Static variable in superclass - objective-c

I have two classes which inherit from the same class. Each class has a corresponding JSON file with the the same name as the class. To avoid loading the JSON every time an instance is created, I added a class method and static variable:
static NSArray *map = nil;
+(NSArray *)map {
if (!map) {
map = [NSJSONSerialization JSONObjectWithData:
[NSData dataWithContentsOfFile:
[[NSBundle mainBundle] pathForResource:NSStringFromClass([self class])
ofType:#"json"]]
options:0
error:nil];
}
return map;
}
I added this method (literally copied and pasted) to both subclasses.
I'd like to move this up to the superclass, however if I do then the static variable will be shared between instances of both subclasses, and only the JSON map corresponding to the class that has an instance created first will be load and all subsequent instances of the other class will be returned the wrong map.
So how can I load the corresponding JSON file only once for each subclass and each subclass has its own map? (Ideally without copying and pasting code as I have)

In the base class keep a static NSMutableDictionary. Use as a key the name of the class (ie with NSStringFromClass(childClass)).
#interface BaseClass : NSObject
+(NSArray*)map;
#end
#interface OneChild : BaseClass
#end
#interface TwoChild : BaseClass
#end
#implementation BaseClass
+(NSArray*)map
{
static NSMutableDictionary *_mapStore;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
_mapStore = [[NSMutableDictionary alloc]init];
});
NSString *name = NSStringFromClass([self class]);
NSArray *map = [_mapStore objectForKey:name];
if(map == nil)
{
map = [NSJSONSerialization JSONObjectWithData:[NSData dataWithContentsOfFile:[[NSBundle mainBundle] pathForResource:name ofType:#"json"]] options:0 error:nil];
[_mapStore setObject:map forKey:name];
}
return map;
}
#end
#implementation OneChild
#end
#implementation TwoChild
#end

IMO, the cleanest way to do this is to declare the static variable in each subclass, like you already are. It is duplication of the code that loads the map, but the map needs to be different for each class scope so I don't find that to be too much of an inconvenience.
If you really want to put the loading logic and storage in the superclass, make the static variable a dictionary rather than just a array, like this:
static NSMutableDictionary *maps = nil;
+(NSArray *)map {
if (!maps) {
maps = [[NSMutableDictionary alloc] initWithCapacity:2];
}
if (![maps objectForKey:[self class]]) {
[maps setObject:[NSJSONSerialization JSONObjectWithData:[NSData dataWithContentsOfFile:[[NSBundle mainBundle] pathForResource:NSStringFromClass([self class]) ofType:#"json"]] options:0 error:nil] forKey:[self class]];
}
return [maps objectForKey:[self class]];
}

Related

Still confused by Objective C variable scope

I am trying to get some employee data from a JSON service. I am able to get the data and load it into an NSMutableArray, but I cannot access that array outside the scope of the method that gets the data.
TableViewController h filed
#import <UIKit/UIKit.h>
#import "employee.h"
#interface ViewController : UITableViewController
{
//NSString *test;
//NSMutableArray *employees;
}
#end
And here is my m file:
#define kBgQueue dispatch_get_global_queue( DISPATCH_QUEUE_PRIORITY_DEFAULT, 0)
#define scoularDirectoryURL [NSURL URLWithString: #"https://xxxx"]
#import "ViewController.h"
#interface ViewController()
#end
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
dispatch_async(kBgQueue, ^{
NSData* data = [NSData dataWithContentsOfURL:
scoularDirectoryURL];
[self performSelectorOnMainThread:#selector(fetchedData:) withObject:data waitUntilDone:YES];
});
}
- (void)fetchedData:(NSData *)responseData {
NSError* error;
NSMutableArray *jsonArray = [NSJSONSerialization JSONObjectWithData: responseData options: NSJSONReadingMutableContainers error: &error];
id jsonObject = [NSJSONSerialization JSONObjectWithData:responseData options:kNilOptions error:&error];
NSMutableArray *employees = [[NSMutableArray alloc ]init];
if (!jsonArray) {
} else {
for (jsonObject in jsonArray){
employee *thisEmployee = [employee new];
thisEmployee.fullName = [jsonObject objectForKey:#"$13"];
thisEmployee.state = [jsonObject objectForKey:#"state"];
thisEmployee.city = [jsonObject objectForKey:#"city"];
[employees addObject:thisEmployee];
}
}
}
Any help would be appreciated.
Bryan
You were on the right track. All you have to do is uncomment the NSMutableArray declaration in your #interface, and then change this line:
NSMutableArray *employees = [[NSMutableArray alloc] init];
to this
employees = [[NSMutableArray alloc] init];
Declaring the array in your interface will allow it to be accessed from anywhere within your implementation, or even from other classes and files if you declare it as a public property. When you make a declaration inside a function, that variables scope does not extend to outside of the function.
Just to elaborate a little on the scope of the variables, you have several ways of declaring them. The most used are:
Instance variables, which are declared in your interface and they can be accessed from any method inside the class or inside any method from it's subclasses. For example:
#interface MyObject : NSObject { //this can be any class
NSString *instanceVariable;
}
#implementation MyObject
-(void)someStrangeMethod {
instanceVariable = #"I'm used here";
NSLog(#"%#",instanceVariable);
}
//from subclasses
#interface MySubclassObject: MyObject {
//see that the variable is not declared here;
}
#implementation MySubclassObject
-(void)anotherStrangeMethod {
[super someStrangeMethod]; // this will print the value "I'm used here"
instanceVariable = #"I'm changing my value here"; //here we access the variable;
}
If you want the instance variable to be accessed only from the "owner" class you can declare it after the #private tag. You also have the #protected tag, though that isn't used so much.
If you want to have a variable that can be accessed outside the class, declare it as a property in your interface.
Also you can make the properties private using #private but this will contradict the purpose of the properties.

