autorelease];

Ownership for auto-released objects is relinquished when the pointer goes out of scope or when an auto-release pool is popped.
The built in auto-release pool is usually popped at the end of an event loop, but this may not be desired when you have a loop that is allocating a lot of memory in each iteration. In that case,
you can create an auto-release pool in the loop. Auto-release pools can be nested so the objects allocated in the inner pool will be released when that pool is popped. In the example below, objects will be released at the end of each iteration.


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for (int i = 0; i < 10; ++i)
{
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
NSString* str = [NSString stringWithString:@"hello world"];
[self ProcessMessage: str];
[pool drain];
}

Note: At the time of writing, the iPhone doesn't support garbage collecting, so
drain
will
work the same as
release
.
drain
is
often used in cases where you want to port the program to OSX, or if garbage collecting is added to the iPhone later.
drain
provides a hit
to the garbage collector that memory is being released.


Returning a pointer to an object

When following the rules of ownership, the developer needs to be aware of what functions have ownership of an object. This is an example of returning a pointer to an object and releasing it.

Wrong way



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- (NSMutableString*) GetOutput
{
NSMutableString* output = [[NSMutableString alloc] initWithString:@"output"];
return output;
}
- (void) Test
{
NSMutableString* obj = [self GetOutput];
NSLog(@"count: %d", [obj retainCount]);
[obj release];
}

In this example,
output
is owned by
GetOutput
.
Having
Test
release
obj
violates the rules in
the Coccoa Memory Management Guide; this will not leak memory, but it is not a good practice because
Test
shouldn't release an object it doesn't own.
If
GetOutput
is called, the caller shouldn't need to know if the object returned from
GetOutput
is
retained or not. It is therefore free to retain and release the returned object without disrupting any other code in the application.

Correct way



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- (NSMutableString*) GetOutput
{
NSMutableString* output = [[NSMutableString alloc] initWithString:@"output"];
return [output autorelease];
}
- (void) Test
{
NSMutableString* obj = [self GetOutput];
NSLog(@"count: %d", [obj retainCount]);
}

In the second example,
output
is set to auto-release when
GetOutput
returns.
The reference count for
output
is decremented, and
GetObject
is
relinquishing its ownership of
output
. The
Test
function
is now free to retain and release the object, and be sure it won't leak when it's done.
In the example,
obj
is set to auto-release, so the
Test
function
will not have ownership of it when the function ends, but what if it wanted to store the object somewhere else?
The object will then need to be retained by a new owner.


Setters

A setter function must retain the object it is storing, which means claiming ownership. If we want to create a setter function, we need to do two things before assigning a new pointer to our member
variable.
In the function:


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- (void) setName:(NSString*)newName

First, we would decrement the reference count of our member variable:


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[name release];

This will allow the
name
object to be de-allocated if the reference count is zero, but
it will allow any other owners of the object to continue to use the object.
Then, we will increment the reference count of the new
NSString
object:


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[newName retain];

So,
newName
will not be de-allocated when the
setName
selector
finishes. The object
newName
now points to is different to the one
name
points
to, with a different reference count.
Now we can set
name
to point to the
newName
object:


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name = newName;

But what if
name
and
newName
are
the same object? We can't release it with the possibility of it being de-allocated and then retain it!
Simply retain the incoming object before releasing the stored object:


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[newName retain];
[name release];
name = newName;

Now if the objects are the same, it will up the reference count then subtract from it, causing it to stay the same before assigning it.
Another way to do this is to use the Objective-C properties.
A property for an object is declared like so:


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@property(nonatomic, retain) NSString *name;


nonatomic
means there is no blocking for multiple threads accessing the data at the same
time.
atomic
will lock the data for a single thread, but is slower, so it is not used unless necessary.
retain
means that we want to retain the
newName
object.

Instead of
retain
, we could use
copy
:


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@property(nonatomic, copy) NSString *name;

This would be the same as a function like this:


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- (void) setName:(NSString*)newName
{
NSString* copiedName = [newName copy];
[name release];
name = copiedName;
[name retain];
[copiedName release];
}

Here,
newName
is copied to
copiedName
,
now
copiedName
has a copy of the string and owns it.
name
is
released and
copiedName
is assigned to
name
.
name
then
retains the string, so both
copiedName
and
name
own
it. Finally,
copiedName
releases the object and
name
is
the only owner of the copied string.
Setters like this are imported to retain the member object, if we had a function like this:


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- (void) Test
{
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
// do something...
name = [self GetOutput];
// do something else...
NSLog(@"Client Name before drain: %@", name);
[pool drain];
NSLog(@"Client Name after drain: %@", name);
}

name
would be undefined after the call to
drain
because
name
will
be released when the pool is drained.
If we replaced the assignment with:


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[self setName:[self GetOutput]];

Then
name
will be owned by the class and be retained for use until
release
is
called.
But when do we release the object?
Since
name
is a member variable, the safest place to release it is in the
dealloc
function
of the class it belongs to.


