Variable in Objective-C Singleton getting reset - ios

I created an Objective-C Singleton class. I have a few properties on the class, including a BOOL property. For some strange reason the BOOL variable that I declared "resets" itself to YES outside of the scope that is set in.
In the Singleton class's header, the BOOL is declared using #property with the following parameters:
#property (nonatomic, assign, readonly) BOOL shouldCryptData;
In the Singleton class's #interface in the implementation, I redefine the same property as readwrite (because I need it to be read only to outside classes, but read / write to my own).
#interface SingletonClassName ()
#property (nonatomic, assign, readwrite) BOOL shouldCryptData;
#end
The BOOL property gets set during initialization of the singleton class. I am setting it like this inside one of the init methods. There are multiple init methods which specify whether or not data should be crypted or not - this is just one example of where it would be set. Only one of my init methods call super, all the others make a call to the main init.
- (id)init {
self = [super init];
if (self) {
// Brief setup code
[self setShouldCryptData:NO]; // Have also tried using dot-notation and without *self*
// I can confirm that the shouldCryptData property is NO (within the current scope) right after setting it in this method
}
return self;
}
Now, the odd part is that when I try to access shouldCryptData from any other method, it always returns YES. Why would it return YES after explicitly setting it to NO?
I'm not accessing it in any strange way, just like this:
if (self.shouldCryptData == YES) // Outside of the init method, this is ALWAYS true
I know I'm doing something wrong, but I can't figure it out. I feel like it has something to so with the singleton, but I'm not sure. It seems like neither Google, nor StackOverflow have any answers for this. Any ideas?
EDIT
Singleton implementation:
//-------- Header ---------------------//
#interface SingletonClassName : NSObject
+ (SingletonClassName *)sharedManager;
#end
//-------- Implementation ------------//
#implementation
+ (SingletonClassName *)sharedManager {
static SingletonClassName *sharedManager = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
if (sharedManager == nil) sharedManager = [[super allocWithZone:NULL] init];
});
return sharedManager;
}
+ (id)allocWithZone:(NSZone *)zone {
return [self sharedManager];
}
- (id)copyWithZone:(NSZone *)zone {
return self;
}

The simplest explanation is that you don't quite have a singleton, and you're setting that property on one instance, and reading it on another.
Try doing NSLog(#"%p", self) in all the methods where you set and access the property and make sure they're all the same.
Added:
This is my usual singleton logic:
+ (instancetype) sharedInstance {
static MyClass *singleton;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
singleton = [[self alloc] init];
});
return singleton;
}
Invoke [MyClass sharedInstance] when you need it.

Figured out what was happening using a combination of suggestions from the answers and comments here. The best suggestion, by #Paul.s, was to place a breakpoint on the property declaration:
Are you sure that nothing else is setting it to YES? Place a breakpoint on the property declaration and it should break every time the property is read or written to
#Andy's comment was also helpful in figuring out what the issue was:
You could also try setting a watch point on the variable, which will pause anytime the variable is changed. You can do this firstly setting a breakpoint in the init method of the singleton, and then by typing watchpoint set variable shouldCryptData in the debugger once you reach the breakpoint.
I found that the init method was getting called multiple times, and each time with a different setting for the BOOL property, shouldCryptData.
Another suggestion from #noa helped clear up which instance the BOOL property was getting set on. I originally set it from the shared manager, but later set it in the init method because the sharedManager was on a different instance than the rest of the methods. Here's the relevant excerpt from the answer:
Try doing NSLog(#"%p", self) in all the methods where you set and access the property and make sure they're all the same.
So, it turns out that there were multiple issues:
The property was being set multiple times (with multiple unneeded calls to init)
Turns out that I was originally setting the property on a different instance
My singleton wasn't being correctly created (although that didn't really affect the property)

KVO is one of ways. I will give an example.
TestObject.h
#interface TestObject : NSObject
#property (nonatomic, assign) BOOL isIt ;
#end
TestObject.m
#implementation TestObject
- (id)init
{
self = [super init] ;
if (self) {
[self addObserver:self forKeyPath:#"isIt" options:NSKeyValueObservingOptionNew|NSKeyValueObservingOptionOld context:nil] ;
}
return self ;
}
- (void)dealloc
{
[self removeObserver:self forKeyPath:#"isIt"] ;
}
- (void)observeValueForKeyPath:(NSString *)keyPath ofObject:(id)object change:(NSDictionary *)change context:(void *)context
{
if ([keyPath isEqualToString:#"isIt"]) {
NSLog(#"%#", change) ; // add a breakpoint here, you will know where change the value
} else {
[super observeValueForKeyPath:keyPath ofObject:object change:change context:context] ;
}
}
#end
You will get notification only if the property is set by dot-notation or setIsIt method.

