Unable to decode a NSObject in Swift - swift

I am having a problem decoding an object after I encode it in Swift.
Here is my class:
class Player: NSObject, NSCoding {
var score:Int = 0
init(difficulty: Int!) {
super.init()
}
required init(coder aDecoder: NSCoder) {
score = aDecoder.decodeObjectForKey("score") as Int
}
func encodeWithCoder(aCoder: NSCoder) {
aCoder.encodeObject(score, forKey: "score")
}
Here is when I am encoding and decoding:
let data = NSKeyedArchiver.archivedDataWithRootObject(player)
let newPlayer = NSKeyedUnarchiver.unarchiveObjectWithData(data) as Player
It crashes everytime when I try to unarchive it. Anybody have any reasons why?
P.S. I have no idea why my code isn't formatted. I have it indented 4 spaces over! Sorry about that!

Here is what I did to get it working:
Created an instance of player in my App Delegate
You can call this anywhere if your application UIApplication.sharedApplication().player

For storing arrays of Player objects here are the NSObject classes:
import Foundation
class Player: NSObject {
var score:Int = 0
func encodeWithCoder(aCoder: NSCoder!) {
aCoder.encodeInteger(score, forKey: "score")
}
init(coder aDecoder: NSCoder!) {
score = aDecoder.decodeIntegerForKey("score")
}
override init() {
}
}
class ArchivePlayer:NSObject {
var documentDirectories:NSArray = []
var documentDirectory:String = ""
var path:String = ""
func savePlayerArray(#playerArray: [Player]) {
documentDirectories = NSSearchPathForDirectoriesInDomains(.DocumentDirectory, .UserDomainMask, true)
documentDirectory = documentDirectories.objectAtIndex(0) as String
path = documentDirectory.stringByAppendingPathComponent("playersArray.archive")
if NSKeyedArchiver.archiveRootObject(playerArray, toFile: path) {
println("Success writing to file!")
} else {
println("Unable to write to file!")
}
}
func retrievePlayerArray() -> NSObject {
var dataToRetrieve = [Player]()
documentDirectories = NSSearchPathForDirectoriesInDomains(.DocumentDirectory, .UserDomainMask, true)
documentDirectory = documentDirectories.objectAtIndex(0) as String
path = documentDirectory.stringByAppendingPathComponent("playersArray.archive")
if let dataToRetrieve2 = NSKeyedUnarchiver.unarchiveObjectWithFile(path) as? [Player] {
dataToRetrieve = dataToRetrieve2
}
return(dataToRetrieve)
}
}
Here is the ViewController:
import UIKit
class ViewController: UIViewController {
var player1 = Player()
var player2 = Player()
var player3 = Player()
var playerArchiveArray = [Player]()
override func viewDidLoad() {
super.viewDidLoad()
player1.score = 12
player2.score = 22
player3.score = 32
playerArchiveArray = [player1, player2, player3]
ArchivePlayer().savePlayerArray(playerArray: playerArchiveArray)
var playerRetrieveArray = ArchivePlayer().retrievePlayerArray() as [Player]
for player in playerRetrieveArray {
println(player.score)
}
}
}

This should work. I will post a separate answer if you wish to save an array of Player objects.
Two NSObject classes:
import Foundation
class Player: NSObject {
var score:Int = 0
func encodeWithCoder(aCoder: NSCoder!) {
aCoder.encodeInteger(score, forKey: "score")
}
init(coder aDecoder: NSCoder!) {
score = aDecoder.decodeIntegerForKey("score")
}
override init() {
}
}
class ArchivePlayer:NSObject {
var documentDirectories:NSArray = []
var documentDirectory:String = ""
var path:String = ""
func savePlayer(#player: Player) {
documentDirectories = NSSearchPathForDirectoriesInDomains(.DocumentDirectory, .UserDomainMask, true)
documentDirectory = documentDirectories.objectAtIndex(0) as String
path = documentDirectory.stringByAppendingPathComponent("players.archive")
if NSKeyedArchiver.archiveRootObject(player, toFile: path) {
println("Success writing to file!")
} else {
println("Unable to write to file!")
}
}
func retrievePlayer() -> NSObject {
var dataToRetrieve = Player()
documentDirectories = NSSearchPathForDirectoriesInDomains(.DocumentDirectory, .UserDomainMask, true)
documentDirectory = documentDirectories.objectAtIndex(0) as String
path = documentDirectory.stringByAppendingPathComponent("players.archive")
if let dataToRetrieve2 = NSKeyedUnarchiver.unarchiveObjectWithFile(path) as? Player {
dataToRetrieve = dataToRetrieve2 as Player
}
return(dataToRetrieve)
}
}
And then in the ViewController:
import UIKit
class ViewController: UIViewController {
var player = Player()
override func viewDidLoad() {
super.viewDidLoad()
player.score = 22
ArchivePlayer().savePlayer(player: player)
let playerToRetrieve = ArchivePlayer().retrievePlayer() as Player
println(playerToRetrieve.score)
}
}
This demonstrates archiving and unarchiving to file. Printing "Success writing to file!" to demonstrate the archiving. Printing the stored object player.score to demonstrate unarchiving.

