Get notified when NSDocument is saved - objective-c

How can I get notified when NSDocument is saved, the first time and subsequent times?
I first thought that overriding writeToURL:ofType:error: would do it, but it appears that this method is also called for temporary autosaves before the document is saved for the first time, and maybe on copy/duplicate operations.
On the other hand, setFileURL: appears to be called the first time that the document is saved but not on subsequent times.
Is there some kind of Save notification? Or do I have to work around the various border cases of the above methods?

NSDocument has writeSafelyToURL::::, which in addition to the target location URL also gets a NSSaveOperationType passed in.
This would allow you to filter out autosave operations.
Don't forget to call the super implementation when overriding writeSafelyToURL.

Related

How can I refresh my composable when new data is being inserted?

My team and I have to make a license plate scanning app as a school project. With that, we have comments and pictures which can be added to cargo. Whenever the user scans a plate they also get the chance to change the checked info in case of a mistake. The problem is that whenever we delete data from the scanned plate it doesn't show on the screen that it has been deleted until we go to another screen. The same goes for the lazy column which we use for inserting new instances of comments and pictures. The data doesn't show on screen until we turn our screen or go back to another screen. private val pictureList = mutableListOf() is what we use for the pictures and for the text we use var countryCode by remember { mutableStateOf(CountryCodeText) }
var licenseNumber by remember { mutableStateOf(LicenseNumberText) }. pictureList is a global variable and the other ones are local variables which use global variables in the mutableStateOf. How can we make sure that the UI updates whenever the data changes? In advance I want to say thanks for the help! (Code is written in Kotlin and jetpack compose)
Just replace the mutableListOf() with a mutableStateListOf(...), and prefer to keep all the state logic confined to a ViewModel. The viewmodel should preferably be only one for the entire app, and the entire app should have only one activity.
The viewmodel should act as a single source of truth for the entire activity's UI state, while also handling all the updates to the UI efficiently.
The #Composables should only be incharge of displaying the state, and sending events to the viewmodel to update the state, for example, an onClick event may be sent up to the viewmodel by a button too trigger a state change in another part of the app.
Take this codelab to learn all about state in Compose (Well, not all, really, but good starter).
Also, changing screens destroys all the #Composables of the current screen, and so when you ce back there, all the #Composables are re-created, and the correct data is fetched. If you wish to trigger "recompositions" upon changing a variable, you must ensure that the concerned variable is a state-holder, i.e., initialized with one of the pre-built state initializers, like mutableStateOf(), or mutableStateMapOf, etc.
We usually have a mutableState*Of format for determining whether a pre-built state initializer is available. The most common ones are covered, obviously, but if not, you'll need to create a new type of initializer yourself, and if that is not something you know how to do, currently, you can just go about checking whether the type of data you wish to store is Immutable. If so, you can just wrap it in a mutableStateOf<DataType>() call, and it will trigger the recompositions. Know that this is not as efficient as pre-built initializers, but definitely gets the job done.
Also, I suggest you take the compose-pathway to get the basics down. It covers everything ranging from creating a simple UI using basic pre-built Layouts to creating a complex animation-driven application using custom Layouts.
So, definitely a lot to take it, but I hope you get there.
Happy composing,

Can I call a method without triggering its event listeners?

Is there any sort of flag or way to call a method without triggering any event handlers?
FOR EXAMPLE
I'm handling a controlTextDidChange method and checking to see if the character returned by a keystroke is valid. If it's not, I remove it; if it is, I append a word. The problem is that when I change the text while in controlTextDidChange, controlTextDidChange is called again and the program will loop indefinitely. I know I can use an instance variable to get around this, but is there any sort of flag or way to call a method without triggering any event handlers?
To expand the comment into a quick answer.
You have a method that issues a notification by design. You want it to not issue that notification. You don't have an alternative available that does the same thing w/o the notification. If you want it to never issue that notification, and you have access to the code for the method, you could swizzle the method to a version where you've just commented out the notification. Of course, if you had the code, you could just add another method, and call that one. So you don't have the code, and all that's moot.
Can't you just bracket that invocation in code that removes the listener and then restores the listener? In other words, psuedocode like this:
[self.controlThingy removeObserver:self]
[self.controlThingy myMethod]
[self.controlThingy addObserver:self]
You've then made self deaf to notifications for that one invocation of myMethod. I've done similar things with bindings and KVO.

