I'm working on simple iPhone game. When a game finish i'm trying to save some scores info to a .plist file. Can you help me to understand what i'm doing wrong?
Here is method for a "Done" game:
- (void) gameDone {
// something ....
// save our current score values
NSDictionary *currentScore = [[NSDictionary alloc] initWithObjectsAndKeys:[NSNumber numberWithInt:[score getScoreValue]], #"score", [NSNumber numberWithFloat:[time getSeconds]], #"time", nil];
[score saveValueToFile:currentScore toFile:fileName];
[currentScore release];
// something ....
}
Here is 2 methods to save a scores from my other class:
- (NSMutableArray *) loadFromFile:(NSString *) fileName {
{
// get a paths
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *plistPath = [documentsDirectory stringByAppendingPathComponent:[NSString stringWithFormat:#"%#.plist", fileName]];
NSMutableArray *scoreTable = [NSMutableArray arrayWithContentsOfFile:plistPath];
return scoreTable;
}
// save a score table to plist file
- (void) saveValueToFile:(NSDictionary *)value toFile:(NSString *)fileName {
// load all score table
NSMutableArray *scoreTable;
scoreTable = [self loadFromFile:fileName];
// insert new value
// [MEMORY_LEAKS_LINE] ATTENTION: Instrument > Memory Leaks point to this line
[scoreTable insertObject:value atIndex:[scoreTable count]];
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *path = [documentsDirectory stringByAppendingPathComponent:[NSString stringWithFormat:#"%#.plist", fileName]];
[scoreTable writeToFile:path atomically:YES];
[scoreTable release];
}
When I launch a new game (actually my game designed with possibility to play many games one after another) Memory Leaks Instrument always add 32 bytes to Total Leaks Bytes and link to [MEMORY_LEAKS_LINE]
I thought my problem might be with currentScore value. But I release it in first part of sample code here.
What I'm doing wrong?
i'm not sure about the leak, but you are doing 'scoreTable release' , but your scoreTable is already in autorelease mode (you called [NSMutableArray arrayWithContentsOfFile:plistPath]), so it's not retained
Related
Have tried storing my NSMutableArray's object to NSUserDefaults but, no luck.
My NSMutableArray contains this log right here:
`ALAsset - Type:Photo, URLs:assets-library://asset/asset.JPG?id=92A7A24F-D54B-496E-B250-542BBE37BE8C&ext=JPG`
I know that its a ALAsset object, in the AGImagePickerController it is compared as NSDictionary, so what I needed to do is save the NSDictionary or the Array I used to where I store my ALAsset object then save it in either in NSDocu or NSCaches as a file then retrieve it again (This was my idea).
But the problem is,Though I tried this code but not working, and doesn't display anything in NSDocu or NSCache Directories.
First try (info is the one that contains ALAsset object):
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *basePath = ([paths count] > 0) ? [paths objectAtIndex:0] : nil;
NSString *filePath = [basePath stringByAppendingPathComponent:#"filename.plist"];
NSDictionary *dictionary = [NSDictionary dictionaryWithContentsOfURL:filePath];
NSString *error;
NSData *plistData = [NSPropertyListSerialization dataFromPropertyList:plistDict format:NSPropertyListXMLFormat_v1_0 errorDescription:&error];
if(plistData) {
[info writeToFile:filePath atomically:YES];
} else {
NSLog(error);
}
Second try:
- (NSString *)createEditableCopyOfFileIfNeeded:(NSString *)_filename {
// First, test for existence.
BOOL success;
NSFileManager *fileManager = [NSFileManager defaultManager];
NSError *error;
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *writableFilePath = [documentsDirectory stringByAppendingPathComponent: _filename ];
success = [fileManager fileExistsAtPath:writableFilePath];
if (success) return writableFilePath;
// The writable file does not exist, so copy the default to the appropriate location.
NSString *defaultFilePath = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent: _filename ];
success = [fileManager copyItemAtPath:defaultFilePath toPath:writableFilePath error:&error];
if (!success) {
NSLog([error localizedDescription]);
NSAssert1(0, #"Failed to create writable file with message '%#'.", [error localizedDescription]);
}
return writableFilePath;
}
Save it this way:
NSString *writableFilePath = [self createEditableCopyOfFileIfNeeded:[NSString stringWithString:#"hiscores"]];
if (![info writeToFile:writableFilePath atomically:YES]){
NSLog(#"WRITE ERROR");
}
Third try:
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *filePath = [documentsDirectory stringByAppendingPathComponent:??????];
[info writeToFile:filePath atomically:YES];
Fourth try(Unsure of because of its modifying in the appbundle):
https://stackoverflow.com/a/6311129/1302274
Is there other way? Hope someone would guide me.
