I must be incorrectly using Custom Objects for NSUserDefaults. The error \" Property list invalid for format: 200 (property lists cannot contain objects of type \'CFType\')\
I am going to just copy code from a working project I have:
here is the Game object class with data from a math flash card game:
import Foundation
class GameData: NSObject {
var sign: String = "+"
var level: Int = 1
var problems: Int = 10
var time: Int = 30
var skipWrong: Bool = true
var usedTime: Int = 0
var correctCount: Int = 0
var correctTopNumber: [Int] = [Int]()
var correctBottomNumber: [Int] = [Int]()
var wrongTopNumber: [Int] = [Int]()
var wrongBottomNumber: [Int] = [Int]()
var date: NSDate = NSDate()
func encodeWithCoder(aCoder: NSCoder!) {
aCoder.encodeObject(sign, forKey: "sign")
aCoder.encodeInteger(level, forKey: "level")
aCoder.encodeInteger(problems, forKey: "problems")
aCoder.encodeInteger(time, forKey: "time")
aCoder.encodeBool(skipWrong, forKey: "skipWrong")
aCoder.encodeInteger(usedTime, forKey: "usedTime")
aCoder.encodeInteger(correctCount, forKey: "correctCount")
aCoder.encodeObject(correctTopNumber, forKey: "correctTopNumber")
aCoder.encodeObject(correctBottomNumber, forKey: "correctBottomNumber")
aCoder.encodeObject(wrongTopNumber, forKey: "wrongTopNumber")
aCoder.encodeObject(wrongBottomNumber, forKey: "wrongBottomNumber")
aCoder.encodeObject(date, forKey: "date")
}
init(coder aDecoder: NSCoder!) {
sign = aDecoder.decodeObjectForKey("sign") as String
level = aDecoder.decodeIntegerForKey("level")
problems = aDecoder.decodeIntegerForKey("problems")
time = aDecoder.decodeIntegerForKey("time")
skipWrong = aDecoder.decodeBoolForKey("skipWrong")
usedTime = aDecoder.decodeIntegerForKey("usedTime")
correctCount = aDecoder.decodeIntegerForKey("correctCount")
correctTopNumber = aDecoder.decodeObjectForKey("correctTopNumber") as Array
correctBottomNumber = aDecoder.decodeObjectForKey("correctBottomNumber") as Array
wrongTopNumber = aDecoder.decodeObjectForKey("wrongTopNumber") as Array
wrongBottomNumber = aDecoder.decodeObjectForKey("wrongBottomNumber") as Array
date = aDecoder.decodeObjectForKey("date") as NSDate
}
override init() {
}
}
This part looks about the same as yours, but with more variable types. The archiver and retriever classes differ from you:
import Foundation
class ArchiveGameData:NSObject {
var documentDirectories:NSArray = []
var documentDirectory:String = ""
var path:String = ""
func ArchiveResults(#dataSet: [GameData]) {
documentDirectories = NSSearchPathForDirectoriesInDomains(.DocumentDirectory, .UserDomainMask, true)
documentDirectory = documentDirectories.objectAtIndex(0) as String
path = documentDirectory.stringByAppendingPathComponent("results3.archive")
if NSKeyedArchiver.archiveRootObject(dataSet, toFile: path) {
//println("Success writing to file!")
} else {
println("Unable to write to file!")
}
}
func RetrieveGameData() -> NSObject {
var dataToRetrieve = [GameData]()
documentDirectories = NSSearchPathForDirectoriesInDomains(.DocumentDirectory, .UserDomainMask, true)
documentDirectory = documentDirectories.objectAtIndex(0) as String
path = documentDirectory.stringByAppendingPathComponent("results3.archive")
if let dataToRetrieve2 = NSKeyedUnarchiver.unarchiveObjectWithFile(path) as? [GameData] {
dataToRetrieve = dataToRetrieve2
}
return(dataToRetrieve)
}
}
Finally, the code for storing and retrieving from within a ViewController:
//retrieveing
var gameDataArray = ArchiveGameData().RetrieveGameData() as [GameData]
//Archiving
gameData = GameData() //create local object then append all the new data, then store it
gameData.sign = buttonStates.sign
gameData.level = buttonStates.level
gameData.problems = buttonStates.problems
gameData.time = buttonStates.time
//etc. for all properties
ArchiveGameData().ArchiveResults(dataSet: gameDataArray)