Global Realm Object: Singleton or Fetch It Every Time? - swift

In my app I need to have global access to a currentUser which is an instance of a User class defined like this:
class User: Object{
#objc dynamic var recordName = UUID().uuidString
#objc dynamic var name = ""
#objc dynamic var email = ""
#objc dynamic var photo: Data? = nil
override static func primaryKey() -> String? {
return "recordName"
}
}
The currentUser is established when the app launches, and I refer to it frequently almost everywhere in my app.
I've noticed that from time-to-time, I get an error that appears to be caused by referencing this currentUser in different places:
Realm accessed from incorrect thread
I'm able to keep track of which thread Realm is on most of the time, but it's difficult to cover all cases. So this leads me to my question.
Is there a safe way to set the currentUser object once as a singleton? Or should I save their ID to disk and then fetch the object from Realm every time I need it (something like below)?
let realm = try! Realm()
if let currentUserId = defaults.string(forKey: "currentUserId"), let user = realm.object(ofType: User.self, forPrimaryKey: currentUserId){
currentUser = user
}
I am using Swift 4.2 on Xcode 10. Thanks!

As long as you can make sure that you always access your currentUser object from the same thread, it's fine to set it up as a globally accessible object once and use that auto-updating reference to it instead of re-fetching it every time from Realm.
You can achieve this by either creating a dedicated thread to Realm and always dispatching to that thread before accessing Realm/currentUser or simply doing it from a system thread, such as DispatchQueue.main.

Related

How can I let the user add an attachment to my app like a pdf or jpg and then how can I store it in my Realm Database?

Here is my code for my object that I am storing in Realm Database
class Accomp2: Object {
#objc dynamic var title: String = ""
#objc dynamic var date: Date!
#objc dynamic var month:String = ""
required init() {
}
#objc dynamic var body:String = ""
#objc dynamic var type:String = "Professional"
#objc dynamic var identifier:String = ""
}
I want to be able to store the attachment in a variable called attachment, but I am not sure what type of variable that is.
With the object, I want to be able to show this attachment on a view controller as a picture.
If this is not possible with Realm Database, is there another way to store attachments?
See the Realm property Cheat Sheet
What you want is the NSData() e.g. Swift Data() object - he's some simple code as a conceptual example.
let url = //your file
let myData = Data(contentsOf: url) //please handle the optional correctly
class Accomp2: Object {
#objc dynamic var acc_id = UUID().uuidString
#objc dynamic var name = ""
#objc dynamic var value = Data()
}
let x = Accomp2()
x.name = "Some name"
x.value = myData
IMPORTANT!
While you can do this, you probably shouldn't.
Realm is not well suited for handling documents within objects. If it's a thumbnail or a couple hundred kb, it will be ok. But PDF's can get HUGE and Realm is not the right solution.
You should store files in another source that's designed for storing files - Firebase Cloud Storage is one such option and then store the URL to the file within your Realm object.

Where's the best place to call methods that interact with my database?

