Do i have to release no-arc object in arc? - smtp

I am using library that is written in non arc (SMTP library - by using compiler flag to keep it non arc). Now, one of my classes is registered as delegate to this library, and library is passing me object of retain count 1. Pre-arc i should have released such object, but now in arc i don't know what to do?

Remember that pre ARC you would have to release every instance variable of every class before the object if the class is released itself. The rules pre ARC say,
When you create an object using new, alloc, or copy, the object has a
retain count of 1. You are responsible for sending the object a release or
autorelease message when you’re finished with it. That way, it gets cleaned
up when its useful life is over.
When you get hold of an object via any other mechanism, assume it has
a retain count of 1 and that it has already been autoreleased. You don’t
need to do any further work to make sure it gets cleaned up. If you’re going
to hang on to the object for any length of time, retain it and make sure to
release it when you’re finished.
If you retain an object, you need to (eventually) release or autorelease it.
Balance these retains and releases.
So, if your going to use the object temporarily (like in a single function's scope) you do nothing, but for longer use you can retain it (increasing retain count to 2) and release it when your done, the initial retain count of 1 will be the library's work to do.

Related

Reuse Instance Names for Different Objects

Simple question: how can I reuse instance names for different objects (obviously on different frames)? I really want to be able to use the same instance name for all my scenes, "ground", even though these ground instances are of different classes. I really don't want to have to go about naming them "ground0", "ground1", etc.I realize that there are ways around this, but I would hate to fool around with all that extra work. So that being said, how do I reuse the instance name "ground" without having this warning thrown at me?:
Menu, Layer 'ground', Frame 1 Warning: The instance name 'ground' is declared on an object of type Ground but there is a conflicting use of the instance name 'ground' on an object of type Ground2.
And by the way, I realize that an instance is supposed to be an occurrence of a specific object, but to be honest I don't quite see the point in not being allowed to reuse instance names when appropriate. Any help would be much appreciated.
If I recall how finicky Flash was, it may have something to do with how you created the "ground" instance on those frames.
By that, I mean:
Did you create one instance first, and then created new keyframes afterwards (meaning: the same instance would be used in all keyframes), or...
Did you begin by creating your empty keyframes first, and then drag-dropping / pasting one "ground" instance in each frames? (meaning: in this case, it would likely be treated as 3 separate instances).
I'm not sure if this assumption is correct, but Flash doesn't necessarily tie instances to layers, as in "Oh, ground is on Layer 1, therefore every frames should reuse the same instance...". In a perfect world, I agree this would make sense. But from the early versions of Flash when it was mostly targeted to animators, where anything goes (from having multiple shapes and instances on the same frame, from re-arranging the depth of groups / instances on one frame/layer), it's still making the assumption that if you drag / copy an item from the library to the stage, it doesn't necessarily mean they are the same instance. Instead, you have to babysit Flash by creating more keyframes (or tween keyframes depending on your need) after the frame with the existing asset instance you want to reuse.
Again, the above is an assumption based on my experience - but if you did enter the "ground" instance-name manually for each instances found on each frames, chances are you previously copy/pasted or dragged new instances to those frames.
Does it sound like something you may have done?
EDIT:
If you have "ground" assets across a few frames, which are instances of different Symbols, then that definitely would trigger those Warnings you've been getting. I'm not sure where you can turn those off (Preferences? Project Publish settings? Advanced AS3 settings maybe?).. but regardless, here's a way that may work for you, programmatically.
Since each frames have a unique instance, with each instances named "ground", you could create a helper function to work like the .getChildByName("ground") method (and to be honest, I'm not sure if that method would work right-off the bat, you could try). You would need to for-loop through the given MovieClip's children (In your Menu's children, in your case I believe?), and check if(child.name==theNameInQuestion) return child;.
That being said, I can't guarantee this is THE proper solution (didn't test), as I don't know how you're navigating the frames at runtime (play/stop/gotoAndPlay/gotoAndStop/etc), and that may affect which "ground" instance is available at a given time. Internally, Flash does addChild/removeChild to swap out those various "ground" instances as it cycles through the frames, it's not a simple visible=true/false toggle (AFAIK).
EDIT 2:
This could be what you need?
If any programming language if you want to reuse instance name variables you simply type them with the top most superclass type. In your case that would be:
var ground:DisplayObject;
ground = new Ground!();
ground = new Ground2();
//etc ....
Edit: If using property panel you can't use the same name for 2 objects as there will be no way to differentiate between them. So an error will be correctly thrown.
Now if you want to use in code only one name same principle as shown above applies:
var ground:DisplayObject;
ground = ground0;
ground = ground1;
//etc ....
Then you can safely use in code the variable ground.

