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Objective C Memory Management Essentials
Objective C Memory Management Essentials

Objective C Memory Management Essentials: Learn and put into practice various memory management techniques in Objective-C to create robust iOS applications

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Objective C Memory Management Essentials

Chapter 1. Introduction to Objective-C Memory Management

In this chapter, we will concern ourselves principally with the core issues of the memory management problem as well as an Objective-C-based solution of it. We will look at the ownership and life cycle of the object. This basic idea is known as manual references counting, or Manual Retain Release (MRR), where you need to claim and relinquish ownership of every object. It defines an object's life cycle. And finally, we'll take a look deeper into NSObject for a better understanding of what's going on.

We will cover the following topics in this chapter:

  • Why do we need memory management in Objective-C?
  • An object's ownership and life cycle
  • The principles of reference counting
  • What's a memory leak and why pay attention to it?

Why do we need memory management in Objective-C?

It does not matter what programming language is being used; the question of memory management always persists. In general, it is a question of resource management that cannot be avoided because memory is always a limited resource.

The scripting languages and Java, where memory management is handled by the virtual machine or application (where it is hidden from the code), are not always effective enough. While it is easier for the programmer this way, it can have a negative impact on resources, since you don't have an absolute control of it and there are objects still "living" when we don't need them anymore, plus these "living" objects still occupy precious memory space, which can be used by other objects. Additionally, depending on what you ask, another opinion is that an automatic memory management is the only right way to go.

Such talks usually start discussions like "Which is the best programming language?" and" What is the best way of memory management?". Let's leave that meaningless business for blogs' and forums' "Holy-Wars". Every tool has it's use in the correct context and Objective-C memory management concept is quite efficient in terms of both time cost savings and resource saving.

The memory in Objective-C, is managed in a different way from some of the widespread languages such as C/C++, Java, or C#, which are typically taught in schools as it introduces new concepts such as object ownership. Memory management is crucial for devices that run on a limited amount of memory such as mobile phones, smart watches, and so on, since effective memory management will allow you to squeeze every ounce of performance needed to run efficiently on these small devices, where memory is scarce on these devices.

An object's ownership and life cycle

The idea of object ownership abstraction is simple—one entity is simply responsible for another and an entity has the ability to own an object. When an entity owns an object, the entity is responsible to free that object too.

Let's go to our code example. If an object was created and used in the main function, then the main function is responsible for the object, as the following code listing demonstrates:

int main(int argc, char *argv[]) {

  SomeObject *myOwnObject;
  // myOwnObject is created in main
   myOwnObject = [[SomeObject alloc] init];

    // myOwnObject can be used by other objects
  [anotherObject using:myOwnObject];
    
    // but main is responsible for releasing it
   [myOwnObject release];

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What makes this concept a bit more complicated is that objects can be owned by more than one entity. So, an object may be created and owned in the main function and will also be used by another entity that will claim ownership of the object.

A common situation where you will see multiple object ownership is when you use arrays. Arrays are indexed lists of objects, and when an object is placed into an array, the array claims ownership of the object. So, if I create an object in the main function and then put that object into an array, both the main function and the array will claim ownership of the object and create a reference to it at the same time. Ownership and reference are different as an object references another object, which it does not own and both are responsible for cleaning up the object. The following code demonstrates this:

int main (int argc, char *argv[]) {

  SomeObject *myOwnObject;
  // myOwnObject is created in main
myOwnObject = [[SomeObject alloc] init];

// myOwnObject can be used by other objects
NSMutableArray *myArray;
// add my object to myArray    
myArray = [[NSMutableArray alloc] initWithObjects:myOwnObject, nil];
    
// main does not need myOwnObject any more
[myOwnObject release];

// but myOwnObject still is needed inside the array
[anotherObj usingArray: myArray];

Just like objects in the real world, Objective-C objects are created; they live, and then go away when the application is closed. This is how the object life cycle works. Obviously, arrays have to claim the ownership on the object and prevent it to be deleted in the release method called in the main function.

However, what is the correct way for the entity to claim its rights on an object that it owns? Let's take a deeper look at the problem.