Related

Adding items to NSArrayController causes EXC_BAD_INSTRUCTION

I've had the same problem for a few days now and it's been killing me. Whenever I run my script, I get a EXC_BAD_INSTRUCTION. It happens when I add an array of objects to an NSArrayController, bount to an NSTableView. Below is my code:
AppDelegate.swift:
import Cocoa
#NSApplicationMain
class AppDelegate: NSObject, NSApplicationDelegate {
#IBOutlet weak var window: NSWindow!
#IBOutlet weak var mainTabView: NSTabView!
#IBOutlet weak var tracksAC: NSArrayController!
#IBOutlet weak var albumsAC: NSArrayController!
func checkIfFileExists(atPath path: String, isDirectory: Bool = false, createIfNeeded createNew: Bool = false) -> Int {
var isDir: ObjCBool = ObjCBool(isDirectory)
if !FileManager.default.fileExists(atPath: path, isDirectory: &isDir) {
if createNew {
do {
if isDirectory {
try FileManager.default.createDirectory(atPath: path, withIntermediateDirectories: true)
}else{
FileManager.default.createFile(atPath: path, contents: nil)
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return 2
}catch{
return 3
}
}else{
return 0
}
}
return 1
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func applicationDidFinishLaunching(_ aNotification: Notification) {
//Create application support folder if it's not existent and populate with all needed files
let paths = NSSearchPathForDirectoriesInDomains(.applicationSupportDirectory, .userDomainMask, true)
let appSupportDir = paths[0] + "/Project Alpha"
//Create application folder if needed
let folderStatus = checkIfFileExists(atPath: appSupportDir, isDirectory: true, createIfNeeded: true)
if folderStatus == 1 || folderStatus == 2 {
_ = checkIfFileExists(atPath: appSupportDir + "/Songs.txt", createIfNeeded: true)
_ = checkIfFileExists(atPath: appSupportDir + "/Albums.txt", createIfNeeded: true)
_ = checkIfFileExists(atPath: appSupportDir + "/Genres.txt", createIfNeeded: true)
}
//Populate tracks table view
let tracks = getTracks()
print(tracks[0].name)
tracksAC.add(contentsOf: tracks) //This is where the error occures every time
}
func applicationWillTerminate(_ aNotification: Notification) {
// Insert code here to tear down your application
}
#IBAction func openAlbumsTab(_ sender: NSToolbarItem) {
mainTabView.selectTabViewItem(at: 1)
}
}
Classes.swift:
import Cocoa
class Track: NSObject {
func getLine() -> String? {
let songsFilePath = NSSearchPathForDirectoriesInDomains(.applicationSupportDirectory, .userDomainMask, true)[0] + "/Project Alpha/Songs.txt"
do {
let content = try String(contentsOfFile: songsFilePath)
let lines = content.components(separatedBy: "---===---")
let line = lines.first(where: {$0.hasPrefix(String(self.identifier) + ";")})
return line
}catch{
return nil
}
}
var identifier: Int
var name: String
var artist: String
var album: String
var genre: String
var vocals: String
var trackNumber: Int
init(line: String) {
let items = line.components(separatedBy: ";")
print(items)
self.identifier = Int(items[0])!
self.name = String(items[1])
self.artist = String(items[2])
self.genre = String(items[3])
self.vocals = String(items[4])
self.album = String(items[5])
self.trackNumber = Int(items[6])!
}
}
I have checked the getTracks function and normally it does return a list of Track objects, so I really don't know what's causing the error. The columns are bound to the array controller as shown via the link below:
screenshot
Any help would be greatly appreciated. Thanks in advance.

Can I get 3d models from web servers on Swift?