Flash CS3 - how to clean memory

I have a question how can I clear/free memory in flash? For example I am finishing game and I want to start from beginning and if I will just jump to the first frame all the objects there are still in this memory, is any possibility to force cleaning memory?
Can I free memory for an object? for example I removeChild(something) - and I want to free memory for an object as I will reuse it?
Can anybody explain me how the engine works?
Thanks
I would encourage you to read Chapter 14, Garbage Collection in the "Moock Book" (Essential ActionScript 3.0 by O'Reilly Publishing).
The short answer to your question is that you're not in control of de-allocation, the garbage collector is. In a garbage-collected language like AS3 or Java, you don't have manual control over allocation and de-allocation of memory like you do in lower level languages; there are no AS3 equivalents to things like delete in C++ or free in C. Your goal should not be controlling when you destroy things, but rather not forgetting to remove references to things you no longer need around and making sure you disable things that you intend for garbage collection.
Memory leaks in AS3 typically come from a mixture of newbie misunderstanding (like thinking removeChild or setting a reference to null destroys objects), and from not keeping good track of references to objects--especially where strong listeners are involved.
A previous respondent posted this:
myObject = null;
What this does is remove a reference to the object that the variable myObject was holding. Nothing more. You need to know a lot more about the situation in order to be able to say whether this assignment even makes the object in question eligible for garbage collection, especially how many other variable are holding references to the object. And the object might already be eligible for garbage collection even if you didn't set the reference to null (i.e. if myObject has no connection to a GC root).
Suffice to say, the entire GC mechanism is more complex than can be satisfactorily explained in a StackOverflow post. That's why it has a whole chapter in the Moock Book, and even that book does not go into implemenation detail or great detail about when exactly the Flash Player does its ref counting deletions or mark and sweep passes.
The most important things to remember are, IMHO:
When you intend to "kill" an object, give it a cleanUp() or destroy() function where you do things like stop all its timers, sounds, remove listeners, etc. An object will continue to exist and execute code until it gets GC'd. And the Flash Player defers GC as long as it can--it's usually triggered when the Player needs to allocate more RAM from your system, because allocating memory is about the only thing that's more time consuming than doing the mark and sweep GC pass.
Read about weak vs strong listeners. Basically, when you have a weak listener, the listener reference is one that is ignored by mark-and-sweep GC, so it alone will not prevent an object from getting collected. But don't listen to anyone who tells you "always use weak" or "always use strong listeners and manually remove them" because there are times where each is appropriate, and that's why the choice is yours.
removeChild() will remove object from stage, but will still keep it in memory. You will have to null the object like this myObject = null if you wish to get rid of it entirely. You might not need to do that thought. Just removing it from stage and removing all associated events will be sufficient in most cases.
Clearing memory is a tricky thing with Flash, the proper way ow implementing it setting up objects properly in the first play for easy clearing, rather than forcing deletion. When you want to remove an object from memory, you do it by removing any reference to it, and then flash marks it for garbage collection. Then Flash at a later point removes the object from memory.
In order for the object to be ready for data collection it cannot have any connection to another object.
so if you have an object that has a single connection to a MovieClip and the movie clip has no other relation, then if you set it to null, you will remove it.
if you, however, have two objects that point to it, if you remove one link by setting it to null, the MovieClip will not be removed.
furhtermore, if you have a 2 or more movie clips that have a network of connections, removing those objects requires these connections be broken as-well. For example if you have a level with many characters and listeners set up, removing the lavel movieClip will not clear it.
one way of breaking these connections is adding onRemovedFromStage Events, that remove further children, listeners and objects. I've started using the casaLib extension of movieclip - CasaMovieClip, that has a function called removeChildrenAndDestroy. this makes it a bit easier, but would take a while to implement on an older project.
Anyhow, you'll find there are many sites discussing this, a good place to start is grant skinner's blog

C++0x bind and function without copy-construction

I'm currently trying out a few of the new C++0x features, namely std::function and std::bind. These two functions seem rather suitable for a event-delegate-system for C++ that works like in C♯. I've tried myself to create something like delegates before, but the Hacks I would have needed for member-function-pointers were to much for me…
During my tests I noticed that std::bind copies every object you bind. While that surely enhances safety - can't delete a still registered eventhandler :) - it's also a problem with stateful objects. Is there a way to deactivate the copying - or at least a way to obtain the encapsulated object from the std::function again?
PS: Is there a reference for the features that are going to be included in C++0x (hopefully C++11!) In the end it's at major parts of TR1 and a few additions…
I tried cppreference.org, but they are still at an early stage at documentation, cplusplus.com on the other seems to not even have started on covering C++0x.
If you want to avoid copying use std::ref and/or std::cref. They wrap the object into a pseudoreference
It isn't quite right that:
I noticed that std::bind copies every
object you bind.
At least that isn't the intended specification. You should be able to move a non-copyable object into a bind:
std::bind(f, std::unique_ptr<int>(new int(3)))
However, now that the move-only object is stored in the binder, it is an lvalue. Therefore you can only call it if f accepts an lvalue move-only object (say by lvalue reference). If this is not acceptable, and if the source object outlives the binder, then use of std::ref is another good solution (as mentioned by Armen).
If you need to copy the bound object, then all of its bound arguments must be copyable. But if you only move construct the bound object, then it will only move construct its bound arguments.
The best reference is N3242. There isn't a good and comprehensive tutorial that I'm aware of yet. I might start with the boost documentation with the understanding that std::bind has been adapted to work with rvalue-refs as much as possible.
I have created a move compatable version of bind. there are still lots of problems with it like the binders constructor and a few buggylines here and there etc but it seems to work
check it out here
http://code-slim-jim.blogspot.jp/2012/11/perfect-forwarding-bind-compatable-with.html