Ownership of object and reference counting

To indicate the number of owners using objects, those objects are given a reference count.

At the beginning, the reference count of the object is 1. This happens because the function creating the object is going to use that object. When any entity needs to claim an ownership of the object, since that entity is going to access and use that object, it sends a retain message to it and its retain count is incremented by 1. When an entity is finished with the object, it sends the release message to the object and its retain count decrements by 1. As long as this object's reference count is higher than zero, some "things" are using it. When it comes to zero, the object is no longer useful for any of those "things", and it can be safely deallocated.

Let's return to the example with the object owned by an array. Explanations are given in the following code comments and diagram:

int main(int argc, char *argv[]) {

  SomeObject *myOwnObject;
  // myOwnObject is created in main
   myOwnObject = [[SomeObject alloc] init];
  // myOwnObject has retain count equal to 1

// myOwnObject can be used by other objects
NSMutableArray *myArray;
// add my object to myArray    
myArray = [[NSMutableArray alloc] initWithObjects:myOwnObject, nil];
//inside myOwnObject got another retain message
//and now its retain count equal 2
    
// main does not need myOwnObject any more
[myOwnObject release];
// release decrements retain count
// and now myOwnObject retain count now is 2-1 = 1

// but myOwnObject still is needed inside the array
[anotherObj usingArray: myArray];

[myArray release];
// on array destruction every object inside array gets release message

//myOwnObject retain count decreases this time to 0 and myOwnObject will be deleted together with the array

The following diagram illustrates the principle of reference counting:

Ownership of object and reference counting

Forgetting to send a release message to an object before setting a pointer to point at something else will guarantee you a memory leak. In order to create an object before it's initiated, a chunk of the OS memory is allocated to store it. Also, if you send a release statement to an object, which was not previously sent, a retain statement is sent to the object. This will be considered as a premature deallocation, where the memory previously allocated to it is not related to it anymore. A lot of time is spent on debugging these issues, which can easily become very complex in large projects. If you don't follow some solid principles for memory management, you can often forget and quickly find yourself getting stuck for hours checking every retain and release statement. Even worse is if you're going through someone else's code, and they mess things up. Going through to fix memory management issues in someone else's code can take forever.

What's a memory leak and why pay attention to it?

A memory leak is when your program loses track of a piece of memory that was allocated and has forgotten to release it. The consequence is that the "leaked" memory will never be freed by the program. When more memory is leaked after a certain point in time, there will be no more free memory and this will cause your application to crash. Usually, this tends to happen when a piece of code does new, malloc, or alloc, but never does a corresponding "delete", "free", or "release" respectively.

When you do new, malloc, or alloc, what the operating system does is that it is giving your program a chunk of memory on the heap. The OS says, "Here, take this memory address and have this block of memory on it." Thus, you need to create a reference to that memory address (usually in the form of a pointer), depending on the OS, such as, "I'm done with this, it's not useful anymore" (by calling "free", "delete", or "release").

Memory leaks happen when you throw away your pointer to that memory. If your program does not retain where your memory is allocated on the heap, how can you even free it? The following line of code shows an example of a memory leak if you never call the release method on it:

NSMutableString *str = [[NSMutableString alloc] initWithString:@"Leaky"];

So why should you care? At best, you're the dissipating memory that will be freed when the user quits your app. At worst, there could be a memory leak that happens in every screen. It would not be a great mode to end up your program, especially if the user lets it run for a long time. A program crash is very hard to debug as it can crash at random moments in your application as memory leaks are very unpredictable to replicate and creating an application that crashes often will lead to bad reviews of your program on the App Store, or through word of mouth, which is something that you do not want to happen.

This is why in the process of evolution, there are other methods of memory management in Objective-C, which you will find further in this book.

What is an object within Objective-C?

How do things work inside Objective-C? NSObject is the root class of most Objective-C class hierarchies, through it an object inherits basic methods and behaves like an Objective-C object.

