Our BlogTips, Tricks, and Thoughts from Cerebral Gardens

Enumeration of NSMutableArray's Follow Up

Today I'm going to follow up on some interesting comments to my previous tip regarding enumerating NSMutableArray's.

I had suggested to make a copy of the mutable array before enumerating, in order to prevent another thread from modifying the array you're working on and causing a crash.

It was mentioned in the comments that making that copy is itself an enumeration and so we were just moving the crash point. So, I did some digging.

// array is an NSMutableArray
- (IBAction)button1TouchUp:(id)sender
{
    DebugLog(@"Populating Array");
    dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0),
    ^{
        for (int i = 0; i < 10000000; ++i)
        {
            [array addObject:[NSNumber numberWithInt:i]];
        }
        DebugLog(@"Done Populating Array: %d", [array count]);
    });
}

- (IBAction)button2TouchUp:(id)sender
{
    DebugLog(@"Enumerating Array");
    dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0),
    ^{
        DebugLog(@"Copying Array");
        NSArray *copyOfArray = [array copy];
        DebugLog(@"Done Copying Array");

        long long x = 0;
        for (NSNumber *number in copyOfArray)
        {
            x += [number intValue];
        }
        DebugLog(@"Done Enumerating Array: %d", [copyOfArray count]);
    });
}

Note: if you test this, do so in the simulator, a device will generate a memory warning and shutdown the test app.

The idea here is that by touching button1, we create a large array in a thread, and touching button 2, we enumerate that array. The array is large enough that it gives you time to ensure you touch button 2 while button 1's thread is still populating the array. If you didn't create the copy of the array before enumerating it button 2, the app will crash. Using the copy of pattern I mentioned in the last post, prevents that crash as expected.

Taking this a little further, the test code shows that when you take a copy of the mutable array, you get a copy of it at in its current state. If something is altering the array when you make the copy, you could get a copy of the array in an unusable or unexpected state. If you were adding or removing elements for example, you might have half of the elements in your copy while expecting all of them, or none of them.

If you need to ensure changes to an array are completed in full before another thread accesses it, you can use the @synchronized directive. The modified code looks like:

- (IBAction)button1TouchUp:(id)sender
{
    DebugLog(@"Populating Array");
    dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0),
    ^{
        @synchronized(array)
        {
            for (int i = 0; i < 10000000; ++i)
            {
                [array addObject:[NSNumber numberWithInt:i]];
            }
            DebugLog(@"Done Populating Array: %d", [array count]);
        }
    });
}

- (IBAction)button2TouchUp:(id)sender
{
    DebugLog(@"Enumerating Array");
    dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0),
    ^{
        @synchronized(array)
        {
            DebugLog(@"Copying Array");
            NSArray *copyOfArray = [array copy];
            DebugLog(@"Done Copying Array");

            long long x = 0;
            for (NSNumber *number in copyOfArray)
            {
                x += [number intValue];
            }
            DebugLog(@"Done Enumerating Array: %d", [copyOfArray count]);
        }
    });
}

The @synchronized directive creates a lock on the object for you.

A few points to be aware of:

  1. you need to use @synchronized around all places where you need to lock the object.
  2. the code will block until the object can be accessed, so if thread A is using the object thread B will pause until thread A is done with it, so be sure not to create a block on the main thread.
  3. if you define a property on a class as atomic, by omitting the non-atomic keyword, the synthesized accessors will include synchronization code and simply the code for you, but you still need to be aware of the blocking issues.

As always, I love reading your comments. Especially when you point out my mistakes, since that's the fastest way to learn more.

My next post will be New Years Eve, and if the stars are aligned, I'll have a special treat for you!


This post is part of iDevBlogADay, a group of indie iPhone development blogs featuring two posts per day. You can keep up with iDevBlogADay through the web site, RSS feed, or Twitter.

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A Simple Tip To Avoid Crashes

As you may be aware, I went full time indie a couple of months ago. I've been working almost as many hours as I can stay awake for clients, and spending whatever extra time I can find on a new game that I hope will be finished and submitted to the App Store before my next blog! I can't wait to tell you guys all about it.

