I am trying to save my object graph to a file and then reload it at a later time, however decodeObjectForKey: always returns nil for any key I specify.
A binary file is created and does have the occasional human readable text in it, i.e., titleTextColor so I think the archiving process is working.
Have I miss-understood how NSKeyedArchiver and NSKeyedUnarchiver work? Any help would be appreciated.
- (void)encodeWithCoder:(NSCoder *)encoder {
[encoder encodeFloat:titleFontSize forKey:#"titleFontSize"];
[encoder encodeObject:[UIColor orangeColor] forKey:#"titleTextColor"];
[encoder encodeObject:lineSeparatorColor forKey:#"lineSeparatorColor"];
[encoder encodeObject:bodyTextColor forKey:#"bodyTextColor"];
[encoder encodeFloat:bodyTextFontSize forKey:#"bodyTextFontSize"];
[encoder encodeObject:backgroundColor forKey:#"backgroundColor"];
[encoder encodeObject:tintColor forKey:#"tintColor"];
[encoder encodeInteger:bodyTextAlignment forKey:#"bodyTextAlignment"];
[encoder encodeObject:#"Text" forKey:#"Text"];
}
+ (void) saveToFile {
// Get the shared instance
PSYDefaults *sharedInstance = [PSYDefaults sharedInstance];
// Serialise the object
NSData *serializedObject = [NSKeyedArchiver archivedDataWithRootObject:sharedInstance];
// Get the path and filename of the file
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *pathAndFileName = [documentsDirectory stringByAppendingPathComponent:ksDefaultsFileName];
// Write the defaults to a file
if (serializedObject) [serializedObject writeToFile:pathAndFileName atomically:YES];
}
+ (void) loadFromFile {
// Get the shared instance
PSYDefaults *sharedInstance = [PSYDefaults sharedInstance];
// Get the path and filename of the file
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *pathAndFileName = [documentsDirectory stringByAppendingPathComponent:ksDefaultsFileName];
NSData *codedData = [[[NSData alloc] initWithContentsOfFile:pathAndFileName] autorelease];
NSKeyedUnarchiver *defaults = [[NSKeyedUnarchiver alloc] initForReadingWithData:codedData];
// Set the properties of the shared instance
NSString *test = [defaults decodeObjectForKey:#"Text"];
NSLog (#"%#", test);
sharedInstance.titleTextColor = [defaults decodeObjectForKey:#"titleTextColor"];
[defaults release];
}
EDIT: Based on advice from DarkDust:
- (id)initWithCoder:(NSCoder *)aDecoder {
self = [super init];
if (self) {
self.titleFontSize = [[aDecoder decodeObjectForKey:#"titleFontSize"] floatValue];
self.titleTextColor = [aDecoder decodeObjectForKey:#"titleTextColor"];
self.lineSeparatorColor = [aDecoder decodeObjectForKey:#"lineSeparatorColor"];
self.bodyTextColor = [aDecoder decodeObjectForKey:#"bodyTextColor"];
self.bodyTextFontSize = [[aDecoder decodeObjectForKey:#"bodyTextFontSize"] floatValue];
self.backgroundColor = [aDecoder decodeObjectForKey:#"backgroundColor"];
self.tintColor = [aDecoder decodeObjectForKey:#"tintColor"];
self.bodyTextAlignment = [[aDecoder decodeObjectForKey:#"bodyTextAlignment"] intValue];
}
return self;
}
and creating a new instance just to test:
+ (void) loadFromFile {
// Get the shared instance
PSYDefaults *sharedInstance = [PSYDefaults sharedInstance];
// Get the path and filename of the file
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *pathAndFileName = [documentsDirectory stringByAppendingPathComponent:ksDefaultsFileName];
NSData *codedData = [[[NSData alloc] initWithContentsOfFile:pathAndFileName] autorelease];
PSYDefaults *newInstance = [NSKeyedUnarchiver unarchiveObjectWithData:codedData];
sharedInstance.titleTextColor = newInstance.titleTextColor;
}
EDIT - Update (needed to encode floats and ints as NSNumbers)
- (void)encodeWithCoder:(NSCoder *)encoder {
[encoder encodeObject:[NSNumber numberWithFloat:titleFontSize] forKey:#"titleFontSize"];
[encoder encodeObject:titleTextColor forKey:#"titleTextColor"];
[encoder encodeObject:lineSeparatorColor forKey:#"lineSeparatorColor"];
[encoder encodeObject:bodyTextColor forKey:#"bodyTextColor"];
[encoder encodeObject:[NSNumber numberWithFloat:bodyTextFontSize] forKey:#"bodyTextFontSize"];
[encoder encodeObject:backgroundColor forKey:#"backgroundColor"];
[encoder encodeObject:tintColor forKey:#"tintColor"];
[encoder encodeObject:[NSNumber numberWithInt:bodyTextAlignment] forKey:#"bodyTextAlignment"];
}
You serialized using a single root object, but you try to deserialize using a key which doesn't exist at that level.