You can store your NSMutableArray to NSUserDefault by archiving it to NSData and than retrieving it by Unarchiving it back to NSMutableArray.
-(NSData*) getArchievedDataFromArray:(NSMutableArray*)arr
{
NSData *data = [NSKeyedArchiver archivedDataWithRootObject:arr];
return data;
}
-(NSMutableArray*) getArrayFromArchievedData:(NSData*)data
{
NSMutableArray *arr = [NSKeyedUnarchiver unarchiveObjectWithData:data];
return arr;
}
For saving array to NSUserDefault :
[[NSUserDefaults standardUserDefaults] setObject:[self getArchievedDataFromArray: yourArray] forKey:#"YourKey"];
[[NSUserDefaults standardUserDefaults] synchronize];
For retrieving array back from NSUserDefault :
NSMutableArray *yourArray = [self getArrayFromArchievedData:[[NSUserDefaults standardUserDefaults]objectForKey:#"YourKey"]];
Also you can save Array in form of NSData to a file in NSDocumentDirectory or NSCachesDirectory. Hope this helps....
Edited: An UIImage+NSCoding category
.h file
#import <UIKit/UIKit.h>
#interface UIImage (NSCoding)
- (id) initWithCoderForArchiver:(NSCoder *)decoder;
- (void) encodeWithCoderForArchiver:(NSCoder *)encoder ;
#end
.m file
#import "UIImage+NSCoding.h"
#import <objc/runtime.h>
#define kEncodingKey #"UIImage"
#implementation UIImage (NSCoding)
+ (void) load
{
#autoreleasepool {
if (![UIImage conformsToProtocol:#protocol(NSCoding)]) {
Class class = [UIImage class];
if (!class_addMethod(
class,
#selector(initWithCoder:),
class_getMethodImplementation(class, #selector(initWithCoderForArchiver:)),
protocol_getMethodDescription(#protocol(NSCoding), #selector(initWithCoder:), YES, YES).types
)) {
NSLog(#"Critical Error - [UIImage initWithCoder:] not defined.");
}
if (!class_addMethod(
class,
#selector(encodeWithCoder:),
class_getMethodImplementation(class, #selector(encodeWithCoderForArchiver:)),
protocol_getMethodDescription(#protocol(NSCoding), #selector(encodeWithCoder:), YES, YES).types
)) {
NSLog(#"Critical Error - [UIImage encodeWithCoder:] not defined.");
}
}
}
}
- (id) initWithCoderForArchiver:(NSCoder *)decoder {
if (self = [super init]) {
NSData *data = [decoder decodeObjectForKey:kEncodingKey];
self = [self initWithData:data];
}
return self;
}
- (void) encodeWithCoderForArchiver:(NSCoder *)encoder {
NSData *data = UIImagePNGRepresentation(self);
[encoder encodeObject:data forKey:kEncodingKey];
}
#end
The documentation of NSArray for the "writeToFile:atomically:" method, shows that all members must be property list objects. ALAsset is not a property list object, so writing that to a file is not going to work.
I know that its a ALAsset object, in the AGImagePickerController it is
compared as NSDictionary
If you looked carefully then you would have seen that it does not compare ALAsset's, but their 'ALAssetPropertyURLs' property. The value of that property is an NSDictionary.
As ALAsset does not have a public constructor, there is no way you can reconstruct it after reading from a file or NSUserDefaults, even if you manage to write it.
So the best thing you can do is to re-fetch the ALAssets from the source that you originally got them from. I assume that is an ALAssetsGroup? Instead of saving to file and retrieving again, why don't you just regenerate them with the same query on ALAssetsGroup as you originally used to generate them?
EDIT:
So you say you got the original ALAsset's from an AGImagePickerController. In order to store them, you can take Matej's advice in the comments and store the URLs that identify them.
But keep in mind that AGImagePickerController is a means for the user to pick a number of photos and then do something with them. That is, the ALAssets are simply intermediare results pointing to the original locations of the photos. If you store the URL's and retrieve them later, there is no guarantee at all that the originals are still there.