Storyboard/Modules

I have made like an "Asteroid" copy, that works pretty well! I made it with different modules (enemies, controls and background). Now I have also made like a starting screen, where the player can choose to play the game, view highscores etc.
The problem is that I have no clue how to implement this into a storyboard.. I might have misunderstood the use of modules.
I am starting in a Scene1, which is the intro+buttons to start the game. Next, I want to move to scene2(when player presses start button), and that seems to be no problem, and scene 1 gets purged. But when I die, I want to move to scene1 again. Problem is that some listeners dont get removed, and the game crashes shortly after scene switch.
I guess the main problem is that in my scene2, I have put in require("background"), enemies and controls in my enterscene, which I dont know how to remove when it should be purged.
Ive entered all of the modules and put them in the same group that gets purged on exitscene, but not everything gets removed.
How do you think I would fix this the easiest way? I am very new to Corona and still in a early learning stage.
Display objects, like display.newImageRect()'s and display.newText() that are created in the createScene() function and added to the "group" display group will be automatically removed when the scene is purged.
Any timers, transitions, or audio.plays that have onComplete handlers, as well as network requests and any event handler that attaches to the Runtime must be removed by hand. If you're various object you are creating are doing any of these things, their remove functions should undo these actions so that removing them will clean them up.
I find it best if I'm adding runtime handlers, timers, etc. to do it in enterScene() and make sure I undo them in exitScene(). Then if its something that is done in createScene() it should be cleaned up in destoryScene().
modules are kind deprecated to start.
Second, putting stuff in other files and calling them with "require" is supposed to be used to call libraries, not code that will run. "require" is not a dofile, or a eval, it will run once, and only once (when the first "require" of the file is made).
If you still want to put things in other files, like loading your background, you need to do a "background.lua" file that has a "background.load()" function and a "background.unload()" function, and call them in appropriate places.

Objective c - Core Data saving approach

I have some NSManagedObject subclass in my app, and I'm trying to understand when and how to save changes.
I will try to explain myself, for example class A is NSManagedObject subclass.
During app life cycle I do:
App launched
...
Create an instance of class A
...
Change some properties of A instance
...
App go to background
...
App becomes active again
...
Change some more properties of A instance
...
App terminates
When do I need to call [context save:] ??
Do I call it after every change in A instance? Or maybe I call it only when app go to background?
Should I call it after creation or deletion of any A instance?
A nice approach is place UIManagedDocument in your AppDelegate. Then you can call [context save] whenever some change occurs in the app (like a crash). The order I like to follow is something like:
Create UIManagedDocument object (in application did load or wherever)
and assign it to a property
Setup the document (check whether it exist on disk or is already open, etc.. and respond accordingly)
Pass the UIManagedObjectContext to the initial UIViewController in your app (from there you can pass the context to other view controllers)
UIManaged document will save the context for you.
Take a look at the UIManagedDocument documentation to configure persistent store options (you send an NSDictionary of options to your UIManagedDocument instance, see the first example through the link below).
UIManagedDocument documentation:
http://developer.apple.com/library/ios/#documentation/UIKit/Reference/UIManagedDocument_Class/Reference/Reference.html
Also see the CoreData lecture and demo (lectures 13 and 14) of the iPhone and iPad application development course with Paul Hegarty available free on iTunesU (Fall 2011).
The data will not be saved to the persistent store until you call save. So, it depends on what you want in your app. If you want it to be able to recover the last value it ever had, then you should save after each modification.
Easy change is to just save after making modifications.
You could do something a bit more fancy, like only save after some set amount of time, so many changes are grouped together... and catch any event that will put your app in the background and then save...
But, that's what UIManagedDocument does automatically for you, so you could just use that instead.
Depending on the amount of changes that you make and the volume of data that needs to be saved with each change, yo can choose to save a little or a lot. If you are just saving a string or a number or a bool, then go ahead and call save: on your context as soon as the changes were made.
If it is a lot of data, you may want to coalasce your changes and then save it on a background queue so that you are not blocking the main queue. This way you are not waiting to go to the background to perform your saves.
Tim

Core data/NSPersistentDocument marking file "clean" every time any field finishes editing

I'm working with a document-based core-data OS X application. The problem I'm having is that whenever I edit any field on the document, after I press tab or click to something else (i.e. I finish editing/change focus), the document is marked as clean and undo is reset. When I try to save the file, however, the resulting document opens without the data I entered. What might be the problem, or, any pointers on where to look to fix this? Here's some stuff I know and things I've already tried:
I know it's not somehow saving because it never stops at the breakpoint in my overridden writeSafelyToURL:(NSURL *)inAbsoluteURL ofType:(NSString *)inTypeName forSaveOperation:(NSSaveOperationType)inSaveOperation error:(NSError **)outError and it also never sends an NSManagedObjectContextDidSaveNotification.
The documents are packaged in an NSFileWrapper directory with the core data store inside (and also some other files). I access the entities through an NSObjectController and a couple NSArrayControllers. It happens with both core data properties and manually registered changes in the rest of the file wrapper.
Update: At the suggestion of Martin, I tried NSUndoManager's notifications, and all I can seem to glean from it is that more than one undo manager is in play. If I add an observer for NSUndoManager, it won't post if I specify an object, and then if I don't, the notification object is not equal to [self undoManager]. I added updateChangeCount to my category on NSPersistentDocument, and it never gets called. setDocumentEdited basically confirmed that something about losing first responder is passing NO into that method. What could be causing this, and how can I fix it?
You could break on the method setDocumentEdited: of NSWindow to see which operation updates the change status.
In addition updateChangeCount: of NSDocument might be a place to take a look at.
NSUndoManager also posts several Notifications which can give additional hints what to look at.
The answer is actually pretty silly considering how long this stumped me. I was working on some objects on load, and I accidentally set [[self undoManager] disableUndoRegistration] at both the points where I should disable and enable. It was a little more than that, though. A related element in Interface Builder needed to be checked Prepares Content. When I had done both those things, the problem vanished.