What is the optimal way to share data objects in Objective-C? - ios

I don't know if I'm doing this properly. I'm working on a large application in which a user must log in and and interact with a variety of functionality and data. There are many view controllers that need to have access to this user object.
The following snippet is the moment when the user logs in and now I have a user object to use across my app. Just in this case I'm using dummy data.
User *user = [User new];
[user setupTempOfflineData];
self.newViewController.user = user;
[self containerAddChildViewController:self.newViewController];
In the newViewController is the property:
#property (nonatomic, strong) User *user;
Now NewViewController may have many children and those children have view controllers of their own. All of them given a strong reference to the user. Additional information such as a list of registered groups or content that the user had created remains as well. And sometimes I'll either access downloaded information via the user object, or just store and share references to the arrays/data themselves.
Something in my head is telling me I should be using a singleton or some other design pattern I'm just not familiar with. Thus bringing me here to ask the question:
Am I doing this right?
Edit: Informative link on KVO

You can use singleton pattern on User class.
e.g.
User.h file
#interface User : NSObject
+ (User*)currentUser;
//...
// Some properties
//...
//...
// Some methods
//...
#end
User.m file
//...
+ (User*)currentUser
{
static User *user = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
user = [[self alloc] init];
});
return user;
}
//...
Import "User.h" file in your .pch file.
Now you can access to your user object by calling
[User currentUser];

I'm using the Singleton pattern in my applications, and use lazy instantiation to load that user.
So in your newViewController.m
/**
* lazy instantiation of User
*/
- (User *) user {
if (!_user){
_user = [User getUser];
}
return _user;
}
in User.h
#interface User : NSObject
/**
* Singleton
*/
+ (User *) getUser;
#end
And finally in your User.m
#import "User.h"
/*
* Singleton
*/
static User *singletonUser = nil;
#implementation User
/**
* Designated initializer
*/
- (id) init {
self = [super init];
if (self != nil) {
// Load your user from storage / CoreData / etc.
[self setupTempOfflineData];
}
return self;
}
/**
* Singleton
*/
+ (User *) getUser {
if (singletonUser == nil) {
singletonUser = [[self alloc] init];
}
return singletonUser;
}
#end
So now you can use self.user in your NewViewController.

What you're doing should work. Also have you thought about protocol and delegate? You may want to consider this design pattern in the event that you want the NewViewController (or other view controllers) to be notified when the User object has changed (KVO/Notificaiton are another design patterns).
User.h
#class User;
#protocol userProtocol <NSObject>
-(void) userObjectDidGetUpdated:(User*) u;
#end
#interface User:NSObject {}
#property (nonatomic,weak) id <userProtocol> delegate; // use weak here to prevent reference cycle
#end
User.m -- call notifyDelegatesUserObjectHasChanged when you want to notify the delegates to get the updated User object
#implementation
#synthesize delegate;
-(void) notifyDelegatesUserObjectHasChanged {
[[self delegate] userObjectDidGetUpdated:self];
}
#end
Now, you can register the view controller to get the updated User object as follow...
NewViewController.h
#import "User.h"
#interface NewViewController:UIViewController <userProtocol> {}
NewViewController.m
#implementation
-(void) userObjectDidGetUpdated:(User*) u {
// this callback method will get called when the User object changes
}
#end