I'm working on an application with Arkit. There are many 3D models and the size is big in my app. Can I get these models out of another server (outside sites)? I'm new on swift, I can't seem to find anything on loading a 3d model from a web server.
is it enough to change the model path there? Thank you
func loadModel() {
guard let virtualObjectScene = SCNScene(named: "\(modelName).\(fileExtension)", inDirectory: "Models.scnassets/\(modelName)") else {
return
}
let wrapperNode = SCNNode()
for child in virtualObjectScene.rootNode.childNodes {
let defaults = UserDefaults.standard
wrapperNode.addChildNode(child)
}
self.addChildNode(wrapperNode)
}
All code:
import UIKit
import SceneKit
import ARKit
class VirtualObject: SCNNode {
var modelName: String = ""
var fileExtension: String = ""
var thumbImage: UIImage!
var title: String = ""
var viewController: ViewController?
override init() {
super.init()
self.name = "Virtual object root node"
}
init(modelName: String, fileExtension: String, thumbImageFilename: String, title: String) {
super.init()
self.name = "Virtual object root node"
self.modelName = modelName
self.fileExtension = fileExtension
self.thumbImage = UIImage(named: thumbImageFilename)
self.title = title
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func loadModel() {
guard let virtualObjectScene = SCNScene(named: "\(modelName).\(fileExtension)", inDirectory: "Models.scnassets/\(modelName)") else {
return
}
let wrapperNode = SCNNode()
for child in virtualObjectScene.rootNode.childNodes {
let defaults = UserDefaults.standard
wrapperNode.addChildNode(child)
}
self.addChildNode(wrapperNode)
}
func unloadModel() {
self.removeFromParentNode()
for child in self.childNodes {
child.removeFromParentNode()
}
}
func translateBasedOnScreenPos(_ pos: CGPoint, instantly: Bool, infinitePlane: Bool) {
guard let controller = viewController else {
return
}
let result = controller.worldPositionFromScreenPosition(pos, objectPos: self.position, infinitePlane: infinitePlane)
controller.moveVirtualObjectToPosition(result.position, instantly, !result.hitAPlane)
}
}
extension VirtualObject {
static func isNodePartOfVirtualObject(_ node: SCNNode) -> Bool {
if node.name == "Virtual object root node" {
return true
}
if node.parent != nil {
return isNodePartOfVirtualObject(node.parent!)
}
return false
}
static let availableObjects: [VirtualObject] = [
Anatomy()
]
}
you can load an scn file from a webserver with ip addresses like this (i used a fake ip below)
let myURL = NSURL(string: “http://110.151.153.202:80/scnfiles/myfile.scn”)
let scene = try! SCNScene(url: myURL! as URL, options:nil)
Edit:
Here’s a simple Swift PlayGrounds which pulls a test cube scn file from my github repo. You just tap anywhere and the cube loads.
import ARKit
import SceneKit
import PlaygroundSupport
class ViewController: NSObject {
var sceneView: ARSCNView
init(sceneView: ARSCNView) {
self.sceneView = sceneView
super.init()
self.setupWorldTracking()
self.sceneView.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(ViewController.handleTap(_:))))
}
private func setupWorldTracking() {
if ARWorldTrackingConfiguration.isSupported {
let configuration = ARWorldTrackingConfiguration()
configuration.planeDetection = .horizontal
configuration.isLightEstimationEnabled = true
self.sceneView.session.run(configuration, options: [])
}
}
#objc func handleTap(_ gesture: UITapGestureRecognizer) {
let results = self.sceneView.hitTest(gesture.location(in: gesture.view), types: ARHitTestResult.ResultType.featurePoint)
guard let result: ARHitTestResult = results.first else {
return
}
// pulls cube.scn from github repo
let myURL = NSURL(string: "https://raw.githubusercontent.com/wave-electron/scnFile/master/cube.scn")
let scene = try! SCNScene(url: myURL! as URL, options: nil)
let node = scene.rootNode.childNode(withName: "SketchUp", recursively: true)
node?.scale = SCNVector3(0.01,0.01,0.01)
let position = SCNVector3Make(result.worldTransform.columns.3.x, result.worldTransform.columns.3.y, result.worldTransform.columns.3.z)
node?.position = position
self.sceneView.scene.rootNode.addChildNode(node!)
}
}
let sceneView = ARSCNView()
let viewController = ViewController(sceneView: sceneView)
sceneView.autoenablesDefaultLighting = true
PlaygroundPage.current.needsIndefiniteExecution = true
PlaygroundPage.current.liveView = viewController.sceneView

How can I load singleton class properties?