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.

Accessing a class variable from different a class

A very common, generic question but it seems that everybody has it's own opinion about accessing variables that belong in another class. What I want is to use boolean variable in class2 to perform a statement. Example of what I want is:
Class1.h
#Interface Class1{
bool boolean;
}
#Property (nonatomic, retain) bool boolean;
Class1.m
#synthesize boolean;
Class2.m
if(class1.boolean == YES){
Do Something
}
The if statement is class2 doesn't seem to work, as I tried to print the boolean value in class2 and all it returns is false. I want to get the current value of class1 boolean variable and use it in class 2 without initialising it.
Looking at your question, it seems you want to create an instance of 'Class1' in another class, get the properties value to be presented there.
In that case, whenever you instantiate 'Class1', it comes with the initial values. That means the values will be 'null' for sure. If you want to get the changed value, you need to create 'Class1' as Singleton class, where, this class will be instantiated once in the whole application. Means change the value of 'boolean1' in any class, and get the same value in another, whenever or wherever you want.
But again, it totally depends on how you want to use the whole thing.
Singleton example:
// Class1.h
#interface Class1 : NSObject
/**
* A boolean property
*/
#property (nonatomic, strong) BOOL *boolean;
// Class1.m
#implementation Class1
// This is actual initialisation of the class instance.
+ (Class1 *)sharedInstance {
static Class1 *sharedInstance = nil; //static property, so that it can hold the changed value
// Check if the class instance is nil.
if (!sharedInstance) {
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
// If nil, create the instance, using dispatch_once, so that this instance never be created again. So, if needed, app will use the existing instance.
sharedInstance = [[super allocWithZone:NULL] init];
// custom initialisation if needed
});
}
return sharedInstance;
}
// So that, if somebody uses alloc and init, a new instance not created always.
// Rather use existing instance
+ (id)allocWithZone:(NSZone *)zone {
return [self sharedInstance];
}
// So that, if somebody uses alloc and init, a new instance not created always.
// Rather use existing instance
- (id)copyWithZone:(NSZone *)zone {
return self;
}
#end
Now updating and using the value.
//Class2.m
#import "Class1.h"
Class1 *myinstance = [[Class1 alloc] init];
myinstance.boolean = YES;
Getting the value on another class
//Class3.m
#import "Class1.h"
Class1 *myinstance = [[Class1 alloc] init];
if(myinstance.boolean == YES){
Do Something
}

