Best way to implement UserDefaults in iOS - ios

I'm using UserDefaults for the first time in contributing to an iOS open source project. However, in each class where I need to set a value to a key, I find myself typing in the same line of code: let defaults = UserDefaults.standard. Is there a better way to implement UserDefaults so that I don't have to keep defining this variable in each class where I need it? In other words, is there a "best practice" when it comes to using UserDefaults?

You can use UserDefaults.standard directly if you prefer, but if you are going to add / read many keys from it then it would be better to define its own variable and call the variable instead (like you are doing).
If you are thinking of creating a global variable, do not do that, the best practice is what you are doing by calling UserDefaults.standard each time. You might consider not using UserDefaults to move the values between the classes, it should ideally only be used for persistence, but that would require refactoring your app.

You could extend some mostly used class, or create a singleton to handle this repeating lines. For example, extend NSObject to have method like:
extension NSObject
{
func save(value: Any, for key: String)
{
let defs = UserDefaults.standard
defs.set(value, forKey: key)
defs.synchronize()
}
}
and, from any class that subclasses NSObject you can call this method. Hope this helps!

Related

Can different (though identical) structs be accessed as equals, without shared protocol-variables?

I am using some auto-generated code for my project.
In these files, some of the created structs are literally identical, though have different names. As a simple example, let's say they look like this:
struct FromPlace:CoreClass{
let id:String
let name:String
}
struct ToPlace:CoreClass{
let id:String
let name:String
}
Yes yes, I know, there should only exist one struct Place:CoreClass. I don't have any choice in the matter, as this code is automatically generated far far away. Just humour me in figuring this out, will you?:)
The CoreClass is something they have in common, but has little to do with this.
I also can't change the file. It is locked. And no, I don't want to unlock it.
Let's say I have my own class, named AwesomePlace. I'd like to initialise my awesome place with any other place, like this:
class AwesomePlace{
init(place:FromPlaceOrToPlace){
//Be able to write place.id or place.name here pls
}
}
I'd like to be able to send an instance of FromPlace or ToPlace to this init, which retains the possibility to access their correct variables. And since the other codes are auto-generated, I need this to be automatic based on the variables in the structs, no manual middle-man.
I was thinking I could do something like this:
protocol FromPlaceOrToPlace {}
extension FromPlace:FromPlaceOrToPlace{}
extension ToPlace:FromPlaceOrToPlace{}
but in doing this, I lose the ability to access any variables in FromPlaceOrToPlace, because it doesn't have any. To "fix" this, I could insert the common variables in the protocol, but I don't want to do that. I can't have any manual work here. These autogenerated codes will potentially change quite often.
You see where I'm going? Is such a thing possible, without me having to fill in the common variables in the protocol, as one usually would do?
Can I for example somehow create a protocol that inherits from FromPlace, and then create an extension for ToPlace which inherits this? Using one of them as "base" for the common "protocol"(or whatever) is okay, if possible.
In Swift you could use two designated initializers
class AwesomePlace{
init(place:FromPlace){
// write place.id or place.name here
}
init(place:ToPlace){
// write place.id or place.name here
}
}
When you instantiate it like this,
let myPlace = AwesomePlace(place:somePlace)
only the relevant initializer will get called.
In order to print FromPlace and ToPlace variables within init using a FromPlaceOrToPlace parameter, you should be able to check for FromPlaceOrToPlace’s type, cast it and unwrap it to that type like so:
init(place:FromPlaceOrToPlace){
if let fromPlace = place as? FromPlace {
print(fromPlace.name)
print(fromPlace.id)
} else if let toPlace = place as? ToPlace {
print(toPlace.name)
print(toPlace.id)
}
}

