I am trying to save and retrieve a custom class to UserDefaults in my macOS app. I am getting nil for newData
class countClass: NSObject, NSCoding {
var leftClickCount : Int = 0
init(leftClickCount: Int) {
self.leftClickCount = leftClickCount
super.init()
}
func encode(with coder: NSCoder) {
coder.encode(self.leftClickCount, forKey: "leftClickCount")
}
required convenience init?(coder decoder: NSCoder) {
guard let leftClickCount = decoder.decodeObject(forKey: "leftClickCount") as? Int
else {
return nil
}
self.init(
leftClickCount: leftClickCount
)
}
}
class ViewController: NSViewController {
override func viewDidLoad() {
super.viewDidLoad()
let leftC = countClass(leftClickCount: 25)
let ud = UserDefaults.standard
let archivedData = NSKeyedArchiver.archivedData(withRootObject: leftC)
ud.set(archivedData, forKey: "data")
ud.synchronize()
let tempData = ud.object(forKey: "data") as! Data
let newData = NSKeyedUnarchiver.unarchiveObject(with: tempData) as! countClass // Getting nil here
}
}
I was able to fix this problem by changing from:
decoder.decodeObject(forKey: "leftClickCount") as? Int
with:
decoder.decodeInteger(forKey: "leftClickCount")
Related
I am wondering how to save an array of objects from the following class:
class CustomDocument: NSObject, NSCoding {
let name : String
let image : UIImage
init(n: String, i: UIImage){
name = n
image = i
}
//other code excluded
}
Originally, I saved this array to User Defaults. Because the objects took up a lot of space, it caused a lot of lag in the app.
What is the best way to save an array of data that takes up a lot of space?
Thank you so much for the help and all responses are appreciated.
Try this code, Hope it helps:
class CustomDocument: NSObject, NSCoding {
var name : String?
var image : UIImage?
func encode(with aCoder: NSCoder) {
aCoder.encode(name, forKey: "namekey")
if let imageData = image!.jpegData(compressionQuality: 1.0){
aCoder.encode(imageData, forKey: "imagekey")
}
UserDefaults.standard.synchronize()
}
required convenience init?(coder aDecoder: NSCoder) {
self.init()
if let name = (aDecoder.decodeObject(forKey: "namekey") as? String){
self.name = name
}
if let imageData = (aDecoder.decodeObject(forKey: "imagekey") as? Data){
if let image = UIImage(data: imageData){
self.image = image
}
}
}
}
func archiveDocument(document:CustomDocument) -> Data? {
do {
let archivedObject = try NSKeyedArchiver.archivedData(withRootObject: document, requiringSecureCoding: false)
return archivedObject
} catch {
// do something with the error
}
return nil
}
func unarchiveDocument(unarchivedObject:Data) -> CustomDocument? {
do {
if let document = try NSKeyedUnarchiver.unarchiveTopLevelObjectWithData(unarchivedObject) as? CustomDocument {
return document
}
} catch {
// do something with the error
}
return nil
}
Example:
//Set the object, also you can use an array instead of an object
let obj = CustomDocument()
obj.name = "doc1"
obj.image = UIImage(named: "my_image")
if let archivedObject = archiveDocument(document: obj){
UserDefaults.standard.set(archivedObject, forKey: "obj")
}
//Get the object
if let archivedObject = UserDefaults.standard.data(forKey: "obj"){
obj = unarchiveDocument(unarchivedObject: archivedObject)
let myImage = obj?.image
}
I am a little bit confused about how to decode an SKSpriteNode.
I have the following SKSpriteNode class:
class Person : SKSpriteNode
{
var gender : Gender
var age : Age
var positionX : CGFloat!
var positionY : CGFloat!
let frontTexture : SKTexture
let backTexture : SKTexture
required convenience init?(coder aDecoder: NSCoder)
{
print("INITIALIZED WITH DECODER????")