How to load an Objective C Singleton using NSCoding?

I am writing a basic game, I am using a GameStateManager which is a singleton and handles all state management, such as saves, loads, delete methods.
I have a separate singelton which handles all the Game stuff. The game object is inside the game state manager so I can save it out using NSCoding and Archiving.
When I save the state there appears to be no issues and the Game object (singleton) is saved properly.
However, when I try to load the state (by relaunching the app), the game object is always null.
Strangley, if I remove the singleton properties and make it a standard class, this issue goes away and I can load the class and all its properties without any major issues.
In summary, I do this:
GameStateManager = Singleton, handles all game state management (load, save) and has a game object (game)
Game = Singleton which handles things within the game and has NSCoding protocol employed.
Saving the game state with the game object is fine, the object is clearly there.
Loading the game state seems to make the game object null. It should be there, but for some reason it never loads it.
If I remove all the properties that make the game class a singelton and make it a normal class, the issue seems to go away.
I think it has something to do with the fact that Game is never init'd, but this does not make sense because I can get Game to load when it has no singleton properties.
Code now follows.
// GameStateManager.m
-(void)saveGameState
{
CCLOG(#"METHOD: saveGameState()");
self.lastSaveDate = [NSDate date];
NSMutableData *data;
NSString *archivePath = [NSTemporaryDirectory() stringByAppendingPathComponent:kGameSaveFile];
NSKeyedArchiver *archiver;
BOOL result;
data = [NSMutableData data];
archiver = [[NSKeyedArchiver alloc] initForWritingWithMutableData:data];
[archiver encodeObject:self.lastSaveDate forKey:#"lastSaveDate"];
[archiver encodeObject:self.game forKey:#"game"];
[archiver finishEncoding];
result = [data writeToFile:archivePath atomically:YES];
[archiver release];
}
-(void)loadGameState
{
CCLOG(#"METHOD: loadGameState()");
NSData *data;
NSKeyedUnarchiver *unarchiver;
NSString *archivePath = [NSTemporaryDirectory() stringByAppendingPathComponent:kGameSaveFile];
data = [NSData dataWithContentsOfFile:archivePath];
unarchiver = [[NSKeyedUnarchiver alloc] initForReadingWithData:data];
// Customize unarchiver here
self.game = [unarchiver decodeObjectForKey:#"game"];
self.lastSaveDate = [unarchiver decodeObjectForKey:#"lastSaveDate"];
[unarchiver finishDecoding];
[unarchiver release];
CCLOG(#"Last Save Date = %#", self.lastSaveDate);
NSLog(#"game = %#", self.game);
}
// END OF GAMESTATEMANAGER
// -------------------------
// Game.h
#interface Game : NSObject
<NSCoding>
{
NSMutableArray *listOfCities;
NSMutableArray *listOfColors;
NSMutableArray *listOfPlayers;
}
#property (nonatomic, retain) NSMutableArray *listOfCities;
#property (nonatomic, retain) NSMutableArray *listOfColors;
#property (nonatomic, retain) NSMutableArray *listOfPlayers;
+(Game *) sharedGame;
//
// Game.m
// This is a cut-down version of the game object
// Game is a singelton
// The listOfCities, etc are arrays
//
#implementation Game
SYNTHESIZE_SINGLETON_FOR_CLASS(Game)
#synthesize listOfCities, listOfPlayers;
#pragma mark - NSCoding
-(id)initWithCoder:(NSCoder *)aDecoder
{
self = [super init];
if (self)
{
self.listOfCities = [aDecoder decodeObjectForKey:#"listOfCities"];
self.listOfPlayers = [aDecoder decodeObjectForKey:#"listOfPlayers"];
NSLog(#"Cities = %d", [self.listOfCities count]);
NSLog(#"Players = %d", [self.listOfPlayers count]);
}
return self;
}
-(void)encodeWithCoder:(NSCoder *)aCoder
{
// Archive objects
NSLog(#"Cities = %d", [self.listOfCities count]);
NSLog(#"Players = %d", [self.listOfPlayers count]);