With all this work though, I've been slacking in the blog department. Today I start to correct that. Here's a quick tip for today that may save you from a few crashes tomorrow.

It's a common sight to see something like this in Objective-C, where you're enumerating through an array (that's mutable), and doing something to each of the objects:

// self.objects is an NSMutableArray
for (NSObject *object in self.objects)
{
    [object doSomething];
}

If your app is multithreaded, you'll get a crash if another thread adds to or removes from the array at the same time this loop is being processed. Depending on timing, you might not see this bug hit until the app is being used by users.

Instead, anytime you're going to run through an array like this, make a copy first and enumerate the copy. Now you're multithreaded safe.

NSMutableArray *copyOfObjects = [self.objects copy];
for (NSObject *object in copyOfObjects)
{
    [object doSomething];
}
[copyOfObjects release]; copyOfObjects = nil;

Here's another common pattern you'll see, when you're enumerating the array in order to remove certain elements from it. Because you know you can't remove objects from the array as you're running through it, you create another array to store the the objects you want to remove and then remove them in a second step:

NSMutableArray *objectsToRemove = [[NSMutableArray alloc] init];

// self.objects is an NSMutableArray
for (NSObject *object in self.objects)
{
    if ([object shouldBeRemoved])
    {
        [objectsToRemove addObject:object];
    }
}
[self.objects removeObjectsInArray:objectsToRemove];
[objectsToRemove release]; objectsToRemove = nil;

Using the copyOf pattern above, you can remove the objects in a single step, since you're not actually enumerating the same array anymore:

NSMutableArray *copyOfObjects = [self.objects copy];
for (NSObject *object in copyOfObjects)
{
    if ([object shouldBeRemoved])
    {
        [self.objects removeObject:object];
    }
}
[copyOfObjects release]; copyOfObjects = nil;

Now you have nice, clean, efficient, crash free code.


This post is part of iDevBlogADay, a group of indie iPhone development blogs featuring two posts per day. You can keep up with iDevBlogADay through the web site, RSS feed, or Twitter.

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RIP Steve Jobs (1955-2011)

RIP Steve Jobs

Steve,

Thanks for everything you've done to improve this world.  Thanks for giving us a platform with which to build a business, a career, and a life that's truly fulfilling.

You'll be missed.

Tags:
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Add The Power of Dropbox to Every App

Ok, maybe not every single app, but if your app has any sort of data, then yes, you should add Dropbox support to the app. Certainly if the app is a tool of some sort, you understand that the user values the data that has been generated; but even if the app is a game, the user still values that data! If they've spent 5 hours to complete a tonne of levels, it's nice to have that accomplishment backed up, or available on a second device. This is where Dropbox comes in.

If you've been living under a rock and don't know what Dropbox is, it's a service that allows users to create a special folder on their computer that automatically syncs itself to the Dropbox servers and then any other computers also using the same account. This provides the user with a cloud based backup service (with a basic version control too). Using the official Dropbox iOS, Android and Blackberry apps, the user can access any of the files in their Dropbox account on the go. Sounds simple, and it is. So simple that everyone should be using it (especially since the basic service is free).

So how can you use this magical service in your apps? Dropbox provides an SDK for developers that lets you access a user's Dropbox account (with their permission of course). Now it's up to you to implement a solution to use it.

Before I go into detail on using the SDK (a future post), I'm going to suggest a directory hierarchy that we all follow. Remember that the root folder of the Dropbox is actually a directory on the user's computer that they're using. We don't want to clutter that folder with all kinds of stuff the user doesn't understand, they're likely to delete it.

One of the first apps I used that was Dropbox enabled was 1Password (An awesome app by the way). Their solution was to create a file called

.ws.agile.1Password.settings

in the root folder that only contained the location of their actual data. This lets users store their data wherever they want (provided it's still under the main Dropbox folder), and 1Password can still find it. There's a problem with this though, when you have lots of apps installed, all using a similar plan, you're going to have a tonne of junk in the root folder. Not user friendly at all. Not to mention, that while Mac OS X will hide a file starting with a dot by default, some of your users might not have switched from Windows yet and Windows will show the 'hidden' file in the folder, just waiting to be deleted.