Related

Share singleton from Objective C to Swift

I am trying to access an Objective C singleton from Swift, however I only seem to get the initial value created in the init function of the singleton. The flightControllerState object exposed is updated in a delegate function and I can see that the value is properly updated on the Objective C side.
I have followed a few different posts here on SO and also this article on how to call the shared object from Swift. (I should also mention this is running inside a react native project if that may have any impact?)
EDIT updated swift code - I added the wrong line to the init method to grab shared instance - issue is still the same
Objective-C Singleton
#import DJISDK;
#interface RCTBridgeDJIFlightController : RCTEventEmitter<DJIFlightControllerDelegate> {
DJIFlightControllerState *flightControllerState;
}
#property(nonatomic, readonly) DJIFlightControllerState *flightControllerState;
+ (id)sharedFlightController;
#end
#implementation RCTBridgeDJIFlightController
DJIFlightControllerState *flightControllerState;
#synthesize flightControllerState;
+ (id)sharedFlightController {
static RCTBridgeDJIFlightController *sharedFlightControllerInstance = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
sharedFlightControllerInstance = [[self alloc] init];
});
return sharedFlightControllerInstance;
}
- (id)init {
// I also tried this to make sure the shared instance was returned but no luck
//if (sharedFlightControllerInstance != nil) {
// return sharedFlightControllerInstance;
//}
if (self = [super init]) {
flightControllerState = nil;
}
return self;
}
-(void)flightController:(DJIFlightController *)fc didUpdateState:(DJIFlightControllerState *)state {
flightControllerState = state;
}
#end
Swift class calling singleton and accessing values
class VirtualStickController {
var flightControllerSharedInstance: RCTBridgeDJIFlightController
override init() {
self.flightControllerSharedInstance = RCTBridgeDJIFlightController.sharedFlightController()
}
func getFlightControllerState() {
if let state = flightControllerSharedInstance.flightControllerState {
print("FLIGHT CONTROLLER STATE: \(state)") // always null
} else {
print ("NULL")
}
}
DJIFlightControllerState *flightControllerState;
#synthesize flightControllerState;
There is no need to use #synthesize for properties in (modern) Objective-C except in special circumstance.
The property flightControllerState is an instance property and will be synthesised (with or without the #synthesize) using a hidden instance variable for its storage.
The variable flightControllerState is a global variable, it happens to have the same name as the property but has no connection whatsoever with it.
At a guess you are changing the global variable in Objective-C and expecting to see the result in Swift via the property, you won't.
Remove the global variable and then check the rest of your code.
Apart from that your code produces a valid shared instance which can be shared between Objective-C and Swift and changes made in one language will be visible in the other.
HTH
Regarding the titular question about how to access an Objective C singleton from Swift, I would recommend an alternative. Modern convention is to declare your sharedFlightController as a class property and declare init as NS_UNAVAILABLE:
#interface RCTBridgeDJIFlightController : NSObject
...
#property (nonatomic, readonly, class) RCTBridgeDJIFlightController *sharedFlightController;
- (instancetype)init NS_UNAVAILABLE;
#end
The implementation would implement a getter for this class property:
#implementation RCTBridgeDJIFlightController
+ (instancetype)sharedFlightController {
static RCTBridgeDJIFlightController *sharedFlightControllerInstance = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
sharedFlightControllerInstance = [[self alloc] init];
});
return sharedFlightControllerInstance;
}
...
#end
Now, your Swift code can reference RCTBridgeDJIFlightController.shared, as is the convention with Swift singletons.
Regarding why you are receiving a nil for the status, there are one of two possible problems:
You Objective-C code has confusing combination of explicitly defined ivars, manual synthesis, and global variables. (See below.)
I would also suggest that you confirm whether flightController:didUpdateState: is ever getting called at all. (I don't see you ever setting the delegate of the flight controller.) Add a breakpoint or NSLog statement in that method and confirm.
On the first issue, above, I would suggest:
You should not use those commented lines in your init method. If you want to make sure that your singleton object is used, then declare init as NS_UNAVAILABLE.
Given that all your init method is doing is updating flightControllerState to nil, you can remove it entirely. In ARC, properties are initialized to nil for you.
You should not declare explicit ivar in your #interface. Let the compiler synthesize this automatically for you.
You should not #synthesize the ivar in your #implementation. The compiler will now automatically synthesize for you (and will use an appropriate name for the ivar, adding an underscore to the property name.
You should not declare that global in your #implementation.
If you want to use this sharedFlightController from Swift, you should define it to be a class property, not a class method. I know that that article suggested using a class method, but that really is not best practice.
Thus:
// RCTBridgeDJIFlightController.h
#import <Foundation/Foundation.h>
// dji imports here
NS_ASSUME_NONNULL_BEGIN
#interface RCTBridgeDJIFlightController : NSObject
#property (nonatomic, readonly, nullable) DJIFlightControllerState *flightControllerState;
#property (nonatomic, readonly, class) RCTBridgeDJIFlightController *sharedFlightController;
- (instancetype)init NS_UNAVAILABLE;
#end
NS_ASSUME_NONNULL_END
And
// RCTBridgeDJIFlightController.m
#import "RCTBridgeDJIFlightController.h"
#interface RCTBridgeDJIFlightController ()
#property (nonatomic, nullable) DJIFlightControllerState *flightControllerState;
#end
#implementation RCTBridgeDJIFlightController
+ (instancetype)sharedFlightController {
static RCTBridgeDJIFlightController *sharedFlightControllerInstance = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
sharedFlightControllerInstance = [[self alloc] init];
});
return sharedFlightControllerInstance;
}
- (void)flightController:(DJIFlightController *)fc didUpdateState:(DJIFlightControllerState *)state {
NSLog(#"State updated");
self.flightControllerState = state;
}
#end
The end result is that you can now use it like so:
class VirtualStickController {
func getFlightControllerState() {
if let state = RCTBridgeDJIFlightController.shared.flightControllerState {
print("FLIGHT CONTROLLER STATE: \(state)")
} else {
print("NULL")
}
}
}
Note, because the sharedFlightController is now a class property, Swift/ObjC interoperability is smart enough so the Swift code can just reference shared, as shown above.

