Understanding when to call retain on an object?

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礼貌的吻别
礼貌的吻别 2021-01-12 21:01

When should retain be used ? I understand that it increments the object references count, so basicly the next release on that object will not call

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  • 2021-01-12 21:48

    Marcel, memory management is a crucial point developing iOS Apps. You should consider read the Apple documentation about it as suggested by the other guys.

    I can add here some information to try to help you with your needs.

    The memory management process with Obj-C is count base. It means any time you 'retain' some object the system improves a counter for this object. For example, if you create a button and 'retain' it, it will have a value 1. If you retain it again, it will have a value 2. To destroy this object completely, you will need to release it twice. Any time an object has a value 0 it will be destroyed.

    My personal opinion: If you want to have a good control about the memory management of your app, it's good to explicitly retain and destroy your objects, avoiding autorelease when possible. Again, it's my personal opinion. I like to be aware of the memory process inside my Apps, that's why I prefer to take care of this precisely.

    Sure it's not the BEST way, each developer will prefer to use a different approach managing memory.

    Again: take some time to read the documentation Abizem suggested you. Sure you will have a better understanding about it.

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  • 2021-01-12 21:54

    I usually just use retain explicitly when there is a need to and the Xcode debugger tells me what just happened when such a situation arises. Usually for whatever reason (mismanagement on the developer's part or if there is some release going on behind the scenes), you do anything on a released object, you'd get a crash. Just read the log on the console, see the debugger on Xcode when you debug and you figure out usually which object is causing the problem.

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  • 2021-01-12 21:57

    Check the Objective-C beginners guide for basic usage

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  • 2021-01-12 21:59

    All your answers are found in the Memory Management Guide.

    EDIT

    Following your edit, here's a bit more specific detail:

    in your code, you somewhere invoke a method a method that returns an object that you don't own

    Because you don't own it you have no control over it's lifetime. It could be released while you are still relying on it being a valid object.

    you work with that object

    Never sure that it is going to exist.

    then you want to release it => you can't because you're not the owner

    But why would you want to release it? You don't own the object so you aren't responsible for it's memory management.

    It looks as if you want to call release because you think that is how you manage memory, and that the retain is what let's you call it.

    Here is the way it should work:

    • You invoke a method that returns an object. If you haven't received this object by callingalloc, new, copy or mutableCopy then accoriding to the Memory Management Guide you don't own the object, so you aren't responsible for managing this memory.
    • In most cases you can assume that you have been passed an autoreleased object. That means that you have no control over it's lifetime. To make sure that it doesn't get released before you are done with it, you call retain on the object. You now own this object and are responsible for calling release on it at some time in the future. It is a beginner's mistake to now be concerned about the retain count on the object. Don't be. All that matters is that you are responsible for calling release on it.
    • You use the object keeping in mind the general memory management paradigm. For example, if you add this object to an NSArray then it will be retained by the array.
    • Once have have done what you need to do with the object, you call release on it. Again. Don't concern yourself with the object's retain count, or what other objects are using this object. All that matters is that you have balanced your calls to retain with an equal number of calls to release.
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