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
Related
I have a class named Person and created a Person instance "person".
Person *person = [Person personWithName:#"Kyle", andAge:15];
Then I tried to encode it using method archivedDataWithRootObject:requiringSecureCoding:error:.
NSData *personData = [NSKeyedArchiver archivedDataWithRootObject:person
requiringSecureCoding:YES error:nil];
However, the personData always returns nil. Did I miss something?
Person.h
#interface Person : NSObject<NSSecureCoding>
#property (strong, nonatomic) NSString *name;
#property (assign, nonatomic) NSInteger age;
+ (instancetype)personWithName:(NSString *)name andAge:(NSInteger)age;
#end
Person.m
#implementation Person
+ (instancetype)personWithName:(NSString *)name andAge:(NSInteger)age{
Person *p = [Person new];
p.name = name;
p.age = age;
return p;
}
+ (BOOL)supportsSecureCoding {
return YES;
}
- (id)initWithCoder:(NSCoder *)coder {
self = [super initWithCoder:coder]; // error: No visible #interface for 'NSObject' declares the selector 'initWithCoder'
return self;
}
#end
Update (after implementing +supportsSecureCoding in .m):
Class 'Person' has a superclass that supports secure coding, but
'Person' overrides -initWithCoder: and does not override
+supportsSecureCoding. The class must implement +supportsSecureCoding and return YES to verify that its implementation of -initWithCoder: is
secure coding compliant.
What's wrong: Person isn't NSSecureCoding compliant. That's the first thing that pops in mind if you ever played with Archiving Custom Class into Data with NSKeyedArchiver (if it's an old developer, he/she would have said NSCoding, but that's "almost the same", same logic).
What's the deal with that? It's just how to convert Person into NSData and reverse. What's the logic? Do you want to save its properties? How? Etc.
BUT, your biggest mistake as a developer was to totally ignore the error parameter!
NSData *personData = [NSKeyedArchiver archivedDataWithRootObject:person
requiringSecureCoding:YES error:nil];
==>
NSError *archiveError
NSData *personData = [NSKeyedArchiver archivedDataWithRootObject:person
requiringSecureCoding:YES
error:& archiveError];
if (archiveError) {
NSLog(#"Ooops, got error while archiving: %#", archiveError);
}
Then the error would have stated that it was indeed missing the NSSecureCoding compliancy
See the documentation of Archives and Serializations Programming Guide: Encoding and Decoding Objects, you'll see how to implement initWithCoder: (from NSData to Person) and encodeWithCoder: (from Person to NSData).
Applied to your class (and add it to the compliance with: #interface Person : NSObject< NSSecureCoding > for instance):
- (void) encodeWithCoder:(NSCoder *)encoder {
[encoder encodeObject:_name forKey:#"name"];
[encoder encodeInteger:_age forKey:#"age"];
}
- (id)initWithCoder:(NSCoder *)coder {
self = [super init];
if (self) {
_name = [coder decodeObjectForKey:#"name"];
_age = [coder decodeIntegerForKey:#"age"];
}
return self;
}
+ (BOOL)supportsSecureCoding {
return YES;
}
Note that the strings key ("name" & "age" needs to be the same for encode/decode, you can use const, etc.)
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;
}
I'm having issues placing a custom object (WSWCMPost) into an NSMutableArray and then accessing the data stored in it later. Below is the relevant code.
Here is "WSWCMPost.h"
#import <Foundation/Foundation.h>
#interface WSWCMPost : NSObject
{
NSString *postBody;
NSString *postTitle;
NSString *postID;
}
#property (nonatomic, retain) NSString *postBody, *postTitle, *postID;
- init;
- (id)initWithID: (NSString*)ID AndBody: (NSString*)body AndTitle: (NSString*)title;
- (NSString*)postBody;
- (NSString*)postTitle;
- (NSString*)postID;
Here is "WSWCMPost.m"
#import "WSWCMPost.h"
#implementation WSWCMPost
#synthesize postBody, postTitle, postID;
- (id)init {
self = [super init];
if(self) {
postID = #"none";
postBody = #"none";
postTitle = #"none";
}
}
- (id)initWithID: (NSString*)ID AndBody: (NSString*)body AndTitle: (NSString*)title {
postTitle = title;
postID = ID;
postBody = body;
}
#end
And here is the "viewDidLoad" method that is causing my issues
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
self.detailViewController = (WSWCMDetailViewController *)[[self.splitViewController.viewControllers lastObject] topViewController];
// getting an NSString
NSLog(#"Pulling saved blogs...");
NSUserDefaults *currentDefaults = [NSUserDefaults standardUserDefaults];
NSData *dataRepresentingSavedArray = [currentDefaults objectForKey:#"wswcmt1"];
if (dataRepresentingSavedArray != nil)
{
NSArray *oldSavedArray = [NSKeyedUnarchiver unarchiveObjectWithData:dataRepresentingSavedArray];
if (oldSavedArray != nil)
_objects = [[NSMutableArray alloc] initWithArray:oldSavedArray];
else
_objects = [[NSMutableArray alloc] init];
}
NSLog(#"Pulled saved blogs...");
NSLog(!_objects ? #"Yes" : #"No");
#try {
NSLog(#"_objects description: %#",[_objects description]);
NSLog(#"_objects[0] postID: %#",[[_objects objectAtIndex:0] postID]);
}
#catch (NSException *exception) {
NSLog(#"Caught exception %#", exception);
NSLog(#"Objects doesnt exist, allocating memory...");
_objects = [[NSMutableArray alloc] init];
WSWCMPost *testPost = [[WSWCMPost alloc] initWithID:#"noID" AndBody:#"noBody" AndTitle:#"noTitle"];
[_objects insertObject:testPost atIndex:0];
[[NSUserDefaults standardUserDefaults] setObject:[NSKeyedArchiver archivedDataWithRootObject:_objects] forKey:#"wswcmt1"];
}
if (!_objects ) {
NSLog(#"Objects doesnt exist...");
_objects = [[NSMutableArray alloc] init];
WSWCMPost *testPost = [[WSWCMPost alloc] initWithID:#"dne" AndBody:#"Dne" AndTitle:#"DNe"];
[_objects insertObject:testPost atIndex:0];
[[NSUserDefaults standardUserDefaults] setObject:[NSKeyedArchiver archivedDataWithRootObject:_objects] forKey:#"wswcmt"];
}
[self refreshButton:nil];
}
And finally, here is the output
2012-06-25 22:39:49.345 WSWCM[4406:907] Pulling saved blogs...