Objective C Callback on particular event

I am new to objective C and trying to develop my own callback function, the callback function gets called on a particular event like receiving data from network like NSURLprotocol does and once received it will NSLog a message that "Event has Occured" or display as text on UIViewController or any UI related action.
So, I am totally confused as to where the eventOccuredMethod should be called to let the receiveController be called and execute the implementation inside it.
I have used protocols like NSURLProtocol before, but I don't know how to implement them to get such callbacks being called.
Any video links, answers, articles links are welcomed.
//Sample.h file
#import <Foundation/Foundation.h>
#class Sample;
#protocol SampleProtocol <NSObject>
-(void)receivedCallback;
#end
#interface Sample : NSObject
#property (nonatomic,weak) id<SampleProtocol> delegate;
-(void)eventOccured;
#end
//Sample.m file
#import "Sample.h"
#implementation Sample
-(void)eventOccured{
if([_delegate conformsToProtocol:#protocol(SampleProtocol)])
[_delegate receivedCallback];
}
#end
//ViewController.h file
#interface ViewController : UIViewController<SampleProtocol>
#end
//ViewController.m file
#import "ViewController.h"
#interface ViewController (){
Sample *s;
}
#end
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
s = [[Sample alloc] init];
s.delegate = self;
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
-(void)receivedCallback:(Sample *)sample{
NSLog(#"Event Has Occured");
}
#end
I am not sure of the following call which I am making ...
- (void)applicationDidEnterBackground:(UIApplication *)application {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
Sample *s = [[Sample alloc] init];
[s eventOccured];
}
You are implementing the delegate pattern the right way. But if the Sample object doesn't generate its own events but instead is relaying events posted to it from somewhere else, as is the case in your example, you have to ensure that the object which has the ViewController as a delegate and the object that receives the message are in fact the same. One way to do it is to make Sample a singleton :
#import "Sample.h"
#implementation Sample
+ (instancetype)sharedInstance
{
static id sharedInstance;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
sharedInstance = [[[self class] alloc] init];
});
return sharedInstance;
}
-(void)eventOccured{
if([_delegate conformsToProtocol:#protocol(SampleProtocol)])
[_delegate receivedCallback];
}
#end
And then in your view controller you would do
s = [Sample sharedInstance];
and in your appDelegate :
[[Sample sharedInstance] eventOccured];
Another way to ensure that you are using the same object, as vikingosegundo pointed out, would be to set the view controller's Sample object from the appDelegate.
For this use case, you could also consider using Notifications.
?, i'm very confused. I don't think you understand what you have written. You should never try copy code like this from online without first reading a tutorial to understand what it is you are doing. This can be very dangerous.
Sample.h / .m is a class, this class defines a protocol that says "In order for me to alert you to the fact an event has occurred, you need to implement method X".
This is the "protocol", by conforming to the protocol, another class (lets say a ViewController) is saying that it implements the method that Sample is looking for.
So Sample will run code, and when it wants to pass some info back to the other class (ViewController in this case) it calls one of the methods defined in the protocol.
e.g. (not fully working code)
Sample.m
- (void)getDataFromURL:(NSStirng *)url
{
[self HTTPRequestOperationWithRequest:request success:^(AFHTTPRequestOperation *operation, id responseObject)
{
if([_delegate conformsToProtocol:#protocol(SampleProtocol)])
{
[_delegate receivedCallback];
}
}];
}
So when Sample runs the method getDataFromURL it will request its data, when the data returns, Sample will call the method receivedCallback on its delegate. Which in this case is an instance of a viewController.
EDIT
please also note what [_delegate conformsToProtocol:#protocol(SampleProtocol)] does. This asks does the delegate instance conform to the protocol. But this protocol hasn't said that recievedCallback is required. So you have no way of knowing the method is there.
either use:
#protocol SampleProtocol <NSObject>
#required
-(void)receivedCallback;
#end
in the protocol definition or
if(self.delegate && [self.delegate respondsToSelector:#selector(receivedCallback)])
to check is it implemented
you are calling eventOccured on a second, independent Sample instance that has now delegate set.
The easiest fix: make the view controller send it to it's sample instance.
better: give the view controller a property that holds sample and sat that from the application delegate.
You should call EventOccurred within your data retrieving method. Once the data retrieving is complete call EventOccured.
#protocol SampleProtocol <NSObject>
-(void)receivedCallback;
#end
This protocol must be implemented in your data retrieving class. And make sure -(void)receivedCallback; has a parameter to send data to your ViewController