I'am making a game, where I want to use Settings singleton class. I've got this sample of code from internet. But have a problem with loading this class. Can't understand how can I load these properties after saving.
class Settings: NSObject, NSCoding {
static let DocumentDirectory = FileManager().urls(for: .documentDirectory, in: .userDomainMask).first!
static let ArchiveURL = DocumentDirectory.appendingPathComponent("settings")
static let shared = Settings()
var level: Int = 1
var moves: Int = 0
var music: Bool = true
override init() {
super.init()
}
required init?(coder aDecoder: NSCoder) {
level = aDecoder.decodeInteger(forKey: SNames.CurrentLevelSName)
music = aDecoder.decodeBool(forKey: SNames.MusicSName)
}
func encode(with aCoder: NSCoder) {
aCoder.encode(level, forKey: SNames.CurrentLevelSName)
aCoder.encode(music, forKey: SNames.MusicSName)
}
func loadGame() -> Settings? {
return NSKeyedUnarchiver.unarchiveObject(withFile: Settings.ArchiveURL.path) as? Settings
}
func save() {
let isSuccessfulSave = NSKeyedArchiver.archiveRootObject(self, toFile: Settings.ArchiveURL.path)
if !isSuccessfulSave {
print("Failed to save Settings...")
}
}
}
You have to do a if let to get the settings and then you can access the level, moves and other properties. Heres some code.
if let settings = Settings.shared.loadGame() {
print(settings.level)
}
This will load the settings and print the level.

Custom Class Unarchive is nil in Cocoa Swift

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")

Saving highscores with NSUserDefaults

I'm trying to save the highscore of my game. I'm trying to do this via NSUserDefaults. This is the code I'm using:
//To save highest score
var highestScore:Int = 20
NSUserDefaults.standardUserDefaults().setObject(highestScore, forKey:"HighestScore")
NSUserDefaults.standardUserDefaults().synchronize()
//To get the saved score
var savedScore: Int = NSUserDefaults.standardUserDefaults().objectForKey("HighestScore") as Int
println(savedScore)
But I get an error with NSUserDefaults saying "Expected declaration" and I can't figure out how to properly implement this.
Or should I be using NSArchiver for this? And if that is the case how could I implement this?
Use NSCoding. Create a Swift file "HighScore"
import Foundation
class HighScore: NSObject {
var highScore: Int = 0
func encodeWithCoder(aCoder: NSCoder!) {
aCoder.encodeInteger(highScore, forKey: "highScore")
}
init(coder aDecoder: NSCoder!) {
highScore = aDecoder.decodeIntegerForKey("highScore")
}
override init() {
}
}
class SaveHighScore:NSObject {
var documentDirectories:NSArray = []
var documentDirectory:String = ""
var path:String = ""
func ArchiveHighScore(#highScore: HighScore) {
documentDirectories = NSSearchPathForDirectoriesInDomains(.DocumentDirectory, .UserDomainMask, true)
documentDirectory = documentDirectories.objectAtIndex(0) as String
path = documentDirectory.stringByAppendingPathComponent("highScore.archive")
if NSKeyedArchiver.archiveRootObject(highScore, toFile: path) {
println("Success writing to file!")
} else {
println("Unable to write to file!")
}
}
func RetrieveHighScore() -> NSObject {
var dataToRetrieve = HighScore()
documentDirectories = NSSearchPathForDirectoriesInDomains(.DocumentDirectory, .UserDomainMask, true)
documentDirectory = documentDirectories.objectAtIndex(0) as String
path = documentDirectory.stringByAppendingPathComponent("highScore.archive")
if let dataToRetrieve2 = NSKeyedUnarchiver.unarchiveObjectWithFile(path) as? HighScore {
dataToRetrieve = dataToRetrieve2
}
return(dataToRetrieve)
}
}
Then for your ViewController:
import UIKit
class ViewController: UIViewController, UITextFieldDelegate {
var Score = HighScore()
override func viewDidLoad() {
super.viewDidLoad()
Score.highScore = 100
SaveHighScore().ArchiveHighScore(highScore: Score)
var retrievedHighScore = SaveHighScore().RetrieveHighScore() as HighScore
println(retrievedHighScore.highScore)
}
}