So ask yourself: what is it that you want the user to do with the photos, and store the result of that action, rather than the assets themselves. For example, one reasonable action you could do is to create a new ALAssetGroup (with the addAssetsGroupAlbumWithName: method on ALAssetsLibrary), and store the assets in there. ALAssetGroups are automatically saved, so you don't need to do anything yourself for that.
EDIT 2 - after more information from the OP
What Matej hints at in the comments, is to convert the array of ALAssets that you have into an array of dictionaries by retrieving the urls from the assets. As you can read in the ALAsset class documentation you can do that in the following way:
NSArray *assetArray = // your array of ALAssets
NSMutableArray *urls = [NSMutableArray arrayWithCapacity:assetArray.count];
for( ALAsset *asset in assetArray ) {
NSDictionary *urlDictionary = [asset valueForProperty:#"ALAssetPropertyURLs"];
[urls addObject:urlDictionary];
}
The resulting array of dictionaries you can save in any way you like.
After restart of your app, you read the array of dictionaries back from where you stored it. Then Matej suggests to use ALAssetsLibrary's assetForURL:resultBlock:failureBlock: to recreate the ALAssets. But as we now know you want to put a checkmark on the original assets again, it is better to fetch the original array of ALAssets, and check whether any of them are present in the recovered urls. The following should work for that:
NSArray *assetArray = // the full array of ALAssets from AGImagePickerController
NSArray *urls = // the recovered array of NSDictionaries
for( ALAsset *asset in assetArray ) {
NSDictionary *urlDictionary = [asset valueForProperty:#"ALAssetPropertyURLs"];
if( [urls containsObject:urlDictionary] ) {
... // set checkmark on asset
}
}
This assumes the original assets have not changed, which is not under your control (the user has removed/added photos, for example).
This is the method I use for storing array or dictionary objects.
- (NSArray*)readPlist
{
NSArray *documentPaths = NSSearchPathForDirectoriesInDomains(NSCachesDirectory, NSUserDomainMask, YES);
NSString *plistPath = [[documentPaths lastObject] stringByAppendingPathComponent:#"filename.plist"];
NSFileManager *fMgr = [NSFileManager defaultManager];
if (![fMgr fileExistsAtPath:plistPath]) {
[self writePlist:[NSArray array]];
}
return [NSArray arrayWithContentsOfFile:plistPath];
}
- (void)writePlist:(NSArray*)arr
{
NSArray *documentPaths = NSSearchPathForDirectoriesInDomains(NSCachesDirectory, NSUserDomainMask, YES);
NSString *plistPath = [[documentPaths lastObject] stringByAppendingPathComponent:#"filename.plist"];
NSFileManager *fMgr = [NSFileManager defaultManager];
if ([fMgr fileExistsAtPath:plistPath])
[fMgr removeItemAtPath:plistPath error:nil];
[arr writeToFile:plistPath atomically:YES];
}
In the program I use this method to create a file in which I can save:
-(NSString*) saveFilePath{
NSString* path = [NSString stringWithFormat:#"%#%#",
[[NSBundle mainBundle] resourcePath],
#"savingfile.plist"];
return path;}
Then I used a button to initiate the process of putting the data into the file (I first put it all into an array so that it would be easier.):
- (IBAction)save
{
NSMutableArray *myArray = [[NSMutableArray alloc] init];
[myArray addObject:name.text];
[myArray addObject:position.text];
[myArray addObject:cell.text];
[myArray addObject:office.text];
[myArray addObject:company.text];
[myArray writeToFile:[self saveFilePath] atomically:YES];
}
Finally, I loaded the information back into the textfields in the - (void)viewDidAppear method.
- (void)viewDidAppear:(BOOL)animated
{
NSMutableArray* myArray = [NSMutableArray arrayWithContentsOfFile:[self saveFilePath]];
name.text = [myArray objectAtIndex:0];
position.text = [myArray objectAtIndex:1];
cell.text = [myArray objectAtIndex:2];
office.text = [myArray objectAtIndex:3];
company.text = [myArray objectAtIndex:4];
}
For some reason, on the simulator it's working perfectly on the simulator, but not working at all when I try to run on my physical iPhone.
I think you're trying to save to a location that's read-only on iOS. It works on the simulator because the simulator doesn't totally replicate the sandboxing environment on the actual hardware.
Rather than saving to the resourcesPath you should be saving your files to the Documents directory (or the cache directory, if appropriate).