Access to variable value from another class in Objective C

ClassA.h
...
#property (weak, nonatomic) NSString *myVariable;
- (id) setMyVariable:(NSString *)string;
- (id) getMyVariable;
ClassA.m
...
#synthezise myVariable = _myVariable;
... some inits
- (id) setMyVariable:(NSString *)string {
_myVariable = string;
NSLog(#"here nslog success return new value: ", _myVariable);
return _myVariable;
}
- (id) getMyVariable {
NSLog(#"here nslog return nil", _myVariable);
return _myVariable;
}
ClassB.m
#import ClassA.h
...
ClassA *classA = [[ClassA alloc] init];
[classA setMyVariable:#"some"];
ClassC.m
#import ClassA.h
...
ClassA *classA = [[ClassA alloc] init];
NSLog(#"here nslog returns nil: #%", [classA getMyVariable]);
Why does [ClassC getMyVariable] return nil? Same result when I try to set value directly without setter and getter. I already read other topics on StackOverflow and Google, but have not idea why it doesn't work.
Your whole code is a bit of a mess really. Why are you using a weak property? Why are you using a #synthezise since this is is automatically done by xcode for you along with the getters and setters so you don't need to create them ever.
The reason why your [classA getMyVariable]; is nil in ClassC is because you create a new instance of it on the line above. By the looks of what you are trying to do is you want to set the variable for instance of a class in one class and access that variable on the same instance in a different class. So one method of doing this is to use a singleton, these are sometimes not liked but I think they work well and don't see a reason why some (not all) developers don't like them.
So lets do some cleaning up and try implementing a singleton
ClassA.h
#interface ClassA : NSObject
#property (nonatomic, strong) NSString *myVariable;
// No need for you to create any getters or setters.
// This is the method we will call to get the shared instance of the class.
+ (id)sharedInstance;
#end
ClassA.m
#import "ClassA.h"
#implementation ClassA
// No need to add a #synthezise as this is automatically done by xcode for you.
+ (id)sharedInstance
{
static ClassA *sharedClassA = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
// If there isn't already an instance created then alloc init one.
sharedClassA = [[self alloc] init];
});
// Return the sharedInstance of our class.
return sharedClassA;
}
#end
Right so we have cleaned our ClassA code up and added a method for getting a shared instance of ClassA so now to ClassB
ClassB.m
// Other code in ClassB
// Get the shared instance
ClassA *classA = [ClassA sharedInstance];
// Set the value to the property on our instance.
[classA setMyVariable:#"Some String Value"];
//........
Now that ClassB has set the variable we can go to ClassC now and look at it.
// Other code in ClassC
// We still need to have an instance of classA but we are getting the sharedInstance
// and not creating a new one.
ClassA *classA = [ClassA sharedInstance];
NSLog(#"My variable on my shared instance = %#", [classA myVariable]);
//........
Might help if you read this and this for help on understanding different design patterns
because you don't set a value after creating an object. i should be like this:
ClassA *classA = [ClassA alloc] init];
[classA setMyVariable:#"some"];
NSLog(#"not nil anymore: #%", [classA getMyVariable]);
BTW: the #property tag provides two keywords to set getter and setter methods.
#property (weak, nonatomic, getter=myVariable, setter=setMyVariable:) NSString *myVariable;
and apple avoids the word "get" in getter-methods...

