How to load an Objective C Singleton using NSCoding? - objective-c

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;
}

Related

iOS persistent storage strategy

I'm developing an app which will save data to the local file system. The data that will be saved will be mostly NSString and NSDate. The data will not be saved that often, perhaps new data will be entered 10 times at a typical usage. The data should also of course be retrievable (CRUD)
How should I save this data? First of all is it necessary to model these objects? If not should I use property lists? Or SQLLite3?
Else should I archive the class models? Use SQLLite3?
EDIT: I accidentally left out some vital information about the app. Actually my app will be having 2 data models which have an aggregated relationship. So my first data model (lets call it DataA) which will have a NSString and NSDate will also have a reference to the second data model (lets call it DataB) which itself will consist of a NSString and a NSArray. So it gets a little more complicated now. If an object from DataB gets deleted it should of course cease to exist in DataA (but the rest of DataA should be left untouched)
This kind of data seems to be very simple to store and retrieve and does not have any other dependencies such as a horridly complex object graph.
You should store this data in a flat file or in NSUserDefaults.
I'll give you an example of both, using object archiving with the use of the NSCoding protocol:
#interface ApplicationData <NSCopying, NSCoding> {}
#property (nonatomic, strong) NSDate *someDate;
#property (nonatomic, strong) NSDate *someOtherDate;
#property (nonatomic, copy) NSString *someString;
#property (nonatomic, copy) NSString *someOtherString;
#end
#implementation ApplicationData
#synthesize someDate = _someDate, someOtherDate = _someOtherDate, someString = _someString, someOtherString = _someOtherString;
- (NSArray *)keys {
static dispatch_once_t once;
static NSArray *keys = nil;
dispatch_once(&once, ^{
keys = [NSArray arrayWithObjects:#"someString", #"someOtherString", #"someDate", #"someOtherDate", nil];
});
return keys;
}
- (id) copyWithZone:(NSZone *) zone {
ApplicationData *data = [[[self class] allocWithZone:zone] init];
if(data) {
data.someString = _someString;
data.someOtherString = _someOtherString;
data.someDate = _someDate;
data.someOtherDate = _someOtherDate;
//...
}
return data;
}
- (void) encodeWithCoder:(NSCoder *) coder {
[super encodeWithCoder:coder];
NSDictionary *pairs = [self dictionaryWithValuesForKeys:[self keys]];
for(NSString *key in keys) {
[coder encodeObject:[pairs objectForKey:key] forKey:key];
}
}
- (id) initWithCoder:(NSCoder *) decoder {
self = [super initWithCoder:decoder];
if(self) {
for(NSString *key in [self keys]) {
[self setValue:[decoder decodeObjectForKey:key] forKey:key];
}
}
return self;
}
#end
Then, say in your application delegate, you can do this:
#interface AppDelegate (Persistence)
#property (nonatomic, strong) ApplicationData *data;
- (void)saveApplicationDataToFlatFile;
- (void)loadApplicationDataFromFlatFile;
- (void)saveApplicationDataToUserDefaults;
- (void)loadApplicationDataFromUserDefaults;
#end
#implementation AppDelegate (Persistence)
#synthesize data;
- (NSString *)_dataFilePath {
static NSString *path = nil;
static dispatch_once_t once;
dispatch_once(&once, ^{
path = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) stringByAppendingPathComponent:#"xAppData.dat"];
});
return path;
}
- (void)loadApplicationDataFromUserDefaults {
NSData *archivedData = [[NSUserDefaults standardUserDefaults] objectForKey:#"appData"];
self.data = [NSKeyedUnarchiver unarchiveObjectWithData:archivedData];
}
- (void)saveApplicationDataToUserDefaults {
NSData *archivedData = [NSKeyedArchiver archivedDataWithRootObject:self.data];
[[NSUserDefaults standardUserDefaults] setObject:archivedData forKey:#"appData"];
[[NSUserDefaults standardUserDefaults] synchronize];
}
- (void)loadApplicationDataFromFlatFile {
NSData *archivedData = [NSData dataWithContentsOfFile:[self _dataFilePath]];
self.data = [NSKeyedUnarchiver unarchiveObjectWithData:archivedData];
}
- (void)saveApplicationDataToFlatFile {
NSData *archivedData = [NSKeyedArchiver archivedDataWithRootObject:self.data];
[archivedData writeToFile:[self _dataFilePath] atomically:YES];
}
#end
Disclaimer: I have not tested this code.
NSUserDefault is good choice if you have only a limited set of data.
But if you consider filtering and fetching, then you should have a look to Core Data to store objects.
Even if the object graph is minimal you will gain cached object management and free undo/redo management.
I would suggest that you go with NSUserDefaults. It's surely the best approach to store information pertaining to your app and any app related data. Check the documentation !!