This object is an instance of a class and can also be a member of a class or one of its derivatives. So, let's take a deeper look at NSObject. In the early stage, Objective-C had a class called Object. This had a method called +new, which wrapped malloc(), and a method called -free. Since Objective-C objects were generally aliased and managing object life cycles became quite complex, this was troublesome.

NSObject is used by NeXT—Steve Job's second company, founded after he was fired from Apple in 1985—in order to provide reference counting, thus, dividing Object pointers in two categories: pointers that own references and pointers that do not own references. Those pointers that contribute towards the object's reference count are owning reference pointers. If there is a certainty that a reference is going to be held somewhere else for the duration of a variable's lifetime, a non-owning reference pointer can be used avoiding the additional overhead of reference count manipulation since a non-owning reference pointer does not have the added cost of keeping track of object ownership.

Non-owning reference pointers are often used for autoreleased values. Autorelease pools make it possible for a temporary object to receive a non-owning reference pointer in return. An object, by receiving an -autorelease message is added to a list that will be deallocated afterwards, with the destruction of the current autorelease pool. You can call autorelease using the autorelease method as shown here:

 [myObject autorelease];

The following table shows some description on the roles of autorelease and release:

Release type

Description

The autorelease method

An object is sent a release message, but put in an autorelease pool and the object is released when the pool is drained later during the run loop, but still occupies memory

The release method

An object is released immediately and memory is freed after the object is released

Any object that receives the autorelease message will be released when the autorelease pool is drained. Using autorelease instead of the normal release method will extend the lifetime of an object until the pool is drained at the end of the run loop.

At Worldwide Developers Conference (WWDC) 2011, Apple introduced ARC, the acronym of Automatic Reference Counting. It forces the compiler to handle the memory management calls at compile time instead of the conventional garbage collection functionality, which occurs during runtime. ARC also adds some things to the language model in general. It has been supported since iOS5, OS X 10.7, and by GNUstep.

First, what we will find out is that there are two NSObjects in Cocoa, a class and a protocol. Why is this so and what is the purpose of this? Let's look into classes and protocols.

In Objective-C, protocols define a set of behaviors that an object is expected to conform to in certain situations at runtime. For example, a table view object is expected to be able to communicate with a certain data source so that the table view will know what data and information to display. Protocols and classes do not share the same namespaces (a set of identifiers containing names, the names of classes and protocols, thus the same name can exist in different namespaces). It's possible to have both, which are unrelated at the language level, but have the same name. This is the case with NSObject.

If you look at the language, there are no places where you can use either a protocol or a class name. Using class names as the target of message sends, as type names, and in @interface declarations is allowed. Likewise, it's possible to use protocols names in a few identical places; however, not in the same way. Having a protocol with the same name as a class won't result any issue.

It is impossible for root class to have a superclass as they are at the top of the hierarchy, so there is no superclass above a root class and NSObject class is one of them. And I give emphasis on saying one of them because in comparison to other programming languages in Objective-C, it's perfectly possible to have the existence of multiple root classes.

Java's single root class is named java.lang.Object, which is the parent ultimate class of any other. For this reason, any piece of code in Java, which comes from any object, has the basic methods added by java.lang.Object.

Cocoa can have multiple root classes. Besides NSObject, there is NSProxy and a few others root classes; and such root classes are, in part, the reason for the existence of the NSObject protocol. The NSObject protocol determines a specific set of basic methods, expecting their implementation by the others root classes, consequently, making those methods available whenever and wherever they are needed.

The NSObject class is in accordance to the NSObject protocol, which results in the implementation of this basic method:

   //for NSObject class 
  @interface NSObject <NSObject>

Implementing the same method works for NSProxy, which is also in accordance to the NSObject protocol:

   // for NSProxy class @interface NSProxy <NSObject>

Methods such as hash, description, isEqual, isKindOfClass, isProxy, and others are found in the NSObject protocol. NSProxy to NSObject protocol denotes that, implementing the basic NSObject methods, it's still possible to count on NSProxy instances.

Subclassing NSObject would pull in a lot of baggage that may cause a problem. NSProxy assists in order to prevent this by giving you a simpler superclass that doesn't have so much extra stuff in it.