You want unarchiveObjectWithData:, as in:
NSData *codedData = [[[NSData alloc] initWithContentsOfFile:pathAndFileName] autorelease];
PSYDefaults *decodedDefaults = [NSKeyedUnarchiver unarchiveObjectWithData:codedData];
Note that you'll also need to implement initWithCoder: as counterpart to encodeWithCoder:. Even though it seems you want to have a singleton here, NSCoding demands to create a new object here due to [NSKeyedArchiver archivedDataWithRootObject:sharedInstance].
If you want to en/decode the fields without creating a new instance of PSYDefaults, then you need to use -[NSKeyedArchiver initForWritingWithMutableData:] and pass that archive to a method similar to your encodeWithCoder: (but you should give it a different name then). Then you'd write a counterpart which reads the fields back via a NSKeyedUnarchiver where you do use decodeObjectForKey: and friends for each field.
You also might want to read Apple's Archives and Serializations Programming Guide.
Try to save your object using:
[NSKeyedArchiver archiveRootObject:object toFile:filePath];
and load it using:
[NSKeyedUnarchiver unarchiveObjectWithFile:filePath];
I use above methods to save NSDictionary with custom object to a file.
And also you should have the function initWithCoder:(NSCoder *)decoder in your object.
Which decode the data using
[decoder decodeObjectFoyKey:yourKey];
I had another problem with NSCoder's decodeObjectForKey method while using FXForm - it crashed without any explanation.
- (id)initWithCoder:(NSCoder *)decoder
{
if (self = [super init]) {
self.someObject = [decoder decodeObjectForKey:#"someObject"];
}
return self;
}
The reason was in memory issues. Commonly, looks like when there is no explanation of a bug in logs, it means, it's a memory issue. I forgot to use correct property attribute - copy. I used assign instead. This is correct code:
#interface MyClass : : NSObject <FXForm, NSCoding>
#property (nonatomic, copy) SomeClass *someObject;
#end
Just in case somebody meets this problem too.
Related
This question can be a duplicated one. But I was unable to find a proper answer for my issue.
I have following xml file downloading from a server.
<INCIDENTTYPES>
<INCIDENT FORMNAME="first" TEXT="First incident">
<TYPE>Type1</TYPE>
<TYPE>Type2</TYPE>
<TYPE>Type3 Tag</TYPE>
<TYPE>Type4 Tag</TYPE>
<LOCATION>Council</LOCATION>
<LOCATION>Domestic</LOCATION>
<LOCATION>Commercial</LOCATION>
</INCIDENT>
<INCIDENT FORMNAME="second" TEXT="Second incident">
<TYPE>Second type</TYPE>
<TYPE>Second/first type</TYPE>
<TYPE>Second3</TYPE>
<LOCATION>Council</LOCATION>
<LOCATION>Domestic</LOCATION>
<LOCATION>Commercial</LOCATION>
</INCIDENT>
</INCIDENTTYPES>
I am using RaptureXML to parse the xml file and parsing can be done as follows.
RXMLElement *rootXML = [RXMLElement elementFromXMLData:self.connectionData];
[rootXML iterate:#"INCIDENT" usingBlock: ^(RXMLElement *incidents) {
if([[incidents attribute:#"FORMNAME"] isEqualToString:#"first"]){
NSArray *listArray = [NSArray array];
listArray = [incidents children:#"TYPE"];
IncidentData *iData = [[IncidentData alloc] init];
[iData.type setValue:listArray forKey:#"type"];
NSData *data = [NSKeyedArchiver archivedDataWithRootObject:iData];
[self.userDefault setObject:data forKey:#"firstObject"];
}
}
The IncidentData class as follows.