Singleton in iOS Objective C doesn't prevent more than one instance

I know there are several threads on this, but none answer my questions.
I've implemented my singleton class like this (being aware of the controversy about singletons):
+ (MyClass*) sharedInstance {
static MyClass *_sharedInstance = nil;
static dispatch_once_t oncePredicate;
dispatch_once(&oncePredicate, ^{
_sharedInstance = [[MyClass alloc] init];
});
return _sharedInstance;
}
- (instancetype)init{
self = [super init];
if (self) {
//setup code
}
return self;
}
I tried instantiating a different object and compared it to the one returned by sharedInstance with '==' and they were indeed different.
Questions:
Shouldn't creating more than one object of the singleton class be impossible? Isn't that the point? Singleton implementation in Java prevents it.
And if so, how? Should I make a setup method and call it instead of having the init implemented and doing it?
Is this correct implementation?
Your observation is correct, many of the "singleton" patterns you see in Objective-C are not singletons at all but rather a "shared instance" model where other instances can be created.
In the old MRC days Apple used to have sample code showing how to implement a true singleton.
The code you have is the recommended pattern for ARC and thread-safe singletons, you just need to place it in the init method:
- (instancetype) init
{
static MyClass *initedObject;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
initedObject = [super init];
});
return initedObject;
}
This code will ensure that there is only ever one instance of MyClass regardless of how many [MyClass new] or [[MyClass alloc] init] calls are made.
That is all you need to do, but you can go further. First if you wish to have a class method to return the singleton it is simply:
+ (instancetype) singletonInstance
{
return [self new];
}
This method ends up calling init which returns the singleton, creating it if needed.
If MyClass implements NSCopying then you also need to implement copyWithZone: - which is the method which copy calls. As you've a singleton this is really simple:
- (instancetype) copyWithZone:(NSZone *)zone
{
return self;
}
Finally in Objective-C the operations of allocating a new object instance and initialising it are distinct. The above scheme ensures only one instance of MyClass is initialised and used, however for every call to new or alloc another instance is allocated and then promptly discarded by init and cleaned up by ARC. This is somewhat wasteful!
This is easily addressed by implementing allocWithZone: (like copy above this is the method alloc actually ends up calling) following the same pattern as for init:
+ (instancetype) allocWithZone:(NSZone *)zone
{
static MyClass *allocatedObject;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
allocatedObject = [super allocWithZone:zone];
});
return allocatedObject;
}
The first time an instance is created then allocWithZone: will allocate it and then init will initialise it, all subsequent calls will return the already existing object. No discarded unneeded allocations.
That's it, a true singleton, and no harder than the faux-singletons that are so common.
HTH
You can't make the init method private, like you would do in Java with the constructor. So nothing stops you from calling [[MyClass alloc] init] which indeed creates a different object. As long as you don't do that, but stick to the sharedInstance method, your implementation is fine.
What you could do: have the init method raise an exception (e.g. with [self doesNotRecognizeSelector:#_cmd]) and perform the initialization in a different method (e.g. privateInit) which is not exposed in the header file.
With objective-c, you can prevent your singleton class to create more than one object. You can prevent alloc and init call with your singleton class.
#import <Foundation/Foundation.h>
#interface SingletonClass : NSObject
+ (id) sharedInstance;
- (void) someMethodCall;
- (instancetype) init __attribute__((unavailable("Use +[SingletonClass sharedInstance] instead")));
+ (instancetype) new __attribute__ ((unavailable("Use +[SingletonClass sharedInstance] instead")));
#end
#import "SingletonClass.h"
#implementation SingletonClass
+ (id) sharedInstance{
static SingletonClass * sharedObject = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
sharedObject = [[self alloc] initPrivate];
});
return sharedObject;
}
- (instancetype)init {
#throw [NSException exceptionWithName:NSInternalInconsistencyException reason:[NSString stringWithFormat:#"You can't override the init call in class %#", NSStringFromClass([self class])] userInfo:nil];
}
- (instancetype)initPrivate {
if (self = [super init]) {
}
return self;
}
