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   ¿´ÁËϹٷ½ÎĵµµÄ¹ØÓÚobject c µÄÄÚ´æ¹ÜÀí,×ܽáÏÂ:
 
    ÔÚiphoneÖÐobject c  ÖеÄÄÚ´æ¹ÜÀíÊÇͨ¹ý¼ÆÊýÆ÷À´¹ÜÀíµÄ,ÿ¸ö¶ÔÏóÄÚ²¿¶¼ÓÐÒ»¸ö¼ÆÊýÆ÷.н¨Ò»¸ö¶ÔÏó,»òÕßÕâ¸ö¶ÔÏ󱻯äËû¶ÔÏóÒýÓÃ,¶à»áʹ¼ÆÊýÆ÷¼Ó1.Retain Ôö¼Ó¼ÆÊýÆ÷Öµ release ¼õÉÙ¼ÆÊýÆ÷Öµ.µ±¼ÆÊýÆ÷Ϊ0ʱ¶ÔÏó¾Ídealloc×Ô¼º.
    ÔÚobject cÖÐÄãÉú³ÉµÄÒ»¸ö¶ÔÏóÄÇôÄã¾ÍÓÐÔðÈÎÈ¥ÊÍ·ÅËü£¬ÄÚ´æ¹ÜÀíµÄÒ»°ã¹æÔò£º
You own any object you create by allocating memory for it or copying it.
Related methods: alloc, allocWithZone:, copy, copyWithZone:, mutableCopy, mutableCopyWithZone:
If you are not the creator of an object, but want to ensure it stays in memory for you to use, you can express an ownership interest in it.
Related method: retain
If you own an object, either by creating it or expressing an ownership interest, you are responsible for releasing it when you no longer need it.
Related methods: release, autorelease
Conversely, if you are not the creator of an object and have not expressed an ownership interest, you must not release it.
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    Thingamajig *thingamajig = [[Thingamajig alloc] init];
    NSArray *sprockets = [thingamajig sprockets];
    [thingamajig release];
thingamajig ÐèÒªrelease£¬ÒòΪºÜÏÔÈ»ÕâÀïÎÒÃÇÊÇthingamajig µÄowner¡££¨µÚÒ»Ìõ¹æÔò£©
ÄÇôsprockets ÎªÊ²Ã´²»ÐèÒªreleaseÄØ¡£
Ê×ÏÈÎÒÃDz»ÊÇ sprockets µÄ creater.£¨µÚÒ»Ìõ¹æÔò£©,ÎÒÃÇҲûÓÐexpressing an ownership interest£¬ÒòΪÎÒÃÇûÓÐ
retainËü£¬£¨µÚ¶þÌõ¹æÔò£© ËùÒÔÎÒÃDz»¸ºÔðreleaseËü¡£
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    (NSArray *)sprockets { 
       NSArray *array;
       array = [[NSArray alloc] initWithObjects:mainSprocket,auxiliarySprocket, nil];
       return [array autorelease];
}
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{
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struct MyStruct {
    char m1;
    double m4;
    int m3;
};
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      ×î½üÒ»Ö±ÔÚ¿´Andrew KoeningдµÄÊé¼®£¬¿ÉÒÔ˵ѧϰC/C++»òÕß´ÓÊÂÕâ·½ÃæµÄ¿ª·¢µÄÈËÔ±·Ç³£ÖµµÃÒ»¿´µÄÊé¼®£¬ÕâÀïÎÒÍÆ¼ö¿´¿´¡¶CÏÝÚåÓëȱÏÝ¡·Óë¡¶C/C++³Á˼¼¡·¡£
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int main()
{
printf(&unix["\021%six\012\0"], (unix)["have"] + "fun" - 0x60);
}
gcc -S±àÒë³É»ã±à´úÂëÈçÏÂ:
        .file   "test.c"
        .section        .rodata
.LC0:
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