#import "IncidentData.h"
#implementation IncidentData
- (id)initWithCoder:(NSCoder *)aDecoder{
if (self = [super init]) {
//self.type is an array
self.type = [aDecoder decodeObjectForKey:#"type"];
}
return self;
}
- (void)encodeWithCoder:(NSCoder *)aCoder{
[aCoder encodeObject:self.type forKey:#"type"];
}
#end
I am trying to load data as following.
NSData *dd = [self.userDefault objectForKey:#"firstObject"];
IncidentData *items = (IncidentData *)[NSKeyedUnarchiver unarchiveObjectWithData:dd];
NSArray *typeArray = [items.type objectAtIndex:0];
NSLog(#"Incident type : %#", typeArray);
But typeArray is null.
Summary: I am trying to parse a remote xml file and save the values on to the disk and use later stage of the app.
Can you please help me on this ?
RaptureXML, RXMLElement might not support NSCoding.
try substituting:
listArray = [incidents children:#"TYPE"];
with:
listArray = [[incidents children:#"TYPE"] valueForKeyPath:#"text"];
I want save bool property to my file, and I did it in my opinion is barbaric. I have to check my property and then add string to NSMutableArray. Can I some how check property name, state/value and then save to file? Or maybe I should use XML file for this? But still for efficient use I should get property name and state/value.
Could you give me some advice?
-(void) saveSettings
{
NSString *path = [[NSBundle mainBundle] pathForResource:#"settings" ofType:#""];
if (music)
{
[correctSettingArray removeObjectAtIndex:0];
[correctSettingArray addObject:#"music = 1"];
}
else
{
[correctSettingArray removeObjectAtIndex:0];
[correctSettingArray addObject:#"music = 0"];
}
if (sfx)
{
[correctSettingArray removeObjectAtIndex:1];
[correctSettingArray addObject:#"sfx = 1"];
}
else
{
[correctSettingArray removeObjectAtIndex:0];
[correctSettingArray addObject:#"sfx = 0"];
}
if (vibration)
{
[correctSettingArray removeObjectAtIndex:0];
[correctSettingArray addObject:#"vibration = 1"];
}
else
{
[correctSettingArray removeObjectAtIndex:0];
[correctSettingArray addObject:#"vibration = 0"];
}
[correctSettingArray writeToFile:path atomically:true];
}
Thanks in Advance.
if you want to save simple application settings like this use NSUserDefaults
[[NSUserDefaults standardUserDefaults] setBool:vibrationBool forKey:#"vibrationKey"];
then when you want to read it
BOOL vibrationBool = [[NSUserDefaults standardUserDefaults] boolForKey:#"vibrationKey"];
I think you can save as NSNumber using this...
[NSNumber numberWithBool:BOOLATR]
and retrieve the value doing...
BOOLATR = [[correctSettingArray objectAtIndex:X] boolValue]
In any case, you could prefer to use NSMutableDictionary for variable matching instead an array.
[dictionary setValue:[NSNumber numberWithBool:BOOLATR] forKey:#"BOOLATR"];
&
BOOLATR = [[dictionary valueForKey:#"BOOLATR"] boolValue]
For what you ask — saving user settings — you should use NSUserDefaults as described in answer by wattson12.
If you really need to save boolean properties to file, given you are working with Objective-C objects, easiest way would be to use archive and serialize your data structure by implementing the NSCoding protocol. See Apple's Archives and Serializations Programming Guide.
The NSCoding protocol has two parts: initWithCoder is basically another constructor for your object:
- (id)initWithCoder:(NSCoder *)decoder
{
self = [super init];
if (self) {
if ([decoder containsValueForKey:#"sunNeverSet"])
self.sunNeverSet = [NSNumber numberWithBool:
[decoder decodeBoolForKey:#"sunNeverSet"]];
}
return self;
}
The encodeWithCoder is the serialization:
- (void)encodeWithCoder:(NSCoder *)coder
{
if (sunNeverRise) [coder encodeBool:[sunNeverRise boolValue]
forKey:#"sunNeverRise"];
}
Then you would encode your object graph into platform-independent byte stream (ie. NSData) using the NSKeyedArchiver and write the data to file.