Singleton not persisting across viewcontrollers/spritekit scene

This is a SpriteKit game.
I am using a singleton to store a single 'Show' object to be accessible throughout the game. The 'Show' class has an NSString property 'showTitle'.
In ViewController1, I set the 'Show' property of the singleton. To test.. I then printed out a string property of 'Show' (showTitle) from the singleton and it prints the string correctly.
After segueing to ViewController2, I again print out the same string property of 'Show' (showTitle) from the singleton and it again prints the string correctly.
THEN, the spritekit scene is initialized from ViewController2. I attempt to print the same string property
of 'Show' from the singleton, and it prints null instead of the string. I went further and segued to ViewController3, tried to print the showTitle from the singleton..... NULL.
Why am I able to access the 'Show' property of the singleton in ViewControllers 1 & 2, but not from within the sprite kit scene or ViewController3. Where am I going wrong?
ShowSingleton.h
#import <Foundation/Foundation.h>
#import "Show.h"
#interface ShowSingleton : NSObject
#property (nonatomic, strong) Show* currentShow;
+(ShowSingleton *)singleton;
#end
ShowSingleton.m
#import "ShowSingleton.h"
#implementation ShowSingleton
#synthesize currentShow;
+(ShowSingleton *)singleton {
static dispatch_once_t pred;
static ShowSingleton *shared = nil;
dispatch_once(&pred, ^{
shared = [[ShowSingleton alloc] init];
});
return shared; }
#end
ViewController1:
- (IBAction)openShow:(UIButton*)sender
{
//showsarray is an array of 'Show' objects retrieved through core data in another class
[ShowSingleton singleton].currentShow = [showsarray objectAtIndex:sender.tag];
NSLog(#"Opened show: %#", [ShowSingleton singleton].currentShow.showTitle);
//The above line correctly prints the selected showTitle from the singleton
}
After openShow: completes, a segue opens ViewController2. ViewController2 initializes the SpriteKit scene.
ViewController2:
- (void)viewWillLayoutSubviews
{
[super viewWillLayoutSubviews];
SKView * skView = (SKView *)self.view;
if (!skView.scene)
{
skView.showsFPS = YES;
skView.showsNodeCount = YES;
SKScene * scene = [iMarchMyScene sceneWithSize:skView.bounds.size];
scene.scaleMode = SKSceneScaleModeAspectFill;
[skView presentScene:scene];
}
}
- (void)viewDidLoad
{
//The following line correctly prints the showTitle from ViewController2
NSLog(#"processing show: %#", [ShowSingleton singleton].currentShow.showTitle);
}
myScene.m:
-(id)initWithSize:(CGSize)size
{
if (self = [super initWithSize:size])
{
if ([ShowSingleton singleton].currentShow)
{
//This always gets called, which tells me the object exists, but null is printed for showTitle
NSLog(#"show title from scene: %#", [ShowSingleton singleton].currentShow.showTitle);
}
}
return self;
}
Consider using this singleton implementation:
// ShowSingleton.h
#import <Foundation/Foundation.h>
#import "Show.h"
#interface ShowSingleton : NSObject
+ (instancetype)singleton;
#end
// ShowSingleton.m
#import "ShowSingleton.h"
#implementation ShowSingleton
+ (instancetype)singleton {
static id sharedInstance = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
sharedInstance = [[self alloc] init];
});
return sharedInstance;
}
#end
ShowSingleton *shared is scoped to the method, not the class.
Try declaring it as a class property of your AppDelegate, and then override the getter with something like this:
#property (strong, nonatomic) Show *currentShow;
and then override the getter as:
+(Show*)currentShow
{
static id _currentShow = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
currentShow = [showsarray objectAtIndex:sender.tag]; //probably not this, not sure where in your app flow this info is ready...
});
return _currentShow;
}
Now you can leverage the proper singleton UIApplicationDelegate that Apple provided, and end up with an unchanging instance of Show that is accessible anywhere in your app by calling (YourApplicationClass*)[[UIApplication sharedApplication] currentShow]
Keep in mind that dispatch_once is tied to the App Lifecycle. It will be purged when and only when the app terminates, which may be while your app is in the background.
Singleton's are fiddly to implement correctly, and even more difficult to know when their use is actually warranted, so you may want to take a look at NSUserDefaults to see if it has something you could bend to your purposes instead.