[aCoder encodeObject:self.listOfCities forKey:#"listOfCities"];
[aCoder encodeObject:self.listOfPlayers forKey:#"listOfPlayers"];
}
#end
My question is, how do I successfully save and load an Objective C singelton using NSCoding, and the Archiver?
Edit;
I have tried:
// In the GameStateManager
#pragma mark - NSCoding
-(id)initWithCoder:(NSCoder *)decoder {
if (self = [super init]) {
self.lastSaveDate = [[decoder decodeObjectForKey:#"lastSaveDate"] retain];
self.game = [[decoder decodeObjectForKey:#"game"] retain];
}
return self;
}
-(void)encodeWithCoder:(NSCoder *)encoder {
[encoder encodeObject:self.lastSaveDate forKey:#"lastSaveDate"];
[encoder encodeObject:self.game forKey:#"game"];
}
and
// In Game.m
self.listOfCities = [[aDecoder decodeObjectForKey:#"listOfCities"] retain];
self.listOfPlayers = [[aDecoder decodeObjectForKey:#"listOfPlayers"] retain];
NSLog(#"Cities = %d", [self.listOfCities count]);
NSLog(#"Players = %d", [self.listOfPlayers count]);
Since you're dealing with a singleton, you only ever want a single instance of the class to exist at any time. So you will want to archive and unarchive that single instance only.
Consider this code (assumes ARC is enabled):
#interface Singleton : NSObject <NSCoding>
+ (id)sharedInstance;
#property (strong, nonatomic) NSString *someString;
#end
#implementation Singleton
+ (id)sharedInstance {
static Singleton instance = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
instance = [[Singleton alloc] init];
});
return instance;
}
#pragma mark - NSCoding implementation for singleton
- (id)initWithCoder:(NSCoder *)aDecoder {
// Unarchive the singleton instance.
Singleton *instance = [Singleton sharedInstance];
[instance setSomeString:[aDecoder decodeObjectForKey:#"someStringKey"]];
return instance;
}
- (void)encodeWithCoder:(NSCoder *)aCoder {
// Archive the singleton instance.
Singleton *instance = [Singleton sharedInstance];
[aCoder encodeObject:[instance someString] forKey:#"someStringKey"]];
}
#end
Using this template, you can archive/unarchive the singleton, like this:
// Archiving calls encodeWithCoder: on the singleton instance.
[[NSUserDefaults standardUserDefaults] setObject:[NSKeyedArchiver archivedDataWithRootObject:[Singleton sharedInstance]] forKey:#"key"];
// Unarchiving calls initWithCoder: on the singleton instance.
[[NSKeyedUnarchiver unarchiveObjectWithData:[[NSUserDefaults standardUserDefaults] objectForKey:#"key"]];
try this in your initWithCoder method :
self.listOfCities = [[aDecoder decodeObjectForKey:#"listOfCities"] retain];
self.listOfPlayers = [[aDecoder decodeObjectForKey:#"listOfPlayers"] retain];
Easiest way:
1. Load singleton:
+ (AppState *)sharedInstance
{
static AppState *state = nil;
if ( !state )
{
// load NSData representation of your singleton here.
NSData *data =[[NSUserDefaults standardUserDefaults] objectForKey:#"appStateData"];
if ( data )
{
state = [NSKeyedUnarchiver unarchiveObjectWithData:data];
}
else
{
state = [[AppState alloc] init];
}
}
return state;
}
2. Save singleton on a disk
- (BOOL)save
{
NSData *appStateData = [NSKeyedArchiver archivedDataWithRootObject:self];
// now save NSData to disc or NSUserDefaults.
[[NSUserDefaults standardUserDefaults] setObject:appStateData forKey:#"appStateData"];
}
3. Implement NSCoding methonds:
- (id)initWithCoder:(NSCoder *)coder;
- (void)encodeWithCoder:(NSCoder *)coder;
Done!
I'm using a hybrid approach encompassing answers by Eric Baker and skywinder.
+ (GameStateManager *)sharedInstance {
static GameStateManager *instance = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
NSData *data = [[NSUserDefaults standardUserDefaults] objectForKey:#"key"];
if (data) {
instance = [NSKeyedUnarchiver unarchiveObjectWithData:data];
} else {
instance = [[GameStateManager alloc] init];
}
});
return instance;
}