Using an Array Variable in All Views

In an app that I am working for, I need array variable that can be used in all UIViews. Currently when the array is changed in a view it is stored in the database, and when I need the updated version of the array in the previous view, I use the viewWillAppear method and retrieve the updated array from the database. While going to another view by a segue, I use the passing data by prepareForSegue, but if I use the back button, or just change the screens via tab bar, I use the viewWillAppear and a query.
Is there any way that when the array is created in a view, the data in it will be accessible in all views?
As I've stated in my comment, singletons are generally frowned upon for a myriad of reasons. However, there is much debate on this topic:
What is so bad about singletons?
Having said that, the best way I know to make a variable globally available for the session is by creating a singleton.
struct myArray {
static var data: [Int] = []
}
You could set this singleton up to fetch the records using CoreData and store the current working version in a static variable for quick access.
note: I am really very curious to see some other approaches.
Singleton
Singleton is basically a global variable that you can use them in any views, but some developers experience some bugs and difficulties, use it at your own risk, I recommend this method when you're definite that you will use that data a lot (STILL RISKY), but this method is like goddess of data handling :).
Create a NSObject subclass and call it DataManager.swift (I call it data manager cause it handle data.) as following:
import UIKit
class DataManager: NSObject {
//Store Data Globally
static var someData: NSArray! //This Boolean, you can choose whatever you want.
}
the static is what keep your data live.
Now you can store and receive someData from anywhere like you handle any data type like this.
//Store
DataManager.someData = []
//Receive
print(DataManager.someData)

What should I do about frequently repeated constants?

This seems like a very simple question, but I can't find a clear answer. Also it's not specifically about swift or iOs, but I'm new to programming and swift is the only language I know anything about, so I don't know how to phrase it for a more general context.
I'm trying to write an iOs app and I found myself defining the same constants many times throughout my code.
I must have written this line about a hundred times, for instance:
let calendar = NSCalendar.currentCalendar()
Another example is getting my only User object from its persistent store:
let realm = try! Realm()
let user = realm.objects(User).first!
I define those calendar and user constants over and over throughout my whole code in classes and subclasses and extensions and computed properties.
That seems kind of stupid, though. I think I should be able to define calendar once and for all and just use it when I need it. So my first thought was to declare a global constant, but apparently everybody thinks anything with the word "global" in it should be avoided at all costs.
So what should I do? Is there another solution for this? Should I just keep writing the same stuff over and over again?
Thanks in advance,
Daniel
There are many different situations in which the best use of different approaches.
For example in your case:
let calendar = NSCalendar.currentCalendar()
currentCalendar is a static method that already returns a pointer to the object that you will use. And you don't need to set it to some constant for using with simple case:
print(NSCalendar.currentCalendar().calendarIdentifier)
Another thing that is most often better to use a shorter name for the object in your code when you need to refer to it often and this code looks much more readable:
print(calendar.calendarIdentifier)
If you have the functionality that you will often use in application from different places, you can just make it to the static method and does not create an object of this class every time you call it:
class NetworkConnection {
class func getDataFromServet(completion block: (data: SomeType) -> Void) {
...
}
}
And use it without object creation like:
NetworkConnection.getDataFromServer(completion: {(data: SomeType) -> Void in
...
})
If you need to use created object in many places, the best solution is not to make it global or singleton instance, but pass a pointer to it to the objects where you need to use it. This makes the code more readable, for example by looking at the input parameters of the init method, anyone can immediately understand which objects use this class for their work. And this class is easier to take from the project in a separate module and connect to another project. At that time, if you use the singleton instance, the class's interface is not clear what it can be used and this leads to code obfuscation. This applies and to the global objects.
If you're constantly changing it, why aren't you just using var instead of let?

