How can I store an array of custom objects (Goals)

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情书的邮戳
情书的邮戳 2021-01-19 18:49

How can I store an array of objects of type Goal which I have created in NSUserDefaults? (in swift)

Here is the code:

func saveGoalList ( newGoalList         


        
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  • 2021-01-19 19:19

    For Swift 2.1, your Goal class should look like :

    import Foundation
    
    class Goal : NSObject, NSCoding {
    
        var title: String
    
        // designated initializer
        init(title: String) {
            self.title = title
    
            super.init()        // call NSObject's init method
        }
    
        // MARK: - comply wiht NSCoding protocol
    
        func encodeWithCoder(aCoder: NSCoder) {
            aCoder.encodeObject(title, forKey: "GoalTitle")
        }
    
        required convenience init?(coder aDecoder: NSCoder) {
            // decoding could fail, for example when no Blog was saved before calling decode
            guard let unarchivedGoalTitle = aDecoder.decodeObjectForKey("GoalTitle") as? String
                else {
                    // option 1 : return an default Blog
                    self.init(title: "unknown")
                    return
    
                    // option 2 : return nil, and handle the error at higher level
            }
    
            // convenience init must call the designated init
            self.init(title: unarchivedGoalTitle)
        }
    }
    

    and you should use it in your view controller like I did in this test code :

        // create an array with test data
        let goal1 = Goal(title: "first goal")
        let goal2 = Goal(title: "second goal")
        let goalArray = [goal1, goal2]
    
        // first convert the array of custom Goal objects to a NSData blob, as NSUserDefaults cannot handle arrays of custom objects directly
        let dataBlob = NSKeyedArchiver.archivedDataWithRootObject(goalArray)
    
        // this NSData object can now be stored in the user defaults
        NSUserDefaults.standardUserDefaults().setObject(dataBlob, forKey: "myGoals")
    
        // sync to make sure they are saved before we retreive anytying
        NSUserDefaults.standardUserDefaults().synchronize()
    
        // now read back
        if let decodedNSDataBlob = NSUserDefaults.standardUserDefaults().objectForKey("myGoals") as? NSData {
            if let loadedGoalsArray = NSKeyedUnarchiver.unarchiveObjectWithData(decodedNSDataBlob) as? [Goal] {
                for goal in loadedGoalsArray {
                    print("goal : \(goal.title)")
                }
            }
        }
    

    As a final remark : it would be easier to use NSKeyedArchiver instead of NSUserDefaults, and store your array of custom objects directly to a file. You can read more about the difference between both methods in another answer I posted here.

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  • 2021-01-19 19:22

    I am posting code from a learning project I did to store objects using NSCoding. Fully functional and ready to use. A math game that was storing game variables, etc.

    //********This class creates the object and properties to store********
    import Foundation
    class ButtonStates: NSObject {
    
        var sign: String = "+"
        var level: Int = 1
        var problems: Int = 10
        var time: Int = 30
        var skipWrongAnswers = true
    
        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(skipWrongAnswers, forKey: "skipWrongAnswers")
        }
    
        init(coder aDecoder: NSCoder!) {
            sign = aDecoder.decodeObjectForKey("sign") as String
            level = aDecoder.decodeIntegerForKey("level")
            problems = aDecoder.decodeIntegerForKey("problems")
            time = aDecoder.decodeIntegerForKey("time")
            skipWrongAnswers = aDecoder.decodeBoolForKey("skipWrongAnswers")
        }
    
        override init() {
        }
    }
    
    
    
    
       //********Here is the data archiving and retrieving class********
        class ArchiveButtonStates:NSObject {
    
            var documentDirectories:NSArray = []
            var documentDirectory:String = ""
            var path:String = ""
    
            func ArchiveButtons(#buttonStates: ButtonStates) {
                documentDirectories = NSSearchPathForDirectoriesInDomains(.DocumentDirectory, .UserDomainMask, true)
                documentDirectory = documentDirectories.objectAtIndex(0) as String
                path = documentDirectory.stringByAppendingPathComponent("buttonStates.archive")
    
                if NSKeyedArchiver.archiveRootObject(buttonStates, toFile: path) {
                    //println("Success writing to file!")
                } else {
                    println("Unable to write to file!")
                }
            }
    
            func RetrieveButtons() -> NSObject {
                var dataToRetrieve = ButtonStates()
                documentDirectories = NSSearchPathForDirectoriesInDomains(.DocumentDirectory, .UserDomainMask, true)
                documentDirectory = documentDirectories.objectAtIndex(0) as String
                path = documentDirectory.stringByAppendingPathComponent("buttonStates.archive")
                if let dataToRetrieve2 = NSKeyedUnarchiver.unarchiveObjectWithFile(path) as? ButtonStates {
                    dataToRetrieve = dataToRetrieve2 as ButtonStates
                }
                return(dataToRetrieve)
            }
        }
    
    
    the following is in my ViewController where the game is played.  Only showing the relevant code for retrieving and storing objects
    
    class mathGame: UIViewController {
    
    var buttonStates = ButtonStates()
    
    override func viewWillAppear(animated: Bool) {
            super.viewWillAppear(animated)
            //set inital view
    
            //retrieving a stored object & placing property into local class variables
            buttonStates = ArchiveButtonStates().RetrieveButtons() as ButtonStates
            gameData.sign = buttonStates.sign
            gameData.level = buttonStates.level
            gameData.problems = buttonStates.problems
            gameData.time = buttonStates.time
    
        }
    
    override func viewWillDisappear(animated: Bool) {
            super.viewWillDisappear(animated)
    
          //storing the object
          ArchiveButtonStates().ArchiveButtons(buttonStates: buttonStates)
        }
    }
    
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  • 2021-01-19 19:28

    You need your class to adopt the NSCoding protocol and encode and decode itself, like this:

    https://github.com/mattneub/Programming-iOS-Book-Examples/blob/master/bk2ch23p798basicFileOperations/ch36p1053basicFileOperations/Person.swift

    Now you can transform an instance of your class into an NSData by calling NSKeyedArchiver.archivedDataWithRootObject: - and an NSData can go into NSUserDefaults.

    This also means that an NSArray of instances of your class can be transformed into an NSData by the same means.

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