I am blocking into something and I am sure it is too big.
I have a custom object that look like this
#interface DownloadObject : NSObject <NSCoding>{
NSNumber *key;
NSString *name;
NSNumber *progress;
NSNumber *progressBytes;
NSNumber *size;
NSString *path;
}
#property (copy) NSNumber *key;
#property (copy) NSString *name;
#property (copy) NSNumber *progress;
#property (copy) NSNumber *size;
#property (copy) NSString *path;
#property (copy) NSNumber *progressBytes;
-(id)initWithKey:(NSNumber *)k name:(NSString *)n progress:(NSNumber *)pro size:(NSNumber *)s path:(NSString *)p progressBytes:(NSNumber *)pb;
#end
And the implementation
#implementation DownloadObject
#synthesize size, progress, name, key, path, progressBytes;
-(id)initWithKey:(NSNumber *)k name:(NSString *)n progress:(NSNumber *)pro size:(NSNumber *)s path:(NSString *)p progressBytes:(NSNumber *)pb
{
self.key = k;
self.name = n;
self.progress = pro;
self.size = s;
self.path = p;
self.progressBytes = pb;
return self;
}
-(id) initWithCoder: (NSCoder*) coder {
if (self = [super init]) {
self.key = [[coder decodeObjectForKey:#"Key"] retain];
self.name = [[coder decodeObjectForKey:#"Name"] retain];
self.progress = [[coder decodeObjectForKey:#"Progress"] retain];
self.size = [[coder decodeObjectForKey:#"Size"] retain];
self.path = [[coder decodeObjectForKey:#"Path"] retain];
self.progressBytes = [[coder decodeObjectForKey:#"ProgressBytes"]retain];
}
return self;
}
-(void) encodeWithCoder: (NSCoder*) coder {
[coder encodeObject:self.key forKey:#"Key"];
[coder encodeObject:self.name forKey:#"Name"];
[coder encodeObject:self.progress forKey:#"Progress"];
[coder encodeObject:self.size forKey:#"Size"];
[coder encodeObject:self.path forKey:#"Path"];
[coder encodeObject:self.progressBytes forKey:#"ProgressBytes"];
}
-(void)dealloc
{
[key release];
[name release];
[size release];
[progress release];
[path release];
[progressBytes release];
[super dealloc];
}
#end
As you can see it implement NSCoding (I think so, NSObject does not conform to NSCoding). Now when I try to do something like that just to test
downloadArray = [[[NSMutableArray alloc]init]retain];
NSNumber *number = [NSNumber numberWithInt:10];
DownloadObject *object = [[DownloadObject alloc]initWithKey:number name:#"hey" progress:number size:number path:#"hey" progressBytes:number];
[downloadArray addObject:object];
[object release];
[downloadArray writeToFile:path atomically:YES];
downloadArray is a NSMutableArray. My plist read/write is fine, the path is located in the application support and when I log it show the plist path.
But it just does not write the array to the plist, any idea ?
Property list files can only store basic data types and cannot contain custom objects. You need to convert your object to an NSData object if you want it to be written to the plist. You can do this with NSKeyedArchiver, which will encode an object which conforms to the NSCoding protocol into an NSData object.
DownloadObject *object = [[DownloadObject alloc]initWithKey:number name:#"hey" progress:number size:number path:#"hey" progressBytes:number];
NSData* objData = [NSKeyedArchiver archivedDataWithRootObject:object];
[downloadArray addObject:objData];
[object release];
When you want to reconstruct your object from the NSData object, you use NSKeyedUnarchiver:
NSData* objData = [downloadArray objectAtIndex:0];
DownloadObject* object = [NSKeyedUnarchiver unarchiveObjectWithData:objData];
You also have several memory leaks in your code. In your -initWithCoder: method, you should not be using accessors to set the value of the ivars, you should just set the ivars directly, like so:
key = [[coder decodeObjectForKey:#"Key"] copy];
You are calling -retain and then using the accessor which is specified as copy, which will mean your object has a retain count of 2 and will not be released. In general you should avoid using accessors in init methods.
