Free() and release placement issue

-(NSString *)trimTaskOutput:(NSString *)taskString{
NSString * string;
string = [taskString retain];
[taskString release];
NSCharacterSet * numericSet = [NSCharacterSet characterSetWithCharactersInString:@"9876543210"];
NSRange startingPointOfNumericSet = [string rangeOfCharacterFromSet:numericSet];
int scanValue = ([string length] - startingPointOfNumericSet.location);
NSRange allNumericValues = NSMakeRange(startingPointOfNumericSet.location,scanValue );
void * buf = malloc([string length] * sizeof(char));
[string getBytes:buf maxLength:scanValue usedLength:nil encoding:NSASCIIStringEncoding options:nil range:allNumericValues remainingRange:nil];
NSString * final = [[NSString alloc]initWithBytes:buf length:sizeof(buf) encoding:NSASCIIStringEncoding];
free(buf);
[string release];
[final autorelease];
return final;
When placing "free(buf)" under "[string release]" my program crashes, my question is, why? I'm assuming that it is because either "[string getBytes:....]" is referencing that pointer still or the init method for the "final" string is still referencing it. If one of those two assumptions is the reason, why does it matter if I free before I release an object?
If neither of those is the reason can anyone shed some light on why that method crashes when free is after one of the release calls at the bottom.

Eric Lundquist wrote:
I switched it from void * to char * , I'm trying to get only the numbers at the end of a string returned from an NSTask
One pointer is the same as the next.
1) sizeof(any pointer type) will always return 4 on a 32-bit machine or 8 on a 64-bit machine.
2) You are using very, very low-level "Bytes" methods with very, very high-level NSStrings. There are no C strings here. There are no null terminators. Confused? Then don't use those methods.
Your original code, even without the memory errors, did not return valid results. Here is the correct code. I'm too old and stubborn to read other people's code, so I always reformat it so I don't have to work so hard:
#import <Foundation/Foundation.h>
NSString * func(NSString * taskString);
int main (int argc, const char * argv[])
NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init];
// insert code here...
NSLog(@"Hello, World!");
NSString * taskString = @"hello1234";
NSString * result = func(taskString);
NSLog(@"Result is: %@", result);
[pool drain];
return 0;
NSString * func(NSString * taskString)
NSString * string;
NSString * final;
if (taskString != nil)
string = [taskString retain];
[taskString release];
else
return nil;
NSCharacterSet * numericSet =
[NSCharacterSet characterSetWithCharactersInString:@"9876543210"];
NSRange startingPointOfNumericSet =
[string rangeOfCharacterFromSet: numericSet];
int scanValue =
([string length] - startingPointOfNumericSet.location);
NSRange allNumericValues =
NSMakeRange(startingPointOfNumericSet.location, scanValue);
char * buf = malloc(scanValue * sizeof(char));
if([string
getBytes: buf
maxLength: scanValue
usedLength: NULL
encoding: NSASCIIStringEncoding
options: NSStringEncodingConversionAllowLossy
range: allNumericValues
remainingRange: 0])
final =
[[NSString alloc]
initWithBytes: buf
length: [string length]
encoding: NSASCIIStringEncoding];
if(buf != NULL)
free(buf);
else
return nil;
if(string != nil)
[string release];
return final;

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    Release
    As you might guess the release control handles the other end of the signal from the attack.  That is, when a signal drops back below the threshold, how long does the compressor wait to actually stop compressing.  All the same counter-intuitiveness applies here as well. However, remember that the decay or "tail" of a signal isn't as important to the listener as the attack so you can get away with a little more here.  Again this control is going to be graduated in units of time, usually ms.  However, the numbers will be larger than the attack times.  Sometimes up into the 100's of ms or even full seconds. 
    To set a proper release time, again, understand what you want out of your compressor.  Do you want a major thrashing to your sound, or do you just want kind of a gentle corrective measure?  What you have to look out for in the case of release times is pumping.  If your release time is set too short then the sound will drop below the threshold, the compressor will release it, but the sound will then jump UP in level because the compression is no longer making it softer, but it's below threshold.  That probably sounds confusing, but it happens.  And it will sound pretty odd.  The first time you hear it you'll understand why it's called "pumping".  It sounds almost like there's a new "attack" near the end of the signal's decay.  As I've said before, sometimes this is actually desirable.  Usually it's not though.  Your goal is to set a release time long enough to give the sound time to naturally decay to a point that when the compressor lets go it won't "pump" yet short enough so that the compressor isn't still active when the next "attack" comes along.  If you set your release time too long it will start ****ing around with the attacks because it's taking so long to let go the next loud signal is there before the last one is finished compressing.  So, if you get your attack set where you think it's right, but then you start losing your attack again, consider dropping that release time lower (faster). 
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    The ******** you'll hear
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    (2) Shotgun, you don't understand compression and you've never done any recording, HAVE you?
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    [/quote]
    This isn't the complete post but it is the pertinent section.
    Jack

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