guard let myPerson = aDecoder.decodeObject(forKey: "person") as? Person
else { return nil }
self.init(coder: aDecoder)
}
func encodeWithCoder(coder: NSCoder)
{
coder.encode(self, forKey: "person")
}
init(gender: Gender, age: Age, positionX: CGFloat, positionY: CGFloat, sceneSize: CGSize)
{
self.gender = gender
self.age = age
self.backTexture = SKTexture(imageNamed: "person_back")
self.frontTexture = SKTexture(imageNamed: "person_front")
var currentTexture = self.frontTexture
super.init(texture: currentTexture, color: .clear, size: frontTexture.size())
// Position of the person in the scene
self.position = updatePosition(positionX: positionX, positionY: positionY, sceneSize: sceneSize)
}
In a MultipeerConnection subclass, I use this to send encoded data (data seems to be archived correctly):
func sendData(dictionaryWithData dictionary: Dictionary<String, Any>, toPeer targetPeers: [MCPeerID])
{
let dataToSend = NSKeyedArchiver.archivedData(withRootObject: dictionary)
do
{
try session.send(dataToSend, toPeers: targetPeers, with: MCSessionSendDataMode.reliable)
}
catch
{
print("ERROR")
}
}
with data made as follows (crowd is an array [Person]):
func makeMessageCrowd() -> Dictionary<String, Any>
{
var messageToSend = Dictionary<String, Any>()
messageToSend["move"] = "start"
messageToSend["action"] = appDelegate.persons
return messageToSend
}
I use the following to receive the data:
func session(_ session: MCSession,
didReceive data: Data,
fromPeer peerID: MCPeerID)
{
let message = NSKeyedUnarchiver.unarchiveObject(with: data) as! Dictionary<String, Any>
if let moveType = message["move"] as? String
{
switch(moveType)
{
case "start":
appDelegate.persons = message["action"] as! [Person]
default:
print("default")
}
}
}
Right now, it starts initializing object Person with the convenience initializer, and then crashes here:
let message = NSKeyedUnarchiver.unarchiveObject(with: data) as! Dictionary<String, Any>
saying that it found a nil value. However, data seems to have 15000 bytes, so it was passed well.
If instead of a convenience initializer, I use this:
required init?(coder aDecoder: NSCoder)
{
//fatalError("NSCoding not supported")
self.gender = Gender.male
self.age = Age.young
self.frontTexture = SKTexture(imageNamed: "person_front")
self.backTexture = SKTexture(imageNamed: "person_back")
self.positionX = 0
self.positionY = 0
super.init(coder: aDecoder)
}
I do not have a crash, however the array [Person] on the peer device is created using the default values initialized as above, and not as passed.
This is the culprit since it returns nil:
guard let myPerson = aDecoder.decodeObject(forKey: "person") as? Person
else { return nil }
How do I do encode and decode a custom class properly?
Thanks a lot!
I've created a class with some vars and lets. One of these vars is a String. I store them in UserDefaults. If I want to access the string of this class over a singleton class, I will always get an optional String. I don't know why.
Here is the class of the object:
import Foundation
import SpriteKit
class BallSkinsClass: NSObject, NSCoding {
let id: Int
var name: String
var isBuyed: Bool
let ID = "id"
let NAME = "name"
let ISBUYED = "isBuyed"
init(id: Int, name: String, isBuyed: Bool) {
self.id = id
self.name = name
self.isBuyed = isBuyed
}
required init?(coder aDecoder: NSCoder) {
self.id = aDecoder.decodeInteger(forKey: ID)
self.name = String(describing: aDecoder.decodeObject(forKey: NAME))
self.isBuyed = aDecoder.decodeBool(forKey: ISBUYED)
}
#objc func encode(with aCoder: NSCoder) {
aCoder.encode(id, forKey: ID)
aCoder.encode(name, forKey: NAME)
aCoder.encode(isBuyed, forKey: ISBUYED)
}
}
To declare the skins, access, save and load I have these functions in my BallSkinsClass:
import Foundation
import SpriteKit
import GameKit
class BallSkins {
static var sharedInstance = BallSkins()
private init() {
}
let BALLSKINS = "ballSkins"
var standard: BallSkinsClass! = BallSkinsClass(id: 0, name: "Standard", isBuyed: true)
var billiard: BallSkinsClass! = BallSkinsClass(id: 1, name: "Billard", isBuyed: false)
var emoji: BallSkinsClass! = BallSkinsClass(id: 2, name: "Emojis", isBuyed: false)
func archiveBallSkins(ballSkins:[BallSkinsClass]) -> NSData {
print("archiving Skins")
let archivedBallSkins = NSKeyedArchiver.archivedData(withRootObject: ballSkins as Array)
return archivedBallSkins as NSData
}
func saveBallSkins(ballSkins:[BallSkinsClass]) {
let archivedBallSkins = archiveBallSkins(ballSkins: ballSkins)
UserDefaults.standard.set(archivedBallSkins, forKey: BALLSKINS)
print("saving Skins")
}
func retrieveBallSkins() -> [BallSkinsClass]? {
print("retrieving Skins")
if let unarchivedBallSkins = UserDefaults.standard.object(forKey: BALLSKINS) as? NSData {
return NSKeyedUnarchiver.unarchiveObject(with: unarchivedBallSkins as Data) as? [BallSkinsClass]
}
return nil
}
func loadBallSkins() {
print("loading Skins")
let archivedBallSkins = retrieveBallSkins()
for ballSkin in archivedBallSkins! {
switch ballSkin.id {
case 0 :
standard.isBuyed = ballSkin.isBuyed
case 1:
billiard.isBuyed = ballSkin.isBuyed
case 2:
emoji.isBuyed = ballSkin.isBuyed
default:
standard.isBuyed = ballSkin.isBuyed
}
}
}
}
If I want to access the name of the skin in any other scene or view I call:
ballSkins.sharedInstance.billiard.name
But this is an optional every time! I don't know why or where the error is.