The fact that the NSObject protocol is useful for root classes isn't all that interesting for most Objective-C programming, for the simple fact that we don't make use of other root classes frequently. However, it will be very convenient when you need to make your own protocols.

Let's say, you have the following protocol:

    @protocol MyOwnProtocol
    - (void)myFunction;
    @end

And there is a pointer to a simple object, myOwnObject, that accords to it:

    id<MyProtocol> myOwnObject;

You can tell this object to perform myFunction:

    [myOwnObject myFunction];

However, you cannot ask the object for its description:

    [myOwnObject description]; // no such method in the protocol

And you can't check it for equality:

    [myOwnObject isEqual: anotherObject];
    // no such method in the protocol

In general, you can't ask it to do any of the stuff that a normal object can do. There are times when this doesn't have any importance, but in some circumstances, you will wish to be able to perform this task.

As mentioned earlier, NSObject, the root class of most Objective-C class hierarchies and through NSObjects, your Objective-C classes can inherit an interface to the system and also gain the ability to behave as Objective-C objects. So, NSObject is important if you want your objects to gain access to methods such as isEqual, so on, and so forth. This is where the NSObject protocol comes into the picture. Protocols can inherit from other protocols, which means that MyProtocol can inherit from the NSObject protocol:

    @protocol MyOwnProtocol <NSObject>
    - (void)myFunction;
    @end

This says that not only do objects that conform to MyOwnProtocol respond to myFunction, but they also respond to all those common messages in the NSObject protocol. Knowing that any object in your application directly or indirectly inherits from the NSObject class, that it's in accordance to the NSObject protocol, there is no imposition to any additional requirements on people implementing MyOwnProtocol, while giving you the permission to use these basic methods on instances.

Note

The fact that there are two different NSObjects is abnormal for the frameworks; however, it starts to make sense when you go deeper into it. The NSObject protocol grants the permission to all root classes that have the same basic methods, making, also, a very easy way to declare a protocol that also includes basic functionality expected from any object. The NSObject class introduces it all together, since it's in accordance to the NSObject protocol. One thing to note here is that a custom class that's created and does not inherit NSObject can be considered as a root class, but once you make your custom class inherit from NSObject, then the root class won't be your custom class anymore, and the root class will be NSObject. However, generally, most of your custom classes should inherit from NSObjects; it will implement NSObject's functionality such as alloc, init, release, and so on and without inheriting from NSObject, these functionalities need to be written and implemented by you.

Summary

In this chapter, you learned what memory management in Objective-C is and how it works. You also learned the best practices while working with Manual Retain Release, and got an introduction to Automatic Reference Counting, Objective-C Objects, and root classes. ARC basically can be considered as a compile time guard against memory leaks as the compiler will automatically write the release statements for you at compile time. So, there is no need to write verbose release statements in your code to keep it clean and terse.

One tip to note for coding with memory management is that whenever you do alloc and init, then write your release code after that and put it in its appropriate place in your class, you can forget to call the release method after writing some or fixing some bugs. So writing your object release statements after you do alloc and init will help you to keep memory leaks to a minimum so that you won't have a situation where you get a memory leak as you have forgotten to write your object release statement.

In the next chapter, you will learn more about ARC, how it works, its advantages, how to set up your projects to use ARC and memory models in Objective-C and UI Kit with ARC.

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Description

If you are new to Objective-C or a veteran in iOS application development, this is the book for you. This book will ensure that you can actively learn the methods and concepts in relation to memory management in a more engaging way. Basic knowledge of iOS development is required for this book.

Who is this book for?

If you are new to Objective-C or a veteran in iOS application development, this is the book for you. This book will ensure that you can actively learn the methods and concepts in relation to memory management in a more engaging way. Basic knowledge of iOS development is required for this book.