Objective-C: why my NSString is not retaining its value?

The problem lies within the 'initWithCoder' method. When I want to retrieve "Coins_Key" from where I saved it by calling the 'saveData' method in my 'main' class and I pass in the key "self.keyName," the value of keyName is 0.
//Class coins.h
#property (retain) NSString* keyName;
#property (retain) NSString* keyValue;
//Class coins.m
#synthesize keyName;
-(void) saveData:(NSString *)number: (NSString *)keyID
{
self.keyName = keyID;
self.keyValue = number;
}
- (void)encodeWithCoder:(NSCoder *)encoder {
NSLog(#"Encoded keyName: %#", keyName);
[encoder encodeObject:keyValue forKey:keyName];
}
- (id)initWithCoder:(NSCoder *)decoder {
self.keyValue = [decoder decodeObjectForKey:self.keyName];
NSLog(#"Decoded Coins: %#", self.keyValue);
return self;
}
//Class main
[Coins *coin3 = [[Coins alloc] init];
[coin3 saveData:#"6" :#"Coins_Key"];
NSData *data = [NSKeyedArchiver archivedDataWithRootObject:coin3];
coin3 = [NSKeyedUnarchiver unarchiveObjectWithData:data];
You're not quite grasping the encoder/decoder workflow.
Using the encodeObjectForKey: and decodeObjectForKey: methods properly, you should be passing as an argument the key that should be used to store the value. This key must remain constant.
You should also not require callers to provide the key your Coin object uses to store data. Take this simple example as a more correct/efficient method (assuming I understand the purpose of your class):
// Class Coins.h
#property (assign) int numberOfCoins;
// Class Coins.m
#define NUM_COINS_KEY #"NUM_COINS_KEY"
#synthesize numberOfCoins;
- (id)initWithCoder:(NSCoder *)decoder {
if (self = [super init]) { // Use [super initWithCoder:decoder] here if your superclass supports it
self.numberOfCoins = [decoder decodeIntForKey:NUM_COINS_KEY];
NSLog(#"Decoded Coins: %d", self.numberOfCoins);
}
return self;
}
- (void)encodeWithCoder:(NSCoder *)encoder {
NSLog(#"Encoded keyName: %#", keyName);
[encoder encodeInt:self.numberOfCoins forKey:NUM_COINS_KEY];
}
// Class main
Coins *coin = [[Coins alloc] init];
coin.numberOfCoins = 6;
NSData *data = [NSKeyedArchiver archivedDataWithRootObject:coin];
[coin release]; // If you're just playing around, this is probably overkill, but a good habit
coin = [NSKeyedUnarchiver unarchiveObjectWithData:data];

Where can I find a generic game state singleton for Objective C?

