Initializing a static singleton object with NSCoder - iphone

I'm working on an iPhone app and facing some troubles with my shared singleton class.
I'm using a shared singleton to store two variables
int gameRuns and int totalScore
'gamRuns' just increments every time the user loads the app, and 'totalScore' is obvious :D
the issue is as follows, I load the singleton and init using my own method when the app loads using this code:
+ (SingletonLevelState*)sharedLevelStateInstance {
static SingletonLevelState *sharedLevelStateInstance;
#synchronized(self) {
if(!sharedLevelStateInstance) {
//Init a singleton
sharedLevelStateInstance = [[SingletonLevelState alloc] init];
sharedLevelStateInstance->gameRuns = 1;
sharedLevelStateInstance->totalScore = 0;
}
}
return sharedLevelStateInstance;
}
This is working great as I can reference this class from any other class and always get a pointer to the same object, so this works fine from other objects:
sharedLevelState = [SingletonLevelState sharedLevelStateInstance];
sharedLevelStateInstance.gameRuns++;
Now I added the NSCoder protocol, and added the two methods initWithCoder and encodeWithCoder as follows :
- (void) encodeWithCoder: (NSCoder *)coder
{
//encode level data
[coder encodeInt:self->gameRuns forKey:#"gameRuns"];
[coder encodeInt:self->totalScore forKey:#"totalScore"];
}
- (id) initWithCoder: (NSCoder *) coder
{
if(self = [super init]){
self->gameRuns = [coder decodeIntForKey:#"gameRuns"];
self->totalScore = [coder decodeIntForKey:#"totalScore"];
}
return self;
}
Now when the app loads, I check to see if we already have a saved sate, if it exists, I just unarchive the class with that file, if not, I init that class using my custom method above, then set its defaults, encode it to file so we have a saved state, here's the code:
//Load Level state
sharedLevelStateInstance = [SingletonLevelState sharedLevelStateInstance];
//Check if file is saved
NSFileManager *fm = [[NSFileManager alloc] init];
NSString *gameStatePath = [NSString stringWithString:[self getSavePath]];
if([fm fileExistsAtPath:gameStatePath]){
[self loadState];
sharedLevelStateInstance.gameRuns = sharedLevelStateInstance.gameRuns+1;
NSLog(#"Loaded %d times", [sharedLevelStateInstance gameRuns]);
}
[fm release];
Now the last line in the if statement works perfectly, it increments every time I load the app as expected and I feel really happy lol.
However, the problem arises when I try to get a reference of the singleton in another class by doing the following:
sharedLevelStateInstance = [SingletonLevelState sharedLevelStateInstance];
NSLog(#"Played: %d times", sharedLevelStateInstance.gameRuns);
It always counts back to 1, I know what happens but I'm not sue what's the best way to solve it, when I initWithCoder the singleton, It's not returning a static object, it creates a new one, when I init my sharedLevelStateInstance, it calls my first custom method, initializing it to the defaults hardcoded.
So StackOverflow, can you please help me ?!
I just need to know what's the best way to get a reference to the same object without allocating a new one every time I initWithCoder !
Thanks :)

So, you code should probably look like this:
if(self = [[SingletonLevelState sharedLevelStateInstance] retain])
Which sets the variables of the singleton, and returns the singleton. Be sure to retain the singleton, so that when the NSCoder releases this instance, it doesn't fully deallocate your singleton.

Related

Cocoa -- change class of an object in app update?

I have two objects of class WidgetClass in my stored model. They are saved each time the app exits and reloaded each time it starts. I want to update my model to make one of them a WidgetSubclass object. WidgetSubclass will be a subclass of WidgetClass.
WidgetClass has quite a lot of ivars. WidgetSubclass will add few or none.
What is the most efficient way to accomplish the update? I am not using core data.
Couple of things.
If the subclass does not add any ivars to the superclass, you can actually get away with the following:
WidgetSubclass* widget = (WidgetSubclass*)[[WidgetClass alloc]initWithCoder: someCoder];
Class object_setClass(widget, [WidgetSubclass class]);
There is some risk that changes in the runtime could break the above code. So here is a safer way:
Foo.m:
-(void) copyIvarsTo: (Foo*) foo {
[super copyIvarsTo: foo];
foo.ivar1 = [self.objectIvar1 copy];
foo.ivar2 = [self.objectIvar2 copy];
foo.floatIvar = self.floatIvar;
// etc. Method works fine if foo is actually a member of a subclass.
}
-(Foo*) copy {
Foo* clone = [[self class]alloc];
[self copyIvarsTo: clone];
return clone;
}
Now I can have the following NSObject category method:
-(NSObject*) wj_copyWithSubclass: (Class) subclass {
if (![self respondsToSelector: #selector(copyIvarsTo:)])
return nil;
NSAssert([subclass isSubclassOfClass: [self class]], #"call copyWithSubclass only on subclasses");
NSObject* clone = [subclass alloc];
[self copyIvarsTo: clone];
return clone; // at this point, clone has copied all the ivars that are members of the receiver's class. Other ivars have their default values. Calling code needs to handle that.
}