Also, in the code where you allocate your downloadArray object, you are calling -alloc and then -retain on the object, which will leave it with a retainCount of 2. You should re-read the Objective-C Memory Management Guidelines.
This works for me:
NSMutableData *data = [[NSMutableData alloc] init];
NSKeyedArchiver *archiver = [[NSKeyedArchiver alloc] initForWritingWithMutableData:data];
[archiver encodeObject:highScoreArray forKey:kHighScoreArrayKey];
[archiver finishEncoding];
[data writeToFile:[self dataFilePath] atomically:YES];
[data release];
[archiver release];
BOOL flag = false;
ObjectFileClass *obj = [yourMutableArray objectAtIndex:0];
//TO Write Data . . .
NSData* archiveData = [NSKeyedArchiver archivedDataWithRootObject:obj.title];
flag =[archiveData writeToFile:path options:NSDataWritingAtomic error:&error];
}
if (flag) {
NSLog(#"Written");
//To Read Data . . .
NSData *archiveData = [NSData dataWithContentsOfFile:path];
id yourClassInstance = [NSKeyedUnarchiver unarchiveObjectWithData:archiveData]; // choose the type of your class instance . . .
NSLog(#"%#",yourClassInstance);
}else{
NSLog(#"Not Written");
}
Related
I'm trying to make an app with Objective C.
I'm trying to serialise an array existing out of objects and after wards deserialise it. Inside the object there are the methods
(id)initWithCoder:(NSCoder *)coder` and `encodeWithCoder:(NSCoder *)coder
But it seems the "rootObject" stays "nil" in the "loadDataFromDisk" -method
Here is my code :
#import "Alarm.h"
#implementation Alarm
#synthesize array = _array;
#synthesize time = _time;
#synthesize coder = _coder;
-(id)initWithCoder:(NSCoder *)coder
{
self = [super init];
if(self)
{
_array = [coder decodeObjectForKey:#"array"];
_time = [coder decodeObjectForKey:#"time"];
}
return self;
}
-(void)encodeWithCoder:(NSCoder *)coder
{
[coder encodeObject:self.array forKey:#"array"];
[coder encodeObject:self.time forKey:#"time"];
}
#end
My save and load methods :
-(void)saveDataToDisk
{
NSString * path = [self pathForDataFile];
NSLog(#"Writing alarms to '%#' %lu", path, (unsigned long)array.count);
NSMutableDictionary * rootObject;
rootObject = [NSMutableDictionary dictionary];
[rootObject setValue:array forKey:#"alarms"];
[NSKeyedArchiver archiveRootObject:rootObject toFile:path];
}
-(void)loadDataFromDisk
{
NSString *path = [self pathForDataFile];
NSDictionary *rootObject = [NSMutableDictionary dictionary];
rootObject = [NSKeyedUnarchiver unarchiveObjectWithFile:path];
// "array" is an array with Objects of "Alarm"
array = [rootObject valueForKey:#"alarms"];
NSLog(#"Loaded from : %# %lu",path ,(unsigned long)array.count);
}
I hope anyone can help me out with this.
Thanks in advance.
You #synthized the array backing store (ivar) as _array. So you need to access the array as either _array or self.array. In saveDataToDisk and loadDataFromDisk it is accessed as array.
To test your array coding try something simple like this:
NSLog(#"array: %#", self.array);
NSData *data = [NSKeyedArchiver archivedDataWithRootObject:self.array];
NSLog(#"data: %#", data);
NSArray *recovered = [NSKeyedUnarchiver unarchiveObjectWithData:data];
NSLog(#"recovered: %#", recovered);
Note: There is no need to wrap your array in a NSMutableDictionary.
When that works change it to the file based method calls.
Check that the filePath is valid.
Check that the file is created.
Check that the file contents are the same as in the above test code.
Note: There is no reason to wrap your array in a NSMutableDictionary.