Objective C: allow properties in category via custom root class

There are many questions concerning the category-properties problem.
I know some possibilities to address this:
use a singleton registry
objc_setAssociatedObject and objc_getAssociatedObject
From my point of view both is not clean since the memory allocated is never cleared when the object that created such properties is deallocated.
Categories are a good way to keep code clean and dynamically add functionality to already existing classes. They help to group functionality and to distributed implementation work among more developers.
The bad about categories is the missing storage.
I came across this problem several times now and I'm wondering whether the following would address this problem in an clean way that also takes care about the memory and if there are any problems that I can't see right now.
There is one restriction, that I can ignore since I'm working as a framework developer: I'm able to create my own root class that all my other classes can inherit from.
First of all declare the new root object:
#interface RootObject : NSObject
- (void)setRuntimeProperty:(id)runtimeProperty forKey:(id<NSCopying>)key;
- (id)runtimePropertyForKey:(id)key;
#end
With the corresponding implementation:
#import "RootObject.h"
#interface RootObject ()
#property (readwrite) NSMutableDictionary *runtimeProperties;
#end
#implementation RootObject
#synthesize runtimeProperties = _runtimeProperties;
- (id)init {
self = [super init];
if (self)
{
_runtimeProperties = [[NSMutableDictionary alloc] initWithCapacity:1];
}
return self;
}
- (void)dealloc {
[_runtimeProperties release];
_runtimeProperties = nil;
[super dealloc];
}
- (id)runtimePropertyForKey:(id)key {
return [self.runtimeProperties objectForKey:key];
}
- (void)setRuntimeProperty:(id)runtimeProperty forKey:(id<NSCopying>)key {
if (key)
{
if (runtimeProperty)
{
[self.runtimeProperties setObject:runtimeProperty forKey:key];
}
else
{
[self.runtimeProperties removeObjectForKey:key];
}
}
}
#end
By using this RootObject instead of NSObject it should be very easy to add a "property" to a category on a class. Consider having some class MyClass
#interface MyClass : RootObject
// some interface here
#end
When implementing a special behavior on top of this class you are now able to add a property like this:
#interface MyClass (specialBehavior)
#property (nonatomic, retain) NSString *name;
#property (nonatomic, copy) NSDate *birthday;
#end
With corresponding implementation:
#implementation MyClass (specialBehavior)
#dynamic name;
- (NSString *)name {
return [self runtimePropertyForKey:#"name"];
}
- (void)setName:(NSString *)name {
[self setRuntimeProperty:name forKey:#"name"];
}
#dynamic birthday;
- (NSDate *)birthday {
return [self runtimePropertyForKey:#"birthday"];
}
- (void)setBirthday:(NSDate *)birthday {
[self setRuntimeProperty:[birthday copy] forKey:#"birthday"];
}
#end
Such an implementation could KVO compatible as well by just adding the necessary calls in the setter method.
Very straight forward, but I'm wondering whether I missed something important? (E.g. very very bad runtime performance having many such declared properties or using many of these objects)
This is effectively the same as objc_setAssociatedObject and objc_getAssociatedObject, which do release memory when the object is deallocated (depending on the association type). I would guess they also have much lower overhead than your suggested code.

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