I'm wanting to use, and store a game state singleton inside NSCoder, but I am finding it quite difficult to find a generic state management that saves and loads its data using the NSKeyedArchiver/NSCoder routines.
I'm wondering if someone can direct me to a good tutorial, or generic code for use as a game state singleton, with it saving/loading in NSCoder?
Thanks
I've been able to get a basic game state manager working from watching tutorials from 71squared.com
I use the SynthesizeSingleton.h from CocoaWithLove and am able to save and load states using NSCoder / archiving.
As it uses the singelton, I can reference it by writing:
GameStateManager *gsm = [GameStateManager sharedGameStateManager];
As below:
// GameStateManager.h file
#interface GameStateManager : NSObject
{
NSMutableArray *listOfPlayers;
}
#property (nonatomic, retain) NSMutableArray *listOfPlayers;
+ (GameStateManager *)sharedGameStateManager;
-(void)loadGameState;
-(void)saveGameState;
// GameStateManager.m
#import "GameStateManager.h"
#import "SynthesizeSingleton.h"
#import "Player.h"
#implementation GameStateManager
SYNTHESIZE_SINGLETON_FOR_CLASS(GameStateManager)
#synthesize listOfPlayers;
#pragma mark - Init
- (id)init
{
self = [super init];
if (self) {
// Initialization code here.
self.listOfPlayers = [NSMutableArray array];
}
return self;
}
#pragma mark - Memory management
-(void) dealloc
{
[super dealloc];
}
#pragma mark - Save/Load
-(void)saveGameState
{
NSLog(#"saveGameState");
// Set up the game state path to the data file that the game state will be save to
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *gameStatePath = [documentsDirectory stringByAppendingPathComponent:#"gameState.dat"];
// Set up the encoder and storage for the game state data
NSMutableData *gameData;
NSKeyedArchiver *encoder;
gameData = [NSMutableData data];
encoder = [[NSKeyedArchiver alloc] initForWritingWithMutableData:gameData];
// Archive the object
[encoder encodeObject:self.listOfPlayers forKey:#"playerObjects"];
// Finish encoding and write to disk
[encoder finishEncoding];
[gameData writeToFile:gameStatePath atomically:YES];
[encoder release];
}
-(void)loadGameState
{
NSLog(#"loadGameState");
// Set up the game state path to the data file that the game state will be save to
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *gameStatePath = [documentsDirectory stringByAppendingPathComponent:#"gameState.dat"];
NSMutableData *gameData;
NSKeyedArchiver *decoder;
gameData = [NSData dataWithContentsOfFile:gameStatePath];
// Check to see if the .dat file exists, and load contents
if (gameData)
{
decoder = [[[NSKeyedUnarchiver alloc] initForReadingWithData:gameData] retain];
self.listOfPlayers = [[[decoder decodeObjectForKey:#"playerObjects"] retain] autorelease];
NSLog(#"Returned %d players", [self.listOfPlayers count]);
for (Player *p in self.listOfPlayers)
{
NSLog(#"p.name = %#", p.fname);
}
// Finished decoding, release
[decoder release];
[decoder autorelease];
} else {
}
}
In my Player.h/.m file I do this:
#interface Player : NSObject
<NSCoding>
{
NSString *fname;
}
#property(nonatomic,retain) NSString *fname;
// Player.m file
#pragma mark - Encoding
-(id)initWithCoder:(NSCoder *)aDecoder
{
//[self initWithObject:[aDecoder decodeObject];
self = [super init];
if (self) {
// Initialization code here.
self.fname = [aDecoder decodeObjectForKey:#"fname"];
}
return self;
}
-(void)encodeWithCoder:(NSCoder *)aCoder
{
[aCoder encodeObject:self.fname forKey:#"fname"];
}
// ---
My follow-up questions are:
1) Am I meant to put a listOfPlayers in the GameStateManager?
--> Moved to a new question
2) In my encoder, I have to store each field individually, is it not possible to just store the actual object itself?
3) Does encoding of an object also encode all its children?
Lets say I have a Parent class (Player) and a Child class (Weapons). If I encode the Player object only, will it encode all the Weapons too automatically because they are linked?
Thanks.