NSMutableData *data = [[NSMutableData alloc] init];
NSKeyedArchiver *archiver = [[NSKeyedArchiver alloc]
initForWritingWithMutableData:data];
[archiver encodeRootObject:myObjectImplementingNSCoding];
[archiver finishEncoding];
[data writeToFile:path atomically:YES];
To read it back, you'll decode the data using NSKeyedUnarchiver and get back your object graph.
NSKeyedUnarchiver *unarchiver = [[NSKeyedUnarchiver alloc]
initForReadingWithData:data];
id myObjectImplementingNSCoding = [[unarchiver decodeObject] retain];
[unarchiver finishDecoding];
I have written a class to help save and load data for the sake of persistence for my iPhone application but I have a problem with some NSUIntegers that I'm passing across.
Basically, I have the code to use pointers, but eventually it has to start out being an actual value right? So I get this error
warning: passing argument 1 of 'getSaveWithCampaign:andLevel:' makes pointer from integer without a cast
My code is laid out like so.
(Persistence is the name of the class)
NSDictionary *saveData = [Persistence getSaveWithCampaign:currentCampaign andLevel:[indexPath row]];
Here's Persistence.m
#import "Persistence.h"
#implementation Persistence
+ (NSString *)dataFilePath
{
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
return [documentsDirectory stringByAppendingPathComponent:kSaveFilename];
}
+ (NSDictionary *)getSaveWithCampaign:(NSUInteger *)campaign andLevel:(NSUInteger *)level
{
NSString *filePath = [self dataFilePath];
if([[NSFileManager defaultManager] fileExistsAtPath:filePath])
{
NSDictionary *saveData = [[NSDictionary alloc] initWithContentsOfFile:filePath];
NSString *campaignAndLevelKey = [self makeCampaign:campaign andLevelKey:level];
NSDictionary *campaignAndLevelData = [saveData objectForKey:campaignAndLevelKey];
[saveData release];
return campaignAndLevelData;
}
else
{
return nil;
}
}
+ (NSString *)makeCampaign:(NSUInteger *)campaign andLevelKey:(NSUInteger *)level
{
return [[NSString stringWithFormat:#"%d - ", campaign+1] stringByAppendingString:[NSString stringWithFormat:#"%d", level+1]];
}
#end
You should get rid of the * in ( NSUInteger *) in the getSaveWithCampaign method.
If you read the error message closely, it states that you are making a pointer (*) from an integer without a cast.
Your getSaveWithCampaign method should now have the following signature:
+ (NSDictionary *)getSaveWithCampaign:(NSUInteger)campaign andLevel:(NSUInteger)level
If, on the other hand, for some reason you do want to use pointers, you can pass in the NSUInteger prefixed with an ampersand (&) to pass in the address of the NSUInteger in memory.
I am having an issue in converting a NSObject into NSData. I have a class which inherits NSObject.
When i tried to convert the object of that particular class into NSData as follows :
NSData *dataOnObject = [NSKeyedArchiver archivedDataWithRootObject:classObject];
but it gives out exception stating that -[classObject encodeWithCoder:]: unrecognized selector sent to instance ..
I have also added the object to a newly created array as
NSMutableArray *wrapperedData = [NSMutableArray arrayWithObject: classObject];
NSData *dataOnObject = [NSKeyedArchiver archivedDataWithRootObject:value];
But still , its giving out exception.
So I need to extract the bytes from the object classObject.
Any help would be greatly appreciated ...
awaiting for your reply ...