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 have my own object class from inherited from NSObject
#interface BlockedCell : NSObject
{
NSValue *gridValue;
NSString *name;
}
#property (nonatomic, retain) NSValue *gridValue;
#property (nonatomic, retain) NSString *name;
#end
So I try to create a few objects:
NSMutableDictionary *dict = [[dict alloc] init];
for (int i = 0; i < 5; ++i)
{
BlockedCell *block = [[BlockedCell alloc] init];
block.gridValue = [NSValue valueWithCGPoint: CGPointMake(0.0f, 0.0f)];
block.name = #"something";
[dict setObject: block forKey: [NSString stringWithFormat: #"item_%d", i]];
[block release];
}
if([dict writeToFile: path atomic: YES])
NSLog(#"Saved");
else
NSLog(#"Failed to save");
[dict release];
And what I get for the output is "Failed to save"..
If my dictionary does not contains any data, then it will output "Saved"
EDIT:
After I did more testing, I found out that actually is the NSValue causing the saving failed.
So what should I do if I want to save CGPoint into plist?
As you discovered, property lists cannot store NSValue objects directly. The supported classes are NSData, NSString, NSArray, NSDictionary, NSDate, and NSNumber, as documented in the NSPropertyListSerialization Class Reference.
The easiest workaround would be to use NSString instead of NSValue:
block.gridString = NSStringFromCGPoint(CGPointZero);
CGPoint point = CGPointFromString(block.gridString);
you cant save NSValue directly.In your case you have to save a point in the form ofstring use below line
CGPoint point = CGPointMake(10.0,20.0)
//you need to translate the point into a compatible "Plist" object such as NSString
//luckily, there is a method for that
[rectArray addObject:NSStringFromPoint(point)];
//save into a plist
.....
on retrieval of this value
CGPoint Point = CGPointFromString([rectArray objectAtIndex:0]);
I am trying to store a custom object in NSMutableDictionary. After saving when I read the object from NSMutableDictionary it's always null.
Here is the code
//Saving
NSMutableDictionary *dict = [[NSMutableDictionary alloc] init];
CustomObject *obj1 = [[CustomObject alloc] init];
obj1.property1 = #"My First Property";
[dict setObject:obj1 forKey:#"FirstObjectKey"];
[dict writeToFile:[self dataFilePath] atomically:YES];
// Reading
NSString *filePath = [self dataFilePath];
NSMutableDictionary *dict = [[NSMutableDictionary alloc] initWithContentsOfFile:filePath];
CustomObject *tempObj = [dict objectForKey:#"FirstObjectKey"];
NSLog(#"Object %#", tempObj);
NSLog(#"property1:%#,,tempObj.property1);
How can I store a custom class object in NSMutableDictionary?
The problem is not with putting the object into the dictionary; the problem is with writing it to a file.
Your custom class has to be serializable. You need to implement the NSCoding protocol so that Cocoa knows what to do with your class when you ask for it to be written out to disk.
This is pretty simple to do; you need to implement two methods that will look something like the following:
- (id)initWithCoder:(NSCoder *)coder {
self = [super init];
// If inheriting from a class that implements initWithCoder:
// self = [super initWithCoder:coder];
myFirstIvar = [[coder decodeObjectForKey:#"myFirstIvar] retain];
mySecondIvar = [[coder decodeObjectForKey:#"mySecondIvar] retain];
// etc.
return self;
}
- (void)encodeWithCoder:(NSCoder *)coder {
// If inheriting from a class that implements encodeWithCoder:
// [super encodeWithCoder:coder];
[coder encodeObject:myFirstIvar forKey:#"myFirstIvar"];
[coder encodeObject:mySecondIvar forKey:#"mySecondIvar"];
// etc.
}
Essentially you're just listing the ivars that you need to save, and then reading them back in properly.
UPDATE: As mentioned by Eimantas, you'll also need NSKeyedArchiver. To save:
NSData * myData = [NSKeyedArchiver archivedDataWithRootObject:myDict];
BOOL result = [myData writeToFile:[self dataFilePath] atomically:YES];
To reload:
NSData * myData = [NSData dataWithContentsOfFile:[self dataFilePath]];
NSDictionary * myDict = [NSKeyedUnarchiver unarchiveObjectWithData:myData];
I think that should do it.
writeToFile method can store only standard types of objects into plist. If you have custom object you'd have to use NSKeyedArchiver/NSKeyedUnarchiver for this.
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