I'm creating an app that interacts with a Firestore database. As of now I have a singleton class, DatabaseManager that has all the methods relating to the Firestore database (i.e. get/post methods).
I have a User model called User that has properties such as name, email, photoURL, and some app-specific properties. Any user can edit their profile to update information from a view controller called EditProfileViewController.
Now my question is: is it best to call the DatabaseManager.shared.updateInfo(forUser: user) (where user is a User instance) from EditProfileViewController, User, or some other place?
Sorry if this is an obvious question, but there's going to be a lot of points in the app where I'll need similar logic so I wanted to know what's the best design. Also I'm sure this question has more to with MVC than it does Firebase/Swift.
A couple of thoughts:
Rather than accessing the singleton directly with, DatabaseManager.shared.update(for:), I might instead have a property for the database manager, initialize/inject it with the DatabaseManager.shared, and have whatever needs to interact with the database use that reference, e.g., dataManager.update(for:). The goal would be to allow your unit tests to mock a database manager if and when necessary.
I would not be inclined to have a view controller interact directly with the DatabaseManager. Many of us consider the view controller, which interacts directly with UIKit/AppKit objects, as part of the broader “V” of MVC/MVP/MVVM/whatever. We’d often extricate business logic (including interaction with the database manager) out of the view controller.
I personally wouldn’t bury it under the User object, either. I’d put it in an extension of the database manager, and called from the view model, the presenter, or whatever you personally want to call that object with the business logic.
Is there a reason you're using a singleton to contain all the Firestore logic? User model should contain the method updateInfo.
Here's an example i've used with Firestore:
class Group {
// can read the var anywhere, but an only set value in this class
private(set) var groupName: String!
private(set) var guestsInGroup: Int!
private(set) var joinedGroup: Bool!
private(set) var timeStampGroupCreated: Date!
private(set) var documentId: String!
init(groupName: String, guestsInGroup: Int, joinedGroup: Bool, timeStampGroupCreated: Date, documentId: String) {
self.groupName = groupName
self.guestsInGroup = guestsInGroup
self.joinedGroup = joinedGroup
self.timeStampGroupCreated = timeStampGroupCreated
self.documentId = documentId
}
// method to parse Firestore data to array, that table view will display
class func parseData(snapshot: QuerySnapshot?) -> [Group]{
var groups = [Group]()
guard let snap = snapshot else { return groups }
for document in snap.documents {
let data = document.data()
let groupName = data[GROUP_NAME] as? String ?? "No Group Name"
let guestsInGroup = data[GUESTS_IN_GROUP] as? Int ?? 0
let joinedGroup = data[JOINED_GROUP] as? Bool ?? false
let timeStampGroupCreated = data[TIMESTAMP_GROUP_CREATED] as? Date ?? Date()
let documentId = document.documentID
// add objects with fetched data into thoughts array
let newGroup = Group(groupName: groupName, guestsInGroup: guestsInGroup, joinedGroup: joinedGroup, timeStampGroupCreated: timeStampGroupCreated, documentId: documentId)
groups.append(newGroup)
}
return groups
}
}

Query where list has item/object in Realm

Using Realm in Swift (I am still using the version just before v1.x):
I have this class
class Event: Object {
dynamic var id: String = ""
dynamic var title: String? = nil
dynamic var creator: User?
let members = List<User>()
}
How can I find all events with the member "User A" (I have the id of the User A).
I tried something like this but doesn't really work:
let predicate = NSPredicate(format: "ANY members.id == %#", userA.id)
eventsWithUserA = realm.objects(Event).filter(predicate)
If you're not using the latest version, hopefully you're at least using version 0.100 or higher. If so, you can use Realm's inverse relationships feature to do this:
class User: Object {
let events = LinkingObjects(fromType: Event.self, property: "members")
}
After implementing this, user.events will return a List of every Event object in which the user object is in its members property.
let eventsWithUserA = userA.events
Hopefully this should eliminate the entire need to manually perform a query for what you're trying to achieve here.
Let me know if that doesn't work for you!

Swift Realm getting stuck on re-adding an Object in a write block

I'm using Realm, the project is on version 1.0.0.
When I create a list of Realm Objects (with data obtained from a web API), then try to save them to the Realm using this utility function in a struct:
static func saveRealmObjects(objects: [Object]) {
defer {
// Never entered
}
for object in objects {
let realm = try! Realm()
do {
try realm.write {
print("TEST: 1: object: \(object)")
realm.add(object)
print("TEST: 2")
}
} catch {
// Never entered
}
}
}
(Please don't judge me on the exact structure, I've been toying around seeing if anything will work).
I can tell from liberal use of print statements (mostly removed above) that the function gets to TEST: 1 okay, but fails to make it to TEST: 2, for the very first Object in the list I pass to the function.
I should note this function does work the first time I use it with the data (say after wiping the simulator and launching the app afresh), but then if I recreate the Objects and try to save them again it gets stuck.
I assumed Realm would use the private key on the Objects and overwrite any if necessary. But it seems to just get stuck.
-
Then - after it's stuck - if I try and get another set of results from Realm (using a different Realm object) I get the following error:
libc++abi.dylib: terminating with uncaught exception of type realm::InvalidTransactionException: Cannot create asynchronous query while in a write transaction
FYI I'm creating a different Realm object using try! Realm()
-
For reference, here is the Object I'm trying to save:
import Foundation
import RealmSwift
class MyObject: Object {
// MARK: Realm Primary Key
dynamic var id: String = ""
override static func primaryKey() -> String? {
return "id"
}
// MARK: Stored Properties
dynamic var date: NSDate? = nil
dynamic var numA = 0
dynamic var numB = 0
dynamic var numC = 0
dynamic var numD = 0
dynamic var numE = 0
dynamic var numF = 0
dynamic var numG = 0
dynamic var numH = 0
// MARK: Computed Properties
var computedNumI: Int {
return numD + numE
}
var computedNumJ: Int {
return numF + numG
}
}
(The variable names have been changed.)
-
Hopefully I'm doing something obviously wrong - this is my first time using Realm after all.
If you have any ideas why it's sticking (perhaps it's a threading issue?), or want more info, please answer or comment. Thank you.
Being the clever clogs I am, I've literally just found the answer by reading the documentation:
https://realm.io/docs/swift/latest/#creating-and-updating-objects-with-primary-keys
The add to Realm line needed to look like this:
realm.add(object, update: true)
Where the update flag will update Objects already saved with that primary key.
-
Although it would have been nice if it either gave some sort of obvious warning or crash upon trying to add the same object, or didn't cause other queries and writes to Realm to crash.