You must implement for your own object such as:
- (void)encodeWithCoder:(NSCoder *)aCoder
{
[aCoder encodeObject:self.name forKey:#"name"];
[aCoder encodeInt:self.age forKey:#"age"];
[aCoder encodeObject:self.email forKey:#"email"];
[aCoder encodeObject:self.password forKey:#"password"];
}
BOOL success = [NSKeyedArchiver archiveRootObject:person toFile:archiveFilePath];
and:
- (id)initWithCoder:(NSCoder *)aDecoder
{
if (self = [super init]) {
self.name = [aDecoder decodeObjectForKey:#"name"];
self.age = [aDecoder decodeIntForKey:#"age"];
self.email = [aDecoder decodeObjectForKey:#"email"];
self.password = [aDecoder decodeObjectForKey:#"password"];
}
return self;
}
Person *unarchivePerson = [NSKeyedUnarchiver unarchiveObjectWithFile:archiveFilePath];
You need to implement encodeWithCoder: on your custom class, serializing all of its attributes using the NSCoder passed into it. If its attributes include any more custom classes, they'll need encodeWithCoder: implementing too.
Instead of
NSData *dataOnObject = [NSKeyedArchiver archivedDataWithRootObject:classObject];
it should be
NSData *dataOnObject = [[NSUserDefaults standardUserDefaults] objectForKey:#"someKey"];
But that's just for reading data in that's already been saved. If you want to save an object as NSData then you have this:
[[NSUserDefaults standardUserDefaults] setObject:[NSKeyedArchiver archivedDataWithRootObject:classObject] forKey:#"someKey"];
But that's not all. Your classObject has to implement the NSCoding protocol and have the two methods encodeWithCoder: and initWithCoder: since it's not an NS object in order for it to work.
you can only archive objects that support the NSCoding protocol
You can convert any object to NSData with the NSCoding protocol.
You can find sample code to do this here:
http://samsoff.es/posts/archiving-objective-c-objects-with-nscoding
This is a example of custom object converted to NSData (so it can be then saved into user defaults)
Create the following files:
Catalog.h
#interface Catalog : NSObject
#property (nonatomic, assign) int pk;
#property (nonatomic, copy) NSString *catalogName;
#property (nonatomic, copy) NSString *catalogDescription;
#property (nonatomic, assign) int catalogEdition;
#property (nonatomic, assign) int catalogTotalPages;
- (void)encodeWithCoder:(NSCoder *)aCoder;
- (id)initWithCoder:(NSCoder *)aDecoder;
#end
Catalog.m
#import <Foundation/Foundation.h>
#import "Catalog.h"
#implementation Catalog
- (void)encodeWithCoder:(NSCoder *)aCoder {
[aCoder encodeObject:self.catalogName forKey:#"catalogName"];
[aCoder encodeObject:self.catalogDescription forKey:#"catalogDescription"];
[aCoder encodeInt:self.catalogEdition forKey:#"catalogEdition"];
[aCoder encodeInt:self.catalogTotalPages forKey:#"catalogTotalPages"];
}
- (id)initWithCoder:(NSCoder *)aDecoder
{
if (self = [super init]) {
self.catalogName = [aDecoder decodeObjectForKey:#"catalogName"];
self.catalogDescription = [aDecoder decodeObjectForKey:#"catalogDescription"];
self.catalogEdition = [aDecoder decodeIntForKey:#"catalogEdition"];
self.catalogTotalPages = [aDecoder decodeIntForKey:#"catalogTotalPages"];
}
return self;
}
#end
Finally in your controller include header files
#import "Catalog.h"
And add this code to use your object (in this case im saving into user defaults)
Catalog *catalog = [[Catalog alloc] init];
catalog.catalogName = #"catalogName";
catalog.catalogDescription = #"catalogName";
catalog.catalogEdition = 1;
NOTE: in this line of code is where the actual data passing is taking place
//archiving object to nsdata
NSData *encodedObject = [NSKeyedArchiver archivedDataWithRootObject:catalog];
[[NSUserDefaults standardUserDefaults] setObject:encodedObject forKey:#"keyName"];
[[NSUserDefaults standardUserDefaults] synchronize];
In case you want to get your object back from NSData
NSData *nsData = [[NSUserDefaults standardUserDefaults] objectForKey:#"keyName"];
//unarchiving object to nsdata
Catalog *selectedCatalog = [NSKeyedUnarchiver unarchiveObjectWithData: nsData];
Hope this helps!
I'm saving some data using a series of NSDictionaries, stored in an NSMutableArray and archived using NSKeyedArchiver.