- (void) someMethodCall{
NSLog(#"Method Call");
}
#end
1# If you will try to call init or new methods on SingletonClass, then these methods would not be available to call.
2# If you comment out mentioned below methods in header file and try to call the init on SingletonClass method then app will be crashed with reason "You can't override the init call in class SingletonClass".
- (instancetype) init __attribute__((unavailable("Use +[SingletonClass sharedInstance] instead")));
+ (instancetype) new __attribute__ ((unavailable("Use +[SingletonClass sharedInstance] instead")));
Just use this code to create single object to Singleton Pattern and prevent alloc init call for singleton pattern from other classes. I had tested this code with xCode 7.0+ and its working fine.
To prevent creating multiple objects of single class, you need to do following things. you just fine to created singleton object. but while calling init, copy, mutable copy, you need to handle such way.
- (instancetype)init{
if (!_sharedInstance) {
_sharedInstance = [MyClass sharedInstance];
}
return _sharedInstance;
}
- (id)copy{
if (!_sharedInstance) {
_sharedInstance = [MyClass sharedInstance];
}
return _sharedInstance;
}
the same things for mutable copy as well. so this implementation make sure that once one instance is available throughout..
May this help you.
#VeryPoliteNerd just mark the init and new methods as unavailable on the .h:
- (instancetype)init __attribute__((unavailable("Use +[MyClass sharedInstance] instead")));
+ (instancetype)new __attribute__((unavailable("Use +[MyClass sharedInstance] instead")));
This will cause the compiler to complain if a caller tries to manually instantiate this objects
This works for me:
static AudioRecordingGraph * __strong sharedInstance;
+(instancetype)sharedInstance {
#synchronized(self) {
if(!sharedInstance) {
sharedInstance = [AudioRecordingGraph new];
}
return sharedInstance;
}
}
I wanted to add observation for a modern implementation of Objective-C singletons for optimal Swift interoperability. But let me start with the code. Let’s assume for a second that the class was to manage a series of requests, so I might call it a RequestManager:
// RequestManager.h
NS_ASSUME_NONNULL_BEGIN
#interface RequestManager : NSObject
#property (nonatomic, strong, readonly, class) RequestManager *sharedManager;
- (instancetype)init NS_UNAVAILABLE;
- (instancetype)copy NS_UNAVAILABLE;
- (instancetype)mutableCopy NS_UNAVAILABLE;
- (void)someMethod;
#end
NS_ASSUME_NONNULL_END
And
// RequestManager.m
#implementation RequestManager
+ (instancetype)sharedManager {
static RequestManager *_sharedInstance = nil;
static dispatch_once_t oncePredicate;
dispatch_once(&oncePredicate, ^{
_sharedInstance = [[self alloc] init];
});
return _sharedInstance;
}
- (instancetype)init {
self = [super init];
if (self) {
//setup code
}
return self;
}
- (void)someMethod { ... }
#end
Note:
Note, I made the singleton a class property rather than a class method.
From the Objective-C side, it is a distinction without difference, but from Swift, you can do things like MyClass.shared without the noise of the (). This is the pattern that Apple has adopted with all of their singletons.
One might give the singleton a more meaningful name. For example, if the class was a RequestManager, the singleton might be called sharedManager rather than sharedInstance.
If you do this, Swift will automatically detect the salient portion of the instance name and will expose it to Swift as shared, not sharedInstance or whatever.
If you really want to use the name sharedInstance in your Objective-C code, then will just need to supply an explicit NS_SWIFT_NAME of shared to adopt the nice, concise, and consistent singleton naming practice in Swift:
#property (nonatomic, strong, readonly, class) RequestManager *sharedInstance NS_SWIFT_NAME(shared);
Note the use of NS_UNAVAILABLE. This prevents callers from accidentally instantiating their own copies. E.g. from Objective-C:
Or from Swift:
Probably needless to say, I’ve audited this for nullability, namely using the NS_ASSUME_NONNULL_BEGIN/END to make the default non-null. Or, obviously, you could just mark the singleton property as nonnull.
Calling alloc / init to get a second instance of a Singleton class is considered a blatant programming error. To avoid this kind of programming error, you don't write complicated code to prevent it, you do code reviews and tell off everyone trying to do it, as you would with any programming error.
This works for me :
static DataModel *singleInstance;
+ (DataModel*)getInstance{
if (singleInstance == nil) {
singleInstance = [[super alloc] init];
}
return singleInstance;
}
You can call it with
_model = [DataModel getInstance];