How to reduce mutability with nested objects stored in Realm?

Full code on github
I am trying to rewrite my app to reduce mutability and take advantage of functional programming. I am having trouble figuring out where to start, since it seems like my architecture is to use modification in place almost everywhere. I could use some advice on a simple starting point of how to break this down into smaller pieces where I am maintaining immutability at each modification. Should I change my data storage architecture so that I am only storing/modifying/deleting the leaf objects?
Right now, from the root ViewController, I load my one monster object ExerciseProgram (which contains a RealmList of Exercise objects, which contains a RealmList of Workouts, which contains a RealmList of Sets....)
final class ExerciseProgram: Object {
dynamic var name: String = ""
dynamic var startDate = NSDate()
dynamic var userProfile: User?
var program = List<Exercise>()
var count: Int {
return program.count
}
}
Loaded here one time in MasterTableViewController.swift:
func load() -> ExerciseProgram? {
let realm = try! Realm()
return realm.objects(ExerciseProgram).first
}
and then modify the single ExerciseProgram object in place throughout the app, such as when recording a new workout.
To create a new Workout, I instantiate a new Workout object in RecordWorkoutTableViewController.swift:
override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
if doneButton === sender {
if let date = newDate, weight = newWeight, setOne = newSetOne, setTwo = newSetTwo {
let newSets = List<WorkSet>()
newSets.append(WorkSet(weight: weight, repCount: setOne))
newSets.append(WorkSet(weight: weight, repCount: setTwo))
newWorkout = Workout(date: date, sets: newSets)
}
}
}
Which unwinds to ExerciseDetailTableViewController.swift where the storage occurs into the same monster ExerciseProgram object retrieved at the beginning:
#IBAction func unwindToExerciseDetail(sender: UIStoryboardSegue) {
if let sourceViewController = sender.sourceViewController as? RecordWorkoutTableViewController, newWorkout = sourceViewController.newWorkout {
let realm = try! Realm()
try! realm.write {
exercise.recordWorkout(newWorkout)
}
}
}
This behavior is replicated all over my app. If I want to edit or delete an existing workout, it's exactly the same.
The Exercise class is just this:
final class Exercise: Object {
dynamic var name = ""
dynamic var notes: String?
var workoutDiary = List<Workout>()
dynamic var goal = 0
...
func recordWorkout(newWorkout: Workout) {
workoutDiary.append(newWorkout)
}
func replaceWorkout(originalWorkout: Workout, newWorkout: Workout) {
workoutDiary[workoutDiary.indexOf(originalWorkout)!] = newWorkout
}
}
From what I can tell, looking at that schema, no, you shouldn't change it. If it's representing the types of information and their relations properly and it's already working in your app, then there's no need to change it.
If you feel it is overly complex or confusing, then it may be necessary to go back and look at your data model design itself before actually doing more work on the code itself. Review each relationship and each property in the linked objects, and make sure that it's absolutely critical that the data is saved at that level. In any case, Realm itself is very good at handling relationships between objects, so it's not 'wrong' to have several layers of nested objects.
Either way, Realm itself lends itself pretty well to functional programming since every property is explicitly immutable out of the box. Functional programming doesn't mean everything has to be immutable always though. Inevitably, you'll have to reach a point where you'll need to save changes to Realm; the mindset behind it is that you're not transforming data as you're working on it, and you minimise the number of points that actually do so.