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Home/ Questions/Q 1076701
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Editorial Team
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Editorial Team
Asked: May 16, 20262026-05-16T21:27:57+00:00 2026-05-16T21:27:57+00:00

I am trying to better understand when to properly release an object in a

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I am trying to better understand when to properly release an object in a fairly memory intensive program. My current doubt arises from the following bit of code:

- (void)scrollViewDidScroll:(UIScrollView *)localScrollView
{
    InteractionPointModel *model = [[InteractionPointModel alloc] init];

    for (int x=0; x<totalInteractionPoints; x++) {

        model = [interactionPointData objectAtIndex:x];
        CGPoint oldCenter = model->worldLocation;
        CGPoint newCenter;
        newCenter.x = oldCenter.x * [localScrollView zoomScale];
        newCenter.y = oldCenter.y * [localScrollView zoomScale];
        [[interactionPoints objectAtIndex:x] setCenter:newCenter];
    }
    [model release];
}

I would have thought that the program was done with model by now, but it crashes upon release. If I don’t release it, the program runs, but obviously with a memory leak. What am I doing wrong?

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-16T21:27:58+00:00Added an answer on May 16, 2026 at 9:27 pm

    The problem with your code is that you are leaking when you first enter on the loop.

    InteractionPointModel *model = [[InteractionPointModel alloc] init];
    

    The line above is allocating an object that won’t be used.

    model = [interactionPointData objectAtIndex:x];
    

    The line above makes model point to a different object, and so, the previous value is not pointed anymore.

    [model release];
    

    You get the crash when releasing because you are releasing a value that you don’t own. When you get at release, if you enter on the loop, at least once, model is pointing to the last object of the array interactionPointData.

    To fix your code, you need only to remove the wrong memory management.

    - (void)scrollViewDidScroll:(UIScrollView *)localScrollView {
        InteractionPointModel *model = nil;
        for (int x=0; x<totalInteractionPoints; x++) {
            model = [interactionPointData objectAtIndex:x];
            CGPoint oldCenter = model->worldLocation;
            CGPoint newCenter;
            newCenter.x = oldCenter.x * [localScrollView zoomScale];
            newCenter.y = oldCenter.y * [localScrollView zoomScale];
            [[interactionPoints objectAtIndex:x] setCenter:newCenter];
        }
    }
    
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