Obj-C: Passing pointers to initialized classes in other classes

I initialized a class in my singleton called DataModel. Now, from my UIViewController, when I click a button, I have a method that is trying to access that class so that I may add an object to one of its dictionaries. My get/set method passes back the pointer to the class from my singleton, but when I am back in my UIViewController, the class passed back doesn't respond to methods. It's like it's just not there. I think it has something to do with the difference in passing pointers around classes or something. I even tried using the copy method to throw a copy back, but no luck.
UIViewController:
ApplicationSingleton *applicationSingleton = [[ApplicationSingleton alloc] init];
DataModel *dataModel = [applicationSingleton getDataModel];
[dataModel retrieveDataCategory:dataCategory];
Singleton:
ApplicationSingleton *m_instance;
DataModel *m_dataModel;
- (id) init {
NSLog(#"ApplicationSingleton.m initialized.");
self = [super init];
if(self != nil) {
if(m_instance != nil) {
return m_instance;
}
NSLog(#"Initializing the application singleton.");
m_instance = self;
m_dataModel = [[DataModel alloc] init];
}
NSLog(#"ApplicationSingleton init method returning.");
return m_instance;
}
-(DataModel *)getDataModel {
DataModel *dataModel_COPY = [m_dataModel copy];
return dataModel_COPY;
}
For the getDataModel method, I also tried this:
-(DataModel *)getDataModel {
return m_dataModel;
}
In my DataModel retrieveDataCategory method, I couldn't get anything to work. I even just tried putting a NSLog in there but it never would come onto the console.
Any ideas?
Most likely you are sending messages that get ignored, e.g. they're being sent to objects which don't exist/aren't the one you're looking for, and for some reason aren't crashing. This occurs in the case of messaging nil, or possibly other illegitimate values. Although you seem to expect that the m_ variables will be initialized to 0, this is not good form, and furthermore you are not following a very typical objc pattern for your singletons -- m_dataModel should be an ivar of m_instance, and m_instance should probably be declared static, as you probably don't want it accessed from other files directly. In addition, the most likely source of your bug is somehow the -init method, which should never be called on a singleton -- instead do something like this:
+ (ApplicationSingleton *)sharedInstance {
static ApplicationSingleton *instance = nil;
if(!instance) {
instance = [[self alloc] init]; //or whatever custom initializer you would like, furthermore some people just put the initialization code here and leave -init empty
}
return instance;
}
the code you have now leaks because you allocate an object (self) and don't release it before returning a potentially different instance (the shared one if one already exists), such that the newly allocated one is typically lost.

Changing pointer of self

I have an object that I alloc/init like normal just to get a instance. Later in my application I want to load state from disk for that object. I figure I could unarchive my class (which conforms to NSCoding) and just swap where my instance points to. To this end I use this code...
NSString* pathForDataFile = [self pathForDataFile];
if([[NSFileManager defaultManager] fileExistsAtPath:pathForDataFile] == YES)
{
NSLog(#"Save file exists");
NSData *data = [[NSMutableData alloc] initWithContentsOfFile:pathForDataFile];
NSKeyedUnarchiver *unarchiver = [[NSKeyedUnarchiver alloc] initForReadingWithData:data];
[data release];
Person *tempPerson = [unarchiver decodeObjectForKey:#"Person"];
[unarchiver finishDecoding];
[unarchiver release];
if (tempPerson)
{
[self release];
self = [tempPerson retain];
}
}
Now when I sprinkled some NSLogs throughout my application I noticed
self.person: <Person: 0x3d01a10> (After I create the object with alloc/init)
self: <Person: 0x3d01a10> (At the start of this method)
tempPerson: <Person: 0x3b1b880> (When I create the tempPerson)
self: <Person: 0x3b1b880> (after i point self to the location of the tempPerson)
self.person: <Person: 0x3d01a10> (After the method back in the main program)
What am I missing?
Don't do this. Besides that it breaks identity rules, you can't change the pointer values other parts of a program hold.
A better approach would be to use the PIMPL idiom: your class holds a pointer to an implementation object and you only swap that.
E.g. something along the lines of this:
#class FooImpl;
#interface Foo {
FooImpl* impl;
}
// ...
- (void)load;
#end
#implementation Foo
- (void)load {
FooImpl* tmp = loadFromDisk();
if (tmp) {
FooImpl* old = impl;
impl = tmp;
[old release];
}
}
#end
self is a function argument to instance methods. Assigning to self is perfectly reasonable, just like assigning values to other function arguments is perfectly reasonable. Since the scope of self is the current function, your code leaks one object and releases another in a way that will most likely cause a crash.
The only time it is meaningful to assign to self is in an init method. Although it is almost never used, init methods are allowed to release self and allocate a new object to return or just return nil. The only reason this works is because the return value is self and callers of init expect to use the return value.
As gf pointed out, the correct approach is a load function that assigns new values to the members of your instance, not that tries to replace the instance.