Storing custom objects in NSUserDefaults

I am trying to save an object in NSUserDefaults but i have not been successful in it. Scenario is that, I have an object syncObject of class SyncObjct. I have implemented following methods in SyncObject class
- (NSMutableDictionary*)toDictionary;
+ (SyncObject*)getFromDictionary :(NSMutableDictionary*)dictionary;
- (id) initWithCoder: (NSCoder *)coder;
- (void) encodeWithCoder: (NSCoder *)coder;
And also the SyncObject class is NSCoding class. Now SyncObject class contains an NSMutableArray with name jobsArray. This array contains objects of class JobsObject. I implemented same above methods for this class as well to make it coding compliant. In toDictionary method of SyncObject class, i am storing this array in dictionary by writing following line.
[dictionary setValue:jobsArray forKey:#"jobsArray"];
and I am retrieving it in getFromDictionary method of SyncOject class by writing following line.
+ (SyncObject*)getFromDictionary :(NSMutableDictionary*)dictionary
{
NSLog(#"SyncObject:getFromDictionary");
SyncObject *syncObject = [[SyncObject alloc] init];
#try
{
syncObject.noOfJobs = [[dictionary valueForKey:#"noOfJobs"] intValue];
syncObject.totalJobsPerformed = (TotalJobsPerformed*)[dictionary valueForKey:#"totalobsPerformed"];
syncObject.jobsArray = [dictionary valueForKey:#"jobsArray"];
}
#catch (NSException * e)
{
NSLog(#"EXCEPTION %#: %#", [e name], [e reason]);
}
#finally
{
}
return syncObject;
}
And also I am storing syncObject in NSUserDefault by writing following lines.
NSData *myEncodedObject = [NSKeyedArchiver archivedDataWithRootObject:syncObject];
[userStorage setObject:myEncodedObject forKey:SYNC_OBJECT];
I am retrieving the object from NSUserDefaults by writing following lines
NSData *myEncodedObject = [userStorage objectForKey: SYNC_OBJECT];
syncObject = (SyncObject*)[NSKeyedUnarchiver unarchiveObjectWithData: myEncodedObject];
Problem is that i am not able to retrieve jobsArray correctly. Some invalid object is returned and app crashes when trying to access it. Please can anyone tell me the reason of this problem?
Best Regards
I believe the problem is that NSUserDefaults does not support storing of custom object types.
From Apple's documentation when using -setObject: The value parameter can be only property list objects: NSData, NSString, NSNumber, NSDate, NSArray, or NSDictionary. For NSArray and NSDictionary objects, their contents must be property list objects.
You can review the remaining documentation directly from Apple's NSUserDefault Class Reference manual.
Custom class .h
#import <Foundation/Foundation.h>
#interface Person : NSObject
#property(nonatomic, retain) NSArray *names;
#property(strong,nonatomic)NSString *name;
#end
custom class .m
#import "Person.h"
#implementation Person
#synthesize names;
- (void)encodeWithCoder:(NSCoder *)encoder {
[encoder encodeObject:self.name forKey:#"name"];
}
- (id)initWithCoder:(NSCoder *)decoder {
if((self = [super init])) {
//decode properties, other class vars
self.name = [decoder decodeObjectForKey:#"name"];
}
return self;
}
#end
To create Person class object and store and retrieve your stored data from NSUserDefaults
Stored your object :
#import "ViewController.h"
#import "Person.h"
#interface ViewController ()
#property (weak, nonatomic) IBOutlet UITextField *textBox;
#end
NSMutableArray *arr;
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
- (IBAction)saveButton:(id)sender {
Person *person =[Person new];
person.name = _textBox.text;
arr = [[NSMutableArray alloc]init];
[arr addObject:person];
NSData *encodedObject = [NSKeyedArchiver archivedDataWithRootObject:arr];
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
[defaults setObject:encodedObject forKey:#"name"];
[defaults synchronize];
}
- (IBAction)showButton:(id)sender {
_label.text = #"";
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
NSData *storedEncodedObject = [defaults objectForKey:#"name"];
NSArray *arrStoreObject = [NSKeyedUnarchiver unarchiveObjectWithData:storedEncodedObject];
for (int i=0; i<arrStoreObject.count; i++)
{
Person *storedObject = [arrStoreObject objectAtIndex:i];
_label.text = [NSString stringWithFormat:#"%# %#", _label.text , storedObject.name];
}
}
#end

Need a simple sample on how to store/load my custom class for iOS development

I have the following objective-c class:
#interface LatLongData {
NSMutableString *_lat;
NSMutableString *_long;
NSMutableString *_altitude;
}
-(LatLongData*) initWithLat:(NSMutableString*) latitude Long:(NSMutableString*) longitude Altitude:(NSMutableString*) altitude;
#end
How can I store/load an instance of that object? I have tried working with code like this:
LatLongData *data = [[LatLongData alloc] initWithLat:_lat Long:_long Altitude:_altitude];
// Save
NSData *theData = [NSKeyedArchiver archivedDataWithRootObject:data];
[[NSUserDefaults standardUserDefaults] setObject:theData forKey:LatLongDataKey];
//...
// Load
NSData *loadedData = [[NSUserDefaults standardUserDefaults] dataForKey:LatLongDataKey];
LatLongData *ldata = (LatLongData *)[NSKeyedUnarchiver unarchiveObjectWithData:theData];
But I have no luck with that...
I know I should read everything about Core Data. I will but at this point it would be very nice to get my little sample to work.
You need to use NSCoding protocol with your class.
#interface LatLongData <NSCoding>
Here are a few protocol methods:
- (id)initWithCoder:(NSCoder *)aDecoder
{
if ((self = [super init])) {
lat = [[aDecoder decodeObjectForKey:#"lat"] copy];
long = [[aDecoder decodeObjectForKey:#"long"] copy];
alt = [[aDecoder decodeObjectForKey:#"alt"] copy];
}
return self;
}
- (void)encodeWithCoder:(NSCoder *)aCoder
{
[aCoder encodeObject:lat forKey:#"lat"];
[aCoder encodeObject:long forKey:#"long"];
[aCoder encodeObject:alt forKey:#"alt"];
}
P.S. You need to replace theData at your last line with loadedData