Reputation: 1650
I am getting a static analysis error in this code which doesn't make any sense to me. The error is:
Reference-counted object is used after it is released
This is glue code to allow for PNG loading in a game originally written in C++.
int pngLoad(const char *filename, pngInfo *info, int format, GLuint *textureName)
{
char fullPath[Engine::Settings::MaxPath];
strcpy(fullPath, filename);
appendAppBundlePath(fullPath);
NSString *path = [NSString stringWithCString:fullPath encoding:NSUTF8StringEncoding];
NSData *data = [[NSData alloc] initWithContentsOfFile:path];
UIImage *image = [[UIImage alloc] initWithData:data];
[data release];
Texture2D *loadedTex = [Texture2D alloc];
// ##### Analyzer claims the object is released here: #####
[loadedTex initWithImage:image format:format];
int didLoad;
// ##### Error is here: #####
if (loadedTex.contentSize.width == 0 || loadedTex.contentSize.height == 0)
{
didLoad = 0;
}
else
{
didLoad = 1;
*textureName = loadedTex.name;
// return texture info
info->ScaleFactor = loadedTex.scaleFactor;
info->Width = (float)image.size.width / (float)info->ScaleFactor;
info->Height = (float)image.size.height / (float)info->ScaleFactor;
info->Alpha = 1;
info->PaddedWidth = loadedTex.pixelsWide;
info->PaddedHeight = loadedTex.pixelsHigh;
}
[loadedTex release];
[image release];
return didLoad;
}
If I use Texture2D *loadedTex = [[Texture2D alloc] retain];
this warning is removed, but then an warning that I've leaked an object comes up, so something is seriously weird here.
initWithImage:format:
used to contain a [self release]
which shouldn't have been there, which I removed when I found this warning. However, even after a full clean and rebuild, I still get the warning. Am I doing something else wrong? Is something not getting properly cleaned up by the Clean command in Xcode?
Upvotes: 0
Views: 74
Reputation: 12496
The analyzer may be right, at least in a general way.
Texture2D *loadedTex = [Texture2D alloc];
[loadedTex initWithImage:image format:format];
In general, "init" might actually discard the object passed in and return a different one. Whether or not this is the case for "Texture2D" is something I don't know, but if the analyzer is going for the general case then it is right.
You should be able to work around that by using
Texture2D *loadedTex = [Texture2D alloc];
loadedTex=[loadedTex initWithImage:image format:format];
Or by simply combining the two calls, as it is done in most Objective-C examples.
Upvotes: 2
Reputation: 539965
You should always combine the alloc
and initXXX
call when creating objects, in this case
Texture2D *loadedTex = [[Texture2D alloc] initWithImage:image format:format];
An init method need not return the same object it was called with, it is allowed to return a different object.
In this case your result from loadedTex = [Texture2D alloc]
would be released and initWithImage
would return a different object (which you discard).
Upvotes: 0