Apple Singleton example query?

I am a little confused by this snippet of code (presented in the CocoaFundamentals guide) that overrides some of the methods when creating a singleton instance.
static id sharedReactor = nil;
+(id)sharedInstance {
if(sharedReactor == nil) sharedReactor = [[super allocWithZone:NULL] init];
return sharedReactor;
}
.
+(id)allocWithZone:(NSZone *)zone {
return[[self sharedInstance] retain];
}
-(id)retain {
return self;
}
In the code where the singleton instance is created the +sharedInstance method calls [super allocWithZone:NILL] from the superclass (which in my case is NSObject) The allocWithZone above is only called if you attempt to use it to create a new singleton.
The bit I am confused about is the use of retain, especially seeing as retain is also overridden to return self. Can anyone explain this, could it not be written:
+(id)allocWithZone:(NSZone *)zone {
return [self sharedInstance];
}
-(id)retain {
return self;
}
EDIT_001:
Based on comments and reading various posts on the web I have decided to go with the following (see below) I have chosen to go for a shared singleton approach where if needed I would have the option of creating a second or third instance. Also at this stage as I am only using the singleton for the model portion of MVC for a simple iPhone app I have decided to leave thread safety out. I am aware its important and as I get more familiar with iPhone programming I will likely use +initialize instead (keeping in mind the subclass issue where it can be called twice) Also I have added a dealloc, firstly to log a message should the singleton be released, but also to clean things up properly should the singleton be no longer required.
#interface SharedManager : NSObject
+(id)sharedInstance;
#end
#implementation SharedManager
static id myInstance = nil;
+(id)sharedInstance {
if(myInstance == nil) {
myInstance = [[self alloc] init];
}
return myInstance;
}
-(void)dealloc {
NSLog(#"_deal: %#", [self class]);
[super dealloc];
myInstance = nil;
}
#end
In testing I found that I had a set the static variable to nil in the dealloc or it maintained its pointer to the original object. I was initially a little confused by this as I was expecting the scope of the static to be the instance, I guess its the class instead, which makes sense.
cheers gary
First, don't use this code. There is almost never a reason to do all this for a simple singleton. Apple is demonstrating a "Forced Singleton," in that it is impossible to create two of them. It is very rare to really need this. You can almost always use the "shared singleton" approach used by most of the Cocoa objects that have a singleton constructor.
Here's my preferred way of implementing shared singleton:
+ (MYManager *)sharedManager
{
static MYManager *sharedManager = nil;
if (sharedManager == nil)
{
sharedManager = [[self alloc] init];
}
return sharedManager;
}
That's it. No other code is required. Callers who use +sharedManager will get the shared instance. Callers who call +alloc can create unique instances if they really want to. This is how such famous "singletons" as NSNotificationCenter work. If you really want your own private notification center, there is no reason the class should forbid it. This approach has the following advantages:
Less code.
More flexible in cases where a non-shared instance is useful.
Most importantly: the code does what it says it does. A caller who thinks he's making a unique instance with +alloc doesn't encounter surprising "spooky action at a distance" behavior that requires him to know an internal implementation detail of the object.
If you really need a forced singleton because the object in question maps to a unique resource that cannot be shared (and it's really rare to encounter such a situation), then you still shouldn't use +alloc trickery to enforce it. This just masks a programming error of trying to create a new instance. Instead, you should catch the programming error this way:
+ (MYManager *)sharedManager
{
static MYManager *sharedManager = nil;
if (sharedManager == nil)
{
sharedManager = [[self alloc] initSharedManager];
}
return sharedManager;
}
- (id)init
{
NSAssert(NO, #"Attempting to instantiate new instance. Use +sharedManager.");
return nil;
}
// Private method. Obviously don't put this in your .h
- (id)initSharedManager
{
self = [super init];
....
return self;
}
There is a good example of different singleton methods with comments here on SO:
What does your Objective-C singleton look like?
If it helps, the example has a different approach to allocWithZone: which returns nil.