What you will learn

  • Understand the theoretical basics of memory management
  • Discover how and why memory leaks occur
  • Use ObjectiveC to stem memory leaks in your application
  • Familiarize yourself with the various memory debugging tools available in Xcode
  • Implement data persistence using Core Data
  • Understand how ARC helps in memory management
  • Introduce yourself to Swift, the brand new programming language to write effective, lightningfast applications
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Table of Contents

12 Chapters
1. Introduction to Objective-C Memory Management Chevron down icon Chevron up icon
2. Automatic Reference Counting Chevron down icon Chevron up icon
3. Using Autorelease Pools Chevron down icon Chevron up icon
4. Object Creation and Storage Chevron down icon Chevron up icon
5. Managing Your Application Data Chevron down icon Chevron up icon
6. Using Core Data for Persistence Chevron down icon Chevron up icon
7. Key-value Programming Approaches Chevron down icon Chevron up icon
8. Introduction to Swift Chevron down icon Chevron up icon
9. Memory Management and Debugging Chevron down icon Chevron up icon
10. Tips and Tricks for Memory Management Chevron down icon Chevron up icon
11. Features of Xcode 6 Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

Rating distribution
Full star icon Full star icon Full star icon Half star icon Empty star icon 3.3
(3 Ratings)
5 star 33.3%
4 star 0%
3 star 33.3%
2 star 33.3%
1 star 0%
cnXe82 Jun 10, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Each chapter introduces the subject from basic principles through implementation. Complex concepts, such as reference counting, ARC, data persistence, key value coding, etc were presented in a way that I was able to quickly understand, even though I had no experience in these areas nor even in device programming. It introduced new and critical aspects to device programming that I was not familiar with, such as Swift. The book engages the central topic from multiple perspectives: from review of basic concepts and their application to coding (chapters 1-3), to related memory topics such as data persistence (chapter 5-6), and KVC (chapter 7), and then returning to more rigorous review of memory management concepts and their implementation (chapter 9); capped with presentation of the authors' practical experience in memory management (chapter 10). In general, I found this book to be an outstanding combination of theory, practice and experience packaged in such a way that it was readable and useful by an experienced programmer new to device programming. The authors are clearly knowledgeable and comfortable in their field.
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Bug Blaster Jul 31, 2015
Full star icon Full star icon Full star icon Empty star icon Empty star icon 3
Un livre décevant car trop superficiel et flirtant bien souvent avec le hors sujet.Loin d'être mauvais, je le trouve plutôt destiné à de l'initiation.Ma conclusion est que c'est un énième ouvrage de vulgarisation avec cette particularité de se concentrer sur les sujets de la gestion de la mémoire et de la persistance en objective-c.
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Glen Cunningham Aug 19, 2016
Full star icon Full star icon Empty star icon Empty star icon Empty star icon 2
The title is misleading. It is filled with light basics on Objective-C, but very very cursory coverage of memory management issues, and much of it is far out of date since ARC became the standard. I flew through several chapters of very basic stuff, really just beginner level Objective-C. Several times when I thought he was finally going to get to some of the meaty stuff I was looking for, he stopped short and I was left empty handed! It's not fair, in a book with Memory Management in the title, to tell us things like "even with ARC there an be memory leaks..." and then not show us the many ways they can happen other than a cycle.And the real reason I bought this was hoping to gain some deeper insights into how to use the very valuable Xcode tools like the Allocations instrument, along with some examples of using it to track down hard to find memory issues. But all I got was two pages with a little bit of text saying that the Allocations instrument was great for finding memory leaks and so forth, and a screen shot of it, but no instructions or examples whatsoever.This book might be of some use to a beginning Objective-C programmer (and he throws in a cursory chapter on Swift too, for some reason). But don't expect any depth or advanced tips at all!
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Cancellation Policy for Published Printed Books:

You can cancel any order within 1 hour of placing the order. Simply contact customercare@packt.com with your order details or payment transaction id. If your order has already started the shipment process, we will do our best to stop it. However, if it is already on the way to you then when you receive it, you can contact us at customercare@packt.com using the returns and refund process.

Please understand that Packt Publishing cannot provide refunds or cancel any order except for the cases described in our Return Policy (i.e. Packt Publishing agrees to replace your printed book because it arrives damaged or material defect in book), Packt Publishing will not accept returns.