You can get a path to the documents directory as follows:
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
There's more information at this question here: How to save file in resource folder of an app in Objective-c
My score is displaying just not in the correct order. I've been trying to make a method that uses #selector(compare:) but have had no such luck.
Here's the code I'm working with and I'm wanting to display it from highest to lowest. I'm also wanting to have it so that if you load the app for the first time it creates an empty array so that if the user tries to look at the highscores it doesn't crash the app.
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *scoresListPath = [documentsDirectory stringByAppendingPathComponent:#"scores.plist"];
scoresList = [[NSMutableArray arrayWithContentsOfFile:scoresListPath] retain];
if (scoresList == nil) {
scoresList = [[NSMutableArray array] retain];
}
and
- (void)addHighScore:(float)finalScore {
[scoresList addObject:[NSNumber numberWithFloat:finalScore]];
[scoresList sortUsingSelector:#selector(compare:)];
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *scoresListPath = [documentsDirectory stringByAppendingPathComponent:#"scores.plist"];
[scoresList writeToFile:scoresListPath atomically:YES];
}
The reason your code is failing is because arrayWithContentsOfFile: returns an immutable array even though it is called on NSMutableArray. You should make a mutable copy of the array that you read of the file like this,
scoresList = [[NSArray arrayWithContentsOfFile:scoresListPath] mutableCopy];
This will give you an NSMutableArray object which can be added to.
Not sure about lowest but,you can use GKLeaderBoardViewController class for counting Highest Score.For more details I suggested you to read below link.Thanks
http://developer.apple.com/library/ios/#documentation/GameKit/Reference/GKLeaderboardViewController_Ref/Reference/Reference.html
I was trying to use a plist to store an array with the below code:
NSString *name = firstName.text;
NSString *path = [[NSBundle mainBundle] pathForResource:#"Names" ofType:#"plist"];
NSMutableArray *namesArray = [[NSMutableArray alloc] initWithContentsOfFile:path];
[namesArray addObject:name];
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
[paths release];
NSString *docDirPath = [documentsDirectory stringByAppendingPathComponent:#"Names.plist"];
[namesArray writeToFile:docDirPath atomically:YES];
namesArray = [[NSMutableArray alloc] initWithContentsOfFile:docDirPath];
This code seems to work. Using NSLog, I have found that after this code executes the plist contains what I want it to, however, my program crashes because it generates an EXC_BAD_ACCESS on a device, and on the simulator it just crashes without an explanation. Does anyone know why that might happen?
NSArray *paths = NSSearchPathForDirectoriesInDomains
(NSDocumentDirectory, NSUserDomainMask, YES); //Auto-released array
NSString *documentsDirectory = [paths objectAtIndex:0];
[paths release]; //Oh noes!
You don't own the reference to paths, so don't release it. Remove [paths release] and I'll bet you're fine. You're crashing because the autorelease pool is releasing paths after you've already done it yourself.
Quoth the guide:
You only release or autorelease objects you own. You take ownership of an object if you create it using a method whose name begins with “alloc” or “new” or contains “copy” ... or if you send it a retain message.
Have you checked, at which place it is giving EXC_BAD_ACCESS error.
In your code there are two wrong things; those are.
The Plist file consists a dictionary not an array, Here in the code you are copying the file data to an array. and saving the array to the plist file.
Second one is you are releasing the "paths" array, with out completion of usage of it. you have to release that array at the end of the statements; like after updating the array to the file.
Regards,
Satya
this seems to work fine in the simulator but on the device the files are not being written.
here's the code.
-(void)saveOld{
NSArray *saveState = [NSArray arrayWithObjects:headArray,dropQArray,[NSNumber numberWithInt:dropLimit],[NSNumber numberWithInt:dropCount],[NSNumber numberWithInt:score],[NSNumber numberWithInt:level],[NSNumber numberWithInt:maxChain],nil];
NSMutableString *path = [[NSHomeDirectory() mutableCopy]autorelease];
[path appendString:#"/saveState"];
BOOL saved = [NSKeyedArchiver archiveRootObject:saveState toFile:path];
NSLog(#"did save state %d",saved);
path = [[NSHomeDirectory() mutableCopy]autorelease];
[path appendString:#"/isSaveState"];
saved = [NSKeyedArchiver archiveRootObject:[NSNumber numberWithBool:1] toFile:path];
NSLog(#"did save state %d",saved);
}
There is no home directory on the iPhone :D
You should use this instead:
NSString *path = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
This will give you the basic documents directory, append strings to it then.