Initialize a class only once

I have a class that contains a few instance methods which need to be called from another class. I know how to do that -
TimeFormatter *myTimeFormatter = [[TimeFormatter alloc] init];
[myTimeFormatter formatTime:time];
However, I don't want to have to alloc and init TimeFormatter every time I need to call one of its methods. (I need to call TimeFormatter's methods from various methods in another class).
I tried putting
TimeFormatter *myTimeFormatter = [[TimeFormatter alloc] init];
"by itself", or not in any blocks, but when I compile, I get an "initializer element is not constant" error.
Any input is greatly appreciated!
You can use the singleton pattern. You can read more about it here.
Specifically, you'd do something like:
static TimeFormatter* gSharedTimeFormatter = nil;
#implementation TimeFormatter
+ (TimeFormatter*)sharedTimeFormatter {
if (!gSharedTimeFormatter) {
#synchronized(self) {
if (!gSharedTimeFormatter) {
gSharedTimeFormatter = [[TimeFormatter alloc] init];
}
}
}
return gSharedTimeFormatter;
}
...
#end
Notice that we check if the variable is null, and if it is, we take a lock, and check again. This way, we incur the locking cost only on the allocation path, which happens only once in the program. This pattern is known as double-checked locking.
However, I don't want to have to alloc and init TimeFormatter every time I need to call one of its methods. (I need to call TimeFormatter's methods from various methods in another class).
I think it's worth clarifying some OOP terminology here.
The reason you need to alloc and init TimeFormatter is because your methods are instance methods. Because they're instance methods, you need an instance, and that's what alloc and init provide. Then you call your methods on (send messages to) the instance ([myTimeFormatter formatTimeString:…]).
The advantage of allowing instances is that you can keep state and settings in each instance, in instance variables, and make the latter into publicly-visible properties. Then you can deliberately have multiple instances, each having its own settings configured by whatever's using that instance.
If you don't need that functionality, you don't need to make these instance methods. You can make them class methods or even C functions, and then you don't need a TimeFormatter instance. With class methods, you send messages directly to the class ([TimeFormatter formatTimeString:…]).
And if you do want settings shared among all instances (and you don't have any state to keep), then you're right that you can just have one instance—a singleton.
The reason for that parenthesis is that shared state is bad, especially if two threads may use the time formatter concurrently. (For that matter, you could say that about settings, too. What if one thread wants seconds and the other doesn't? What if one wants 24-hour and the other wants 12-hour?) Better to have each thread use its own time formatter, so that they don't get tripped up by each other's state.
(BTW, if TimeFormatter is the actual name of your class: You are aware of NSDateFormatter, right? It does let you only format/parse the time.)
Here's a detail example of a sharedMethod. Credit goes here
#implementation SearchData
#synthesize searchDict;
#synthesize searchArray;
- (id)init {
if (self = [super init]) {
NSString *path = [[NSBundle mainBundle] bundlePath];
NSString *finalPath = [path stringByAppendingPathComponent:#"searches.plist"];
searchDict = [[NSDictionary alloc] initWithContentsOfFile:finalPath];
searchArray = [[searchDict allKeys] retain];
}
return self;
}
- (void)dealloc {
[searchDict release];
[searchArray release];
[super dealloc];
}
static SearchData *sharedSingleton = NULL;
+ (SearchData *)sharedSearchData {
#synchronized(self) {
if (sharedSingleton == NULL)
sharedSingleton = [[self alloc] init];
}
return(sharedSingleton);
}
#end
A very nice, and easy, way to setup a Singleton is to use Matt Gallager's SYNTHESIZE_SINGLETON_FOR_CLASS.
It sounds like you want to make TimeFormatter a singleton, where only one instance can be created. Objective-C doesn't make this super easy, but basically you can expose a static method that returns a pointer to TimeFormatter. This pointer will be allocated and initialized the first time in, and every time after that same pointer can be used. This question has some examples of creating a singleton in Objective-C.
You are trying to declare your variable outside the class? If to do it the way you want to do it you gotta declare it as static so
static TimeFormatter *myFormatter=...
From the name of the class though i dont see why you would wnat to keep one instance of your class... you can also do this with a singleton as described above, that is if you want to keep one instance of your class for the app as a whole.