Does a deep copy operation recursively copies subvariables which it doesn't own?

Given an object that has a variable which it doesn't own; that is, the variable is composed by aggregation instead of composition. Will a deep copy operation copy the variable or only the link to it?
I like the distinction that you are making here between the role of composition and aggregation in the context of a deep copy.
I am going to go against the other answer and say: no, an object should not deep-copy another object that it doesn't own.
One would expect a deep copy of an object to be (at least initially) identical to the original. If a deep copy were made of a reference that the original didn't own, then this leaves open the question of what owns the new copy. If the clone owns it, then it would not be identical to the original object. It would be an object like the original, except it owns the reference to one of its aggregated members. This would surely lead to chaos. If the clone doesn't own it, then who does?
This problem of ownership is especially important in non-garbage-collected languages, but it also creates problems even with a garbage collector. For example, if the clone is made to allow uncommitted changes to an object, are changes to be allowed on this other object that it references? If changes are not allowed, then there was no reason to deep-copy it. If changes are allowed, then how are those changes to be committed, since the object being modified doesn't control this referenced object? Sure, a mechanism for this could be contrived, but it would surly mean that the cloned object is overstepping its responsibilities, and the program would be a maintenance nightmare.
A deep copy operation that includes unowned objects also leads to problems of infinite (or at least excessive) copy operations. Suppose an object is part of a collection, and further suppose the object requires a reference to the collection. A naive deep-copy operation on that object would then create a new copy of the collection and each of its members. Even assuming that we avoid the problem of infinite recursion, and keep all the references consistent among this new set of objects, it is still excessive for most purposes, and for those cases where a new collection is desired, wouldn't it make more sense to deep-copy the collection itself, rather than one of its members, for this purpose?
I think a deep-copy that only includes owned objects, as you suggest, is the only sane approach for most purposes.
Deep copy in oposite to shallow one should copy whole object recursively to the ground and make completely new copy of object and all contained objects.
So yes, it should copy variables, not only links..

Undo/Redo with immutable objects

I read the following in an article
Immutable objects are particularly handy for implementing certain common idioms such as undo/redo and abortable transactions. Take undo for example. A common technique for implementing undo is to keep a stack of objects that somehow know how to run each command in reverse (the so-called "Command Pattern"). However, figuring out how to run a command in reverse can be tricky. A simpler technique is to maintain a stack of immutable objects representing the state of the system between successive commands. Then, to undo a command, you simply revert back to the previous system state (and probably store the current state on the redo stack).
However, the article does not show a good practical example of how immutable objects could be used to implement "undo" operations. For example... deleting 10 emails from a gmail inbox. Once you do that, it has an undo option. How would an immutable object help in this regard?
The immutable objects would hold the entire state of the system, so in this case you'd have object A that contains the original inbox, and then object B that contains the inbox with ten e-mails deleted, and (in effect) a pointer back from B to A indicating that, if you do one "undo", then you stop using B as the state of the system and start using A instead.
However, Gmail inboxes are far too large to use this technique. You'd use it on documents that can actually be stored in a fairly small amount of memory, so that you can keep many of them around for multi-level undo.
If you want to keep ten levels of undo, you can potentially save memory by only keeping two immutable objects - one that is current, and one that is from ten "undos" ago - and a list of Commands that were applied between them.
To do an "undo", you re-execute all but the last Command object, use that as the new current object, and erase the last Command (or save it as a "Redo" object). Every time you do a new action, you update the current object, add the associated Command to the list, and then (if the list is more than ten Commands long) you execute the first Command on the object from the start of the undo list and throw away the first Command on the list.
You can do various other checkpointing systems as well, involving a variable number of complete representations of the system as well as a variable number of Commands between them. But it gets further and further from the original idea that you cited and becomes more and more like a typical mutable system. It does, however, avoid the problem of making Commands consistently reversible; you need only ever apply Commands to an object forward and not reverse.
SVN and other version control systems are effectively a disk- or network-based form of undo-and-redo.