Manipulating properties in init that are set up by a sub-class in Objective-C

I have an abstract interface in Objective-C where every sub-class needs to set up a property and then do the exact same thing with that property at the end of init. I'm trying to avoid duplicated code with something like this:
Interface File
#interface Shape : NSObject
#property (nonatomic) PropertyType *prop;
- (id)init;
- (void)initProperty;
#end
Implementation File
#implementation Shape
- (id)init
{
if(self = [super init]) {
[self initProperty];
[prop doSomething];
}
return self;
}
- (void)initProperty
{
}
#end
My problem is that every sub-class will need a different set of parameters passed to initProperty in order to implement the method correctly:
#implementation Rectangle
- (void)initPropertyWithRect:(CGRect)rect
{
prop = [RectangleStuff rectangleWithRect:rect];
}
#end
#implementation Circle
- (void)initPropertyWithRadius:(CGFloat)radius
{
prop = [CircleStuff circleWithRadius:radius];
}
#end
Is there a clean way to do what I'm trying to do in Objective-C? So far, my options seem to be:
Create a "property bag", and just pass around an NSDictionary.
Duplicate the [property doSomething]; code in every subclass.
Somehow pass in a factory object to init, and have the factory object create prop. This approach seems the cleanest, but I'd need the factory object to keep the rect and/or radius as internal state somehow, and that doesn't seem clean to me.
Any thoughts?
I would probably choose #2 (to keep it simple). If the property is only set once
(in the subclass init method), you could override the property setter method in the
superclass, and do the additional stuff there.
Untested code:
- (void)setProp:(PropertyType *)prop
{
_prop = prop; // (Assuming ARC)
[_prop doSomething];
}
First, I feel obligated to mention that your init function should not do anything besides initialize the object. That said, every rule has a time and a place to be broken, so I'll offer what suggestions I can.
Your init function is no different than any other function. You can do things before and after you call super. While generally discouraged, this would be a good place to do it. Your init in your subclass would now look like this:
- (id)init
{
self.myProperty = value;
self = [super init];
if (self) {
// more init stuff
}
return self;
}
I ended up using a variant of what was suggested in the other two answers:
Shape.h
#interface Shape : NSObject
#property (nonatomic) PropertyType *prop;
- (id)initWithProperty:(PropertyType *prop);
#end
Shape.m
#implementation Shape
- (id)initWithProperty:(PropertyType *)prop
{
if(self = [super init]) {
_prop = prop;
[_prop doSomething];
}
return self;
}
#end
Rectangle.m/Circle.m
#implementation Rectangle
- (void)initWithRect:(CGRect)rect
{
return [self initWithProperty:[RectangleStuff rectangleWithRect:rect]];
}
#end
#implementation Circle
- (void)initWithRadius:(CGFloat)radius
{
return [self initWithProperty:[CircleStuff circleWithRadius:radius]];
}
#end

ARC: Object - Delegate relationship

I am developing an ARC enabled project. From a view controller I am pushing MyClass,
- (void)pushMyClass {
MyClass *myClass = [[MyClass alloc] init];
[self.navigationController pushViewController:myClass animated:YES];
}
After doing some operations I am popping MyClass. The problem here is that MyClass is not getting deallocated. Following is how the classes look.
/* MyHelperClassDelegate */
#protocol MyHelperClassDelegate <NSObject>
- (void)helperDidFinishHelping:(MyHelperClass *)helper;
#end
/* MyHelperClass Interface */
#interface MyHelperClass : NSObject {
__weak id <MyHelperDelegate> delegate;
}
#property(nonatomic, weak) id<MyHelperDelegate> delegate;
- (void)startHelping;
#end
/* MyHelperClass Implementation */
#implementation MyHelperClass
#synthesize delegate;
- (void)dealloc {
delegate = nil;
}
/* MyClass */
#interface MyClass : UIViewController <MyHelperClassDelegate> {
MyHelperClass *helper;
}
#implementation MyClass {
- (void)dealloc {
helper.delegate = nil;
}
- (void)getHelp {
helper = [MyHelperClass new];
helper.delegate = self;
[helper startHelping];
}
- (void)helperDidFinishHelping:(MyHelperClass *)helper {
}
}
MyHelperClass calls a web service using NSMutalbleURLRequest & NSURLConnection to fetch some data and saves it to user defaults.
One thing to notice here is, if I comment the line helper.delegate = self;, then MyClass gets deallocated.
What to do to make MyClass get deallocated when it is popped out of navigation controller?
Thanks.
Your delegate code looks correct (except your use of an ivar, you don't show a #synthesize so you may have _delegate and delegate both). Its quite likely that something else is retaining MyClass. What I suggest you do is add a NSLog to your MyClass dealloc. Then push it, and immediately hit the back button and see if its dealloc'd or not. If not, then take a hard look at what you do in viewDidLoad et al and start commenting out sections of that code until you can get the dealloc.
Also, I assume you don't keep a strong reference in the class that pushes the MyClass object.
I agree with Chuck that one cannot say much from the code provided. But one reason why the MyClass object is not deallocated might be that it is retained by your helper object since delegate is declared as strong, and the MyClass object has the property helper also declared as strong. In this case you had a retain cycle, and none of them can be released.
The trick could possibly lie within the fact that you use NSURLConnection. It is not specified how you use this class with the code that you've provided, but please note the special considerations referenced in the NSURLConnection class reference:
Special Considerations: During the download the connection maintains a
strong reference to the delegate. It releases that strong reference
when the connection finishes loading, fails, or is canceled.

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