My proposal, is that we create a folder in the Dropbox root called

.apps

as a central repository for third party app data. From there you use a reverse domain name system similar to your bundle id, but instead of dots, use new directories, and only use lowercase. So keeping with the 1Password example, they would store their data in

.apps/ws/agile/1password/

This will be consistent for their iPhone, iPad, Android, Mac OS X and Windows clients. All of their 1Password apps will be able to find the data regardless of system being used. Any data that is system specific can be stored further down the hierarchy.

This system should keep everything clean, organized and out of view of the user. Windows users will still see the .apps folder but at least it's just one folder and it's name should make it's meaning clear to most users.

Be aware that because you're now backing up your user's data to their Dropbox, they can now easily browse (and even modify) that data if they're so inclined. So make sure you protect this data if it shouldn't be seen or modified. For example, if you're game has 10 levels and you have to complete them in order to advance to the next one, don't record level completion in a simple format that lets the user effectively just check off that they've completed a level. If reading the data is ok (high score list etc), you can still use a simple format to store the info, just add some sort of validation to ensure the file hasn't been modified. A hash file will probably be fine for most simple cases (use some salt that you're keeping secret).1

Due to the rules change for iDevBlogADay, I am being rotated out for some fresh blood so this is my last official #idevblogaday post until I rotate in again. However, I will continue to blog on a regular basis at my main site: www.cerebralgardens.com. Some upcoming posts will involve how to actually do the syncing above. I have created a few components that I plan to release as Open Source and will go into detail on how to use them. If you're interested in reading more, you'll want to follow me on Twitter @CerebralGardens.

Thanks to everyone for reading my words so far, and especially to Miguel @mysterycoconut for running the whole iDevBlogADay thing.

See you next week!

Update (added this paragraph that was accidentally cut during my editing phase): Why bother using Dropbox in your app when iTunes backs everything up during a sync anyway? Well there are lots of reasons:

  • Not everyone syncs on a regular basis; shocking I know
  • If a user deletes an app, it deletes the data too, next sync, the backup is deleted too, if the user decides to put your app back on their phone, they have to start from scratch
  • Using Dropbox allows multiple devices to access the same data, play a game on your iPad, and continue later on your phone
  • It may be your app, but it’s the users data, so making it easy for them to access is a good thing

1 Note that the above point about checking for modified data files etc is vital even if you're not syncing to Dropbox, it's trivial for users to access/modify your data files through jailbreaking or even iTunes backups. Another issue is that the Dropbox folder is exposed to unknown other apps that might try to use the data contained within maliciously, scan for emails to spam, or account passwords etc. Those apps could be Windows malware etc so definitely encrypt sensitive data.


This post is part of iDevBlogADay, a group of indie iPhone development blogs featuring two posts per day. You can keep up with iDevBlogADay through the web site, RSS feed, or Twitter.

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iDevBlogADay Reader Survey Results

The iDevBlogADay survey I posted was available for 3 weeks, and received 109 entries. Thanks to all those who filled it out, hopefully this information will be of use and/or interest to the community. Here's the info:

Q1: Please select the description that best applies to you regarding your mobile development experience.





Q2: Please select the description that best applies to you regarding server side development.





Q3: Please select the description that best applies to you regarding server administration.





Q4: Please select the description that best applies to you regarding your source code.





Q5: Which of the following are you interested in learning more about?





Q6: Which do you prefer?



 

Due to upcoming changes in the way iDevBlogADay is going to operate, I may be rotated out of active duty shortly in order to make room for some new blood. If you've enjoyed my previous posts, and would like to read my upcoming ones that will make use of the above info, please follow me on Twitter: @CerebralGardens.


This post is part of iDevBlogADay, a group of indie iPhone development blogs featuring two posts per day. You can keep up with iDevBlogADay through the web site, RSS feed, or Twitter.

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