I suppose it is caused by
required init?(coder aDecoder: NSCoder) {
self.id = aDecoder.decodeInteger(forKey: ID)
self.name = String(describing: aDecoder.decodeObject(forKey: NAME))
self.isBuyed = aDecoder.decodeBool(forKey: ISBUYED)
}
3rd line generates optional string because according to documentation
func decodeObject() -> Any?
and String(describing: ...) does not unwrap your value. You must unwrap all values from UserDefaults by yourself, providing defaultValue if nil is not possible
I have a class PredicPair which inherits from NSCoding and NSObject as such:
class PredicPair: NSObject, NSCoding {
var weight : Float
var prediction : String
init(weight: Float, prediction: String) {
self.weight = weight
self.prediction = prediction
super.init()
}
func encode(with aCoder: NSCoder) {
aCoder.encode(weight, forKey: "weight")
aCoder.encode(prediction, forKey: "prediction")
}
required convenience init(coder aDecoder: NSCoder) {
let unarchivedWeight = aDecoder.decodeObject(forKey: "weight") as! Float
let unarchivedPrediction = aDecoder.decodeObject(forKey: "prediction") as! String
self.init(weight: unarchivedWeight, prediction: unarchivedPrediction)
}
class func saveToUserDefaults(pairs: [PredicPair]) {
let dataBlob = NSKeyedArchiver.archivedData(withRootObject: pairs)
UserDefaults.standard.set(dataBlob, forKey: "test")
UserDefaults.standard.synchronize()
}
class func loadFromUserDefaults() -> [PredicPair]? {
guard let decodedNSDataBlob = UserDefaults.standard.object(forKey: "test") as? NSData,
let loadedFromUserDefault = NSKeyedUnarchiver.unarchiveObject(with: decodedNSDataBlob as Data) as? [PredicPair]
else {
return nil
}
return loadedFromUserDefault
}
}
I am trying to store an array of the class in UserDefaults and retrieving it, but the latter always returns nil. Any reason why?
let predicPair1 = PredicPair(weight: 0, prediction: "there")
let predicPair2 = PredicPair(weight: 1, prediction: "hello")
let array = [predicPair1, predicPair2]
PredicPair.saveToUserDefaults(pairs: array)
if let retreivedArray = PredicPair.loadFromUserDefaults() {
print("loaded \(retreivedArray.count) players from NSUserDefaults")
} else {
print("failed")
}
I've also tried saving to a file using NSKeyedArchiver but retrieval fails as well.
My swift code look like below
Family.arrayTuple:[(String,String)]? = []
Family.arrayTupleStorage:String?
Family.arrayTupleStorage:String = (newDir! as NSString).stringByAppendingPathComponent("arrayTuple.archive")
NSKeyedArchiver.archiveRootObject(Family.arrayTuple! as! AnyObject, toFile: Family.arrayTupleStorage!)
I have error massage in console window while building code.
'Could not cast value of type 'Swift.Array<(Swift.String, Swift.String)>' (0xcce8098) to 'Swift.AnyObject' (0xcc8f00c).'
How can I archive Family.arrayTuple and unarchive Family.arrayTupleStorage?
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let obj = SomeClass()
obj.foo = (6,5)
let data = NSKeyedArchiver.archivedDataWithRootObject(obj)
NSUserDefaults.standardUserDefaults().setObject(data, forKey: "books")
if let data = NSUserDefaults.standardUserDefaults().objectForKey("books") as? NSData {
let o = NSKeyedUnarchiver.unarchiveObjectWithData(data) as SomeClass
println(o.foo) // (Optional(6), Optional(5))
}
}
}
class SomeClass: NSObject, NSCoding {
var foo: (x: Int?, y: Int?)!
required convenience init(coder decoder: NSCoder) {
self.init()
let x = decoder.decodeObjectForKey("myTupleX") as Int?
let y = decoder.decodeObjectForKey("myTupleY") as Int?
foo = (x,y)
}
func encodeWithCoder(coder: NSCoder) {
coder.encodeObject(foo.x, forKey: "myTupleX")
coder.encodeObject(foo.y, forKey: "myTupleY")
}
}