I'm basically trying to save the states of several instances the class 'Brick', so I've implemented a getBlueprint method like this (slimmed down version)
-(id)getBlueprint
{
// NOTE: brickColor is a string
NSDictionary *blueprint = [NSDictionary dictionaryWithObjectsAndKeys:
brickColor, #"color",
[NSNumber numberWithInt:rotation], #"rotation",
nil];
return blueprint;
}
And so I have another method that creates a new Brick instance when provided with a blueprint.
-(id)initWithBlueprint:(NSDictionary *)blueprint spriteSheet:(NSString *)ssheet
{
if((self == [super init])){
brickColor = [blueprint objectForKey:#"color"];
[self setColorOffset:brickColor];
while(rotation != [[blueprint objectForKey:#"rotation"] intValue]){
[self setRotation:90];
}
}
return self;
}
Which works when I pass it a 'fresh' blueprint, but not when I read a blueprint from a saved file... sort of. For example, the rotation will work, but changing the color wont. So while I can read the value of brickColor using
NSLog(#"brick color %#", [blueprint objectForKey:#"color"]);
if I try something like
if(brickColor == #"purple"){
colorOffset = CGPointMake(72,36);
NSLog(#"Changed offset for -- %# -- to %#", color, NSStringFromCGPoint(colorOffset));
}
And I know that color is purple, the condition doesn't return true. I thought it might be that somehow NSKeyedUnarchiver changed a string into something else, but the following test returns true.
if([color isKindOfClass:[NSString class]]){
NSLog(#"%# IS A STRING", color);
}else{
NSLog(#"!!!!! COLOR IS A NOT STRING !!!!!");
}
As I said, this isn't a problem if I try to use a freshly created NSDictionary as a blueprint, only when a blueprint is archived and then read back in.
So, as usual, I'm wondering if anyone has any ideas why this might be happening.
incase it's relevant, here's how the data is being stored and recieved.
// Saving
// -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-(void)buildLevelData{
levelData = [[NSMutableArray alloc] initWithCapacity:100];
for(brickSprite *brick in spriteHolder.children){
[levelData addObject:[brick getBlueprint]];
}
}
-(void)saveLevel
{
[self buildLevelData];
NSData *rawDat = [NSKeyedArchiver archivedDataWithRootObject:levelData];
if([self writeApplicationData:rawDat toFile:saveFileName]){
NSLog(#"Data Saved");
}else{
NSLog(#"ERROR SAVING LEVEL DATA!");
}
[[Director sharedDirector] replaceScene:[MainMenu scene]];
}
- (BOOL)writeApplicationData:(NSData *)data toFile:(NSString *)fileName {
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
if (!documentsDirectory) {
NSLog(#"Documents directory not found!");
return NO;
}
NSString *appFile = [saveDir stringByAppendingPathComponent:fileName];
return ([data writeToFile:appFile atomically:YES]);
}
// Loading
// -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- (void) loadRandomMapFrom:(NSString *)dir
{
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *docsDir = [paths objectAtIndex:0];
if(!docsDir){
NSLog(#"Cound Not Find Documents Directory When trying To Load Random Map");
return;
}
dir = [docsDir stringByAppendingPathComponent:[NSString stringWithFormat:#"/%#", dir]];
// we'll also set the file name here.
NSArray *existingFiles = [[NSFileManager defaultManager] contentsOfDirectoryAtPath:dir error:nil];
// get last file for this test
NSString *filePath = [dir stringByAppendingPathComponent:[existingFiles objectAtIndex:([existingFiles count] - 1)]];
NSMutableArray *levelData = [NSKeyedUnarchiver unarchiveObjectWithFile:filePath];
[self buildMapWithData:levelData];
}
-(void)buildMapWithData:(NSMutableArray *)lData
{
for(NSDictionary *blueprint in lData){
brickSprite *brick = [[brickSprite alloc] initWithBlueprint:blueprint spriteSheet:#"blocks.png"];
[spriteHolder addChild:brick];
}
}
Sorry about the mess of a question. There's a lot going on that I'm struggling to fully understand myself so it's hard to break it down to the bare minimum.
You should always compare strings with [firstString isEqualToString:secondString], because firstString == secondString only checks for pointer equality, e.g. if both strings are stored at the same location (which they'll never be when comparing dynamically created objects and string constants).