iOS Swift storing simple data globally

New to iOS development and trying to develop my app with correct practices. My main issue is trying to figure out the best way to store a bunch of simple data globally.
The app connects to a computer adhoc wifi and gathers information about the current state. (ex// gpu temp, computer name, display resolution, date/time, etc). The various view controllers I have then allow the user to adjust some of these settings so I want to be able to keep track of these changes across all view controllers.
I have been wrestling between using a plist, core data, or singleton class to store all the information. Since the user will be connected to one computer for the life of the app I am leaning towards singleton since it seems easiest to get and set data. However, I have read that using a singleton is really not the best practice for various reasons. I have read up on plists and core data a little and seems like a decent amount of work just to get and set values. Should I spend the time using those or would some other method be a better way to accomplish all of this.
Update:
After both answers from Aaoli and Swift Rabbit. I wanted to clarify for my use case that the data I am storing did not need to be "saved" when the app was closed. So if you are coming to this question and need to store your data even if the app closes look at #SwiftRabbit's answer.
To use Global variable in Swift you need to define struct outside the class and because you don't need the variable to be swimming in the whole app memory without binding:
struct GlobalVar {
static var myvar = 0
}
To use simply the global variable from anywhere use :
GlobalVar.myvar = 10
In my case, using "simple" data, which is not sensitive, I usually use the user defaults. They can be accessed globally through the project. For example, it can be set this way :
var prefs:NSUserDefaults = NSUserDefaults.standardUserDefaults()
prefs.setObject(myValue, forKey: "myKey") // myValue is of type typeOfValue
prefs.synchronize()
It can be accessed this way :
var prefs:NSUserDefaults = NSUserDefaults.standardUserDefaults()
prefs.valueForKey("myKey") as? typeOfValue
Using setObject can be used for any kind of value, that's why I cast it when retrieving it from the userDefaults. You could actually use other methods to insert it and retrieve it that would make your task easier. For example, you could tell you are inserting a bool with :
prefs.setBool(<#value: Bool#>, forKey: <#String#>)
And specify you are retrieving one with :
prefs.boolForKey(<#defaultName: String#>)
All methods can be found in the apple documentation here
My opinion: create a singleton, e.g. in this way:
class MyClass {
/// The singleton instance
private static var singletonInstance: MyClass!
class var sharedInstance: MyClass! {
get {
singletonInstance = singletonInstance ?? MyClass()
return singletonInstance
}
}
private init() { }
}
Or in this way:
class MySingletonClass {
static let sharedInstance = MySingletonClass()
private init() {
}
Many people consider Singleton a poor design pattern, but in my opinion it is not. It is good to have a pattern which ensures that a piece of information is only available once. What is not good is to have global access to this Singleton from anywhere in the application. Some people counter-act this with "Dependency Injection", which basically means that your classes does not "pull" the information from the Singleton but the information is "pushed" into the class from (some other instance) outside. This promotes loose coupling and better test-ability. But this is an advanced topic which needs much more information. (Google "typhoon framework" for iOS if you are interested in this)

Pass a variable from foreground to background in Swift

I am developing an iOS application where I want to record the time when a user presses a particular button and keep it. Later I will use this time record in background. Is there a nice way of doing that without invoking NSUserDefaults or CoreData or whatever other database?
I am very new to iOS development. I think this is very likely to be a naive question. But I'm just curious. Please don't laugh at me haha.
Edit: This is indeed a very naive question haha.
A simple way to make sure your data is available everywhere in your app and only persists for each app session would be to use a singleton. Something like this.
// Create a class to store the data
class SessionData : NSObject {
// Create a shared instance of your class
static let sharedInstance = SessionData()
// Create a variable to store the date object
var timeStore:NSDate?
}
This will mean that anywhere in your app you can get and set this data as below.
// Get
if let time = SessionData.sharedInstance.timeStore {
println(time)
}
// Set
SessionData.sharedInstance.timeStore = NSDate()
It is worth mentioning that despite the above being a valid method, You may be able to avoid doing this by re-thinking your app structure and passing data between classes instead. You should have a look at Delegation.
Also as #CouchDeveloper mentions in their comment below, you may want to included a dispatch queue to prevent crashes or locks in the situation where two or more classes try to read and or write data at the same time.

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