2012-06-25 22:39:49.352 WSWCM[4406:907] Pulled saved blogs...
2012-06-25 22:39:49.355 WSWCM[4406:907] Yes
2012-06-25 22:39:49.356 WSWCM[4406:907] _objects description: (null)
2012-06-25 22:39:49.358 WSWCM[4406:907] _objects[0] postID: (null)
2012-06-25 22:39:49.360 WSWCM[4406:907] Objects doesnt exist...
2012-06-25 22:39:49.363 WSWCM[4406:907] Refresh Triggered...
I think that is all of the relevant code. If i forgot anything let me know please. This issue has been bothering me for hours...
While I'm not positive why it's giving you NSStrings instead of just blowing up normally, the problem seems to stem from the fact that your custom class, WSWCMPost, does not conform to the NSCoding protocol. Make sure that your custom objects implement this protocol if you want to store them in NSUserDefaults, since it doesn't know how to serialize the data otherwise.
To be more exact, you'll have to add these methods to your class implementation:
- (id)initWithCoder:(NSCoder *)coder {
self = [self initWithID:[coder decodeObjectForKey:#"id"] AndBody:[coder decodeObjectForKey:#"body"] AndTitle:[coder decodeObjectForKey:#"title"]];
return self;
}
- (void)encodeWithCoder:(NSCoder *)coder {
[encoder encodeObject:postID forKey:#"id"];
[encoder encodeObject:postBody forKey:#"body"];
[encoder encodeObject:postTitle forKey:#"title"];
}
This will allow the data to be serialized by NSCoder. Once you've done this, you should clear all the information currently stored by NSUserDefaults to make sure that it doesn't contain any more NSStrings, but then everything should work properly. Of course, you'll have to update these two methods if you change the data stored by your WSWCMPost object.
Another thing to mention, you're having collisions with your getters/setters and their respective instance variables. So your implementation is:
interface
#interface WSWCMPost : NSObject
{
NSString *postBody; // don't need to do these anymore for properties
NSString *postTitle;
NSString *postID;
}
#property (nonatomic, retain) NSString *postBody, *postTitle, *postID;
implementation
#implementation WSWCMPost
#synthesize postBody, postTitle, postID;
- (id)init {
self = [super init];
if(self) {
postID = #"none"; // not prefixing your variables with 'self' so they are not getting retained
postBody = #"none";
postTitle = #"none";
}
}
#end
Here's how you should be writing those out:
interface
/** NOTE: No need to specify your instance variables here anymore, just the properties */
#interface WSWCMPost : NSObject
#property (nonatomic, retain) NSString *postID;
#property (nonatomic, retain) NSString *postTitle;
#property (nonatomic, retain) NSString *postBody;
implementation
#implementation WSWCMPost
/** Now you specify the corresponding instance variable name alongside the property name */
#synthesize postBody=_postBody, postTitle=_postTitle, postID=_postID;
- (id)init {
self = [super init];
if(self) {
self.postID = #"none"; //getting retained
self.postBody = #"none";
self.postTitle = #"none";
}
}
That would definitely cause data to be released too soon.
So the previous way you could type in self.postID or postID and the compiler wouldn't complain. The difference is when you type postID it is actually setting the member variable and not retaining it... where self.postID will release whatever it is currently set to and retain the new value if it's different.
By declaring your properties the new way, you have to either call the setter as self.postID or set the underlying instance variable as _postID. A lot of early iPhone books had you bang out properties that way and it just ends up causing all sorts of memory issues.
Hope this helps!
UPDATE!!!
You forgot to return self in your constructor ;) I bet that's it
- (id)init {
self = [super init];
if(self) {
self.postID = #"none"; //getting retained
self.postBody = #"none";
self.postTitle = #"none";
}
return self; // THIS IS WHY, you're constructor doesn't return an instance of the class... add this please
}
- (id)initWithID: (NSString*)ID AndBody: (NSString*)body AndTitle: (NSString*)title {
if(( self = [super init] ))
{
self.postTitle = title;
self.postID = ID;
self.postBody = body;
}
return self;
}
Your output definitely shows what was wrong in your code.
2012-06-25 21:51:07.691 WSWCM[4049:907] -[__NSCFString postID]: unrecognized selector sent to instance 0x1d003e80
2012-06-25 21:51:07.696 WSWCM[4049:907] Caught exception -[__NSCFString postID]: unrecognized selector sent to instance 0x1d003e80
These two lines tell you that NSString object does not recognize selector postID. This hint should be enough to find out where you need to see in depth.
See this Storing custom objects in an NSMutableArray in NSUserDefaults for more information.
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 !!
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];