Static array in objective C

I use the following code to create a public static array in C#
public class A{
public static array[] obj;
}
I have another class B.
From class B I call
A.ArrayName and I get the array I use in class A.
I wanted to know, what is the equivalent of this in objective C
There is no special syntax for this. You just define a class method to return the static array.
For example:
#implementation A // note this is in the implementation
static NSArray *array;
+ (NSArray *)array
{
if (!array)
array = [[NSArray alloc] init];
return array;
}
#end
Or for messier code, but slightly better performance (a good idea in a tight loop, but usually not worthwhile):
#implementation A
static NSArray *array;
+ (void)initialize // this method is called *once* for every class, before it is used for the first time (not necessarily when the app is first launched)
{
[super initialize];
array = [[NSArray alloc] init];
}
+ (NSArray *)array
{
return array;
}
#end
To access it from class B you just do:[A array]
I want to propose using a Category on NSArray. I changed your requirement a bit to use an NSMutableArray as shared object.
interface file:
#import <Foundation/Foundation.h>
#interface NSArray (StaticArray)
+(NSMutableArray *)sharedInstance;
#end
implementation file
#import "NSArray+StaticArray.h"
#implementation NSArray (StaticArray)
+(NSMutableArray *)sharedInstance{
static dispatch_once_t pred;
static NSMutableArray *sharedArray = nil;
dispatch_once(&pred, ^{ sharedArray = [[NSMutableArray alloc] init]; });
return sharedArray;
}
#end
Now you can use it as:
[[NSArray sharedInstance] addObject:#"aa"];
[[NSArray sharedInstance] addObject:#"bb"];
[[NSArray sharedInstance] addObject:#"cc"];
and somewhere else:
NSLog(#"%#", [NSArray sharedInstance]);

Saving data with NSMutableDictionary

I had a method to save a dic to the disk:
+(BOOL) writeApplicationData:(NSDictionary *)data
bwriteFileName:(NSString *)fileName
{
NSLog(#"writeApplicationData");
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
if (!documentsDirectory) {
NSLog(#"Documents directory not found!");
return NO;
}
NSString *appFile = [documentsDirectory stringByAppendingPathComponent:fileName];
return ([data writeToFile:appFile atomically:YES]);
}
And I tested it with:
NSMutableDictionary *dic = [[NSMutableDictionary alloc] init];
NSMutableDictionary *d1 = [[NSMutableDictionary alloc] init];
NSMutableDictionary *d2 = [[NSMutableDictionary alloc] init];
[d1 setObject:#"d11"
forKey:#"d11"];
[d1 setObject:#"d12"
forKey:#"d12"];
[d1 setObject:#"d13"
forKey:#"d13"];
[d2 setObject:#"d21"
forKey:#"d21"];
[d2 setObject:#"d22"
forKey:#"d22"];
[d2 setObject:#"d23"
forKey:#"d23"];
[dic setObject:d1
forKey:#"d1"];
[dic setObject:d2
forKey:#"d2"];
[self writeApplicationData:dic
bwriteFileName:#"testSave"];
And the data is saved correctly.
Then I tried to save d1 with class obj in it:
LevelInfoData *levelInfoData = [[LevelInfoData alloc] init];
[levelInfoDictionary setObject:levelInfoData
forKey:#"test"];
[dic setObject:levelInfoDictionary
forKey:#"LevelInfoDictionary"];
But this time, even no plist file was generated in the disk.
Here is the LevelInfoData class:
#interface LevelInfoData : NSObject {
int levelNum;
}
#property (nonatomic) int levelNum;
#end
#implementation LevelInfoData
#synthesize levelNum;
#synthesize isLevelLocked;
#synthesize isLevelCleared;
#synthesize levelHighScore;
-(id)init
{
if( (self = [super init]) ) {
levelNum = 0;
}
return self;
}
#end
I'm really confused, hope somebody could help me out, thanks.
The contents of the dictionary need to be property list type objects.
From the NSDictionary Class Reference:
This method recursively validates that all the contained objects are property list objects (instances of NSData, NSDate, NSNumber, NSString, NSArray, or NSDictionary) before writing out the file, and returns NO if all the objects are not property list objects, since the resultant file would not be a valid property list.
https://developer.apple.com/library/ios/#documentation/Cocoa/Reference/Foundation/Classes/NSDictionary_Class/Reference/Reference.html
You may want to try making your custom class a subclass of NSData rather than NSObject.
I'm not sure how attached you are to NSDictionary, but this may be a situation where NSCoder will better serve you.
See nscoder vs nsdictionary when do you use what
More details here:
NSCoder Class Reference
Some code snippets
A tutorial