What is your returns and refunds policy? Chevron down icon Chevron up icon

Return Policy:

We want you to be happy with your purchase from Packtpub.com. We will not hassle you with returning print books to us. If the print book you receive from us is incorrect, damaged, doesn't work or is unacceptably late, please contact Customer Relations Team on customercare@packt.com with the order number and issue details as explained below:

  1. If you ordered (eBook, Video or Print Book) incorrectly or accidentally, please contact Customer Relations Team on customercare@packt.com within one hour of placing the order and we will replace/refund you the item cost.
  2. Sadly, if your eBook or Video file is faulty or a fault occurs during the eBook or Video being made available to you, i.e. during download then you should contact Customer Relations Team within 14 days of purchase on customercare@packt.com who will be able to resolve this issue for you.
  3. You will have a choice of replacement or refund of the problem items.(damaged, defective or incorrect)
  4. Once Customer Care Team confirms that you will be refunded, you should receive the refund within 10 to 12 working days.
  5. If you are only requesting a refund of one book from a multiple order, then we will refund you the appropriate single item.
  6. Where the items were shipped under a free shipping offer, there will be no shipping costs to refund.

On the off chance your printed book arrives damaged, with book material defect, contact our Customer Relation Team on customercare@packt.com within 14 days of receipt of the book with appropriate evidence of damage and we will work with you to secure a replacement copy, if necessary. Please note that each printed book you order from us is individually made by Packt's professional book-printing partner which is on a print-on-demand basis.

What tax is charged? Chevron down icon Chevron up icon

Currently, no tax is charged on the purchase of any print book (subject to change based on the laws and regulations). A localized VAT fee is charged only to our European and UK customers on eBooks, Video and subscriptions that they buy. GST is charged to Indian customers for eBooks and video purchases.

What payment methods can I use? Chevron down icon Chevron up icon

You can pay with the following card types:

  1. Visa Debit
  2. Visa Credit
  3. MasterCard
  4. PayPal
What is the delivery time and cost of print books? Chevron down icon Chevron up icon

Shipping Details

USA:

'

Economy: Delivery to most addresses in the US within 10-15 business days

Premium: Trackable Delivery to most addresses in the US within 3-8 business days

UK:

Economy: Delivery to most addresses in the U.K. within 7-9 business days.
Shipments are not trackable

Premium: Trackable delivery to most addresses in the U.K. within 3-4 business days!
Add one extra business day for deliveries to Northern Ireland and Scottish Highlands and islands

EU:

Premium: Trackable delivery to most EU destinations within 4-9 business days.

Australia:

Economy: Can deliver to P. O. Boxes and private residences.
Trackable service with delivery to addresses in Australia only.
Delivery time ranges from 7-9 business days for VIC and 8-10 business days for Interstate metro
Delivery time is up to 15 business days for remote areas of WA, NT & QLD.

Premium: Delivery to addresses in Australia only
Trackable delivery to most P. O. Boxes and private residences in Australia within 4-5 days based on the distance to a destination following dispatch.

India:

Premium: Delivery to most Indian addresses within 5-6 business days

Rest of the World:

Premium: Countries in the American continent: Trackable delivery to most countries within 4-7 business days

Asia:

Premium: Delivery to most Asian addresses within 5-9 business days

Disclaimer:
All orders received before 5 PM U.K time would start printing from the next business day. So the estimated delivery times start from the next day as well. Orders received after 5 PM U.K time (in our internal systems) on a business day or anytime on the weekend will begin printing the second to next business day. For example, an order placed at 11 AM today will begin printing tomorrow, whereas an order placed at 9 PM tonight will begin printing the day after tomorrow.


Unfortunately, due to several restrictions, we are unable to ship to the following countries:

  1. Afghanistan
  2. American Samoa
  3. Belarus
  4. Brunei Darussalam
  5. Central African Republic
  6. The Democratic Republic of Congo
  7. Eritrea
  8. Guinea-bissau
  9. Iran
  10. Lebanon
  11. Libiya Arab Jamahriya
  12. Somalia
  13. Sudan
  14. Russian Federation
  15. Syrian Arab Republic
  16. Ukraine
  17. Venezuela
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