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- (void)dealloc
{
[name release];
[super dealloc];
}

Note: As
dealloc
is not always called, relying on objects to be released in
dealloc
to
trigger something could be dangerous. On exit, the iPhone OS may clear all the application memory before
dealloc
is called.
When assigning an object with a setter, be careful of lines like this:


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[self setName:[[NSString alloc] init]];

name
will be set fine, but
alloc
does
not have a matching
release
. A better way would be something like this:


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NSString* s = [[NSString alloc] init];
[self setName:s];
[s release];

Or with
autorelease
:


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[self setName:[[[NSString alloc] init] autorelease]];


Auto-Release pools

Auto-release pools will release objects that are assigned in between their allocation and drain functions.
In the function below, we have a function that has a loop. In this loop, we are assigning a copy of
NSNumber
to
magicNumber
.
We are also setting
magicNumber
to be auto-released. In this example, we want to drain the pool on each iteration (this can save memory for loops with
a large amount of assignments).


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- (void) Test
{
NSString* clientName = nil;
NSNumber* magicNumber = nil;
for (int i = 0; i < 10; ++i)
{
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
magicNumber = [[self GetMagicNumber] copy];
[magicNumber autorelease];
if (i == [magicNumber intValue])
{
clientName = [self GetOutput];
}
[pool drain];
}
if (clientName != nil)
{
NSLog(@"Client Name: %@", clientName);
}
}

The problem is that
clientName
is assigned and released in the local auto-release pool.
So when the loop finishes,
clientName
has already been released and any further use of
clientName
will
be undefined.
In this case, we can retain
clientName
after we assign it, and release it when we are done:


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- (void) Test
{
NSString* clientName = nil;
NSNumber* magicNumber = nil;
for (int i = 0; i < 10; ++i)
{
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
magicNumber = [[self GetMagicNumber] copy];
[magicNumber autorelease];
if (i == [magicNumber intValue])
{
clientName = [self GetOutput];
[clientName retain];
}
[pool drain];
}
if (clientName != nil)
{
NSLog(@"Client Name: %@", clientName);
[clientName release];
}
}

We have taken ownership of
clientName
from the period between the
retain
and
release
calls.
By adding a pair of
retain
and
release
calls,
we are saying that
clientName
will not be released until
release
is
explicitly called.


Collections

When an object is added to a collection, it will be owned by the collection.
In this example, we allocate a string; it now has one owner:


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NSString* str = [[NSString alloc] initWithString:@"Bruce Wayne"];

We then add it to the array; now it has two owners:


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[array addObject: str];

We can safely release the string, leaving it to be owned only by the array:


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[str release];

When a collection is released, it will release all its objects as well.


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NSMutableArray* array = [[NSMutableArray alloc] init];
NSString* str = [[NSString alloc] initWithString:@"Bruce Wayne"];
[array addObject: str];
[array release];

In the above example, we allocate an array, allocate a string, add the string to the array, and release the array. This leaves the string with one owner, and it will not be de-allocated until we
call
[str release]
.


Passing in pointers with threads

In this function, we are passing in the string
input
to the function
DoSomething
,
then releasing
input
.


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- (void) Test
{
NSMutableString* input = [[NSMutableString alloc] initWithString:@"batman!"];
[NSThread detachNewThreadSelector:@selector(DoSomething:) toTarget:self withObject:input];
[input release];
}

detatchNewThreadSelector
ups the reference count for the
input
object
and releases it when the thread finishes. This is why we can release
input
right after starting the thread no matter when the function
DoSomething
starts
or finishes.


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- (void) DoSomething:(NSString*)str
{
[self performSelectorOnMainThread:@selector(FinishSomething:)
withObject:str waitUntilDone:false];
}

performSeclectorOnMainThread
will also retain the object passed in until the selector has
finished.
Auto-release pools are thread specific, so if we are creating auto-released objects on a new thread, we need to create an auto-release pool to release them.


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[NSThread detachNewThreadSelector:@selector(Process) toTarget:self withObject:nil];

This calls the function
Process
on a different thread.


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- (void) Process
{
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
NSMutableString* output =
[[[NSMutableString alloc] initWithString:@"batman!"] autorelease];
NSLog(@"output: %@", output);
[self performSelectorOnMainThread:@selector(FinishProcess)
withObject:nil waitUntilDone:false];
[pool drain];
}

The object
output
is allocated and set to auto-release inside the auto-release pool, and
will be released before the end of the function.


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- (void) FinishProcess
{
NSMutableString* output =
[[[NSMutableString alloc] initWithString:@"superman?"] autorelease];
NSLog(@"output: %@", output);
}

There is an auto-release pool created for the main thread automatically, so in
FinishProcess
,
we do not need to create an auto-release pool as this function runs on the main thread.


Summary

To avoid memory leaks in your iPhone apps, it is important to keep in mind who owns each object that is allocated, when to relinquish that ownership, and keeping
retain
and
release
calls
in pairs. If you follow the rules of ownership, your apps will be more stable and you will cut down a lot of bug fixing time.
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