Save / Write NSMutableArray of objects to disk?

Initially I thought this was going to work, but now I understand it won't because artistCollection is an NSMutableArray of "Artist" objects.
#interface Artist : NSObject {
NSString *firName;
NSString *surName;
}
My question is what is the best way of recording to disk my NSMutableArray of "Artist" objects so that I can load them the next time I run my application?
artistCollection = [[NSMutableArray alloc] init];
newArtist = [[Artist alloc] init];
[newArtist setFirName:objFirName];
[newArtist setSurName:objSurName];
[artistCollection addObject:newArtist];
NSLog(#"(*) - Save All");
[artistCollection writeToFile:#"/Users/Fgx/Desktop/stuff.txt" atomically:YES];
EDIT
Many thanks, just one final thing I am curious about. If "Artist" contained an extra instance variable of NSMutableArray (softwareOwned) of further objects (Applications) how would I expand the encoding to cover this? Would I add NSCoding to the "Applications" object, then encode that before encoding "Artist" or is there a way to specify this in "Artist"?
#interface Artist : NSObject {
NSString *firName;
NSString *surName;
NSMutableArray *softwareOwned;
}
#interface Application : NSObject {
NSString *appName;
NSString *appVersion;
}
many thanks
gary
writeToFile:atomically: in Cocoa's collection classes only works for property lists, i.e. only for collections that contain standard objects like NSString, NSNumber, other collections, etc.
To elaborate on jdelStrother's answer, you can archive collections using NSKeyedArchiver if all objects the collection contains can archive themselves. To implement this for your custom class, make it conform to the NSCoding protocol:
#interface Artist : NSObject <NSCoding> {
NSString *firName;
NSString *surName;
}
#end
#implementation Artist
static NSString *FirstNameArchiveKey = #"firstName";
static NSString *LastNameArchiveKey = #"lastName";
- (id)initWithCoder:(NSCoder *)decoder {
self = [super init];
if (self != nil) {
firName = [[decoder decodeObjectForKey:FirstNameArchiveKey] retain];
surName = [[decoder decodeObjectForKey:LastNameArchiveKey] retain];
}
return self;
}
- (void)encodeWithCoder:(NSCoder *)encoder {
[encoder encodeObject:firName forKey:FirstNameArchiveKey];
[encoder encodeObject:surName forKey:LastNameArchiveKey];
}
#end
With this, you can encode the collection:
NSData* artistData = [NSKeyedArchiver archivedDataWithRootObject:artistCollection];
[artistData writeToFile: #"/Users/Fgx/Desktop/stuff" atomically:YES];
Take a look at NSKeyedArchiver. Briefly :
NSData* artistData = [NSKeyedArchiver archivedDataWithRootObject:artistCollection];
[artistData writeToFile: #"/Users/Fgx/Desktop/stuff" atomically:YES];
You'll need to implement encodeWithCoder: on your Artist class - see Apple's docs
Unarchiving (see NSKeyedUnarchiver) is left as an exercise for the reader :)