Swift framework for iOS and macOS - ios

currently i'm developing an app for my graduation project. The problem is, that it's not just one app, it consists of an iOS app that is made for the users and a macOS app for the "Owner". In the mac App the owner can create a file that should then be red in the iOS app.
Until now I have made a script that has all the necessary variables to transport the information, it can serialise and deserialise a file and assign it to the UI. Everything worked fine as long as I was working on the macOS app, the files can be created, deserialised and so on, however when I tried to go to the iOS app, I copied the exact same script that serves as the dataModel into the project and when I tried to deserialise a file created in the macOS file the app crashed and gave me an error saying:
cannot decode object of class (ExcursionCreator.ExcursionDataModel)
for key (root); the class may be defined in source code or a library
that is not linked'
I investigated on the error and found out that i cannot just copy the script from one project to the other, so I found a source that said that I should create a framework with just this file, however i haven't found any useful topics that talk about frameworks for cross platform.
So my question in a few words is, is it true that I have to create a framework for this purpose and if so how would I do it so it works on macOS as well on iOS. Any other advice would also be greatly appreciated. Thanks in advance Jorge. :)
Update
As asked by danielv here is my code where I store the information, it also conforms to the NSCoding protocol so i can serialise and deserialise it:
import Foundation
class ExcursionDataModel: NSObject, NSCoding {
var title: String
var imagesData = [Data]()
var thumbnailImageData: Data?
var shortText = String()
var completeText = String()
var difficulty: String = "Hard"
var duration: String = "Long"
var isFavourite: Bool = false
var type: excursionType = .other
enum excursionType: String {
case biking
case rafting
case other
}
static let possibleDifficulties = ["Hard", "Medium", "Easy"]
static let possibleDurations = ["Long", "Medium", "Short"]
init (title: String) {
self.title = title
}
override init() {
self.title = "Title"
}
struct PropertyKey {
static let titleKey = "title"
static let imagesKey = "images"
static let thumbnailImageKey = "thumbnailImage"
static let shortTextKey = "shortText"
static let completeTextKey = "completeText"
static let difficultyKey = "difficulty"
static let durationKey = "duration"
static let isFavouriteKey = "isFavourite"
static let typeKey = "type"
}
//MARK: - NSCoding
func encode(with aCoder: NSCoder) {
aCoder.encode(title, forKey: PropertyKey.titleKey)
aCoder.encode(imagesData, forKey: PropertyKey.imagesKey)
aCoder.encode(thumbnailImageData, forKey: PropertyKey.thumbnailImageKey)
aCoder.encode(shortText, forKey: PropertyKey.shortTextKey)
aCoder.encode(completeText, forKey: PropertyKey.completeTextKey)
aCoder.encode(difficulty, forKey: PropertyKey.difficultyKey)
aCoder.encode(duration, forKey: PropertyKey.durationKey)
aCoder.encode(isFavourite, forKey: PropertyKey.isFavouriteKey)
aCoder.encode(type.rawValue, forKey: PropertyKey.typeKey)
}
required convenience init?(coder aDecoder: NSCoder) {
let title = aDecoder.decodeObject(forKey: PropertyKey.titleKey) as! String
self.init(title: title)
self.imagesData = aDecoder.decodeObject(forKey: PropertyKey.imagesKey) as! [Data]
self.thumbnailImageData = aDecoder.decodeObject(forKey: PropertyKey.thumbnailImageKey) as? Data
self.shortText = aDecoder.decodeObject(forKey: PropertyKey.shortTextKey) as! String
self.completeText = aDecoder.decodeObject(forKey: PropertyKey.completeTextKey) as! String
self.difficulty = aDecoder.decodeObject(forKey: PropertyKey.difficultyKey) as! String
self.duration = aDecoder.decodeObject(forKey: PropertyKey.durationKey) as! String
self.isFavourite = aDecoder.decodeObject(forKey: PropertyKey.isFavouriteKey) as! Bool
self.type = excursionType(rawValue: aDecoder.decodeObject(forKey: PropertyKey.typeKey) as! String)!
}
}

From NSCoder documentation:
NSCoder operates on objects, scalars, C arrays, structures, and
strings, and on pointers to these types. It does not handle types
whose implementation varies across platforms, such as union, void *,
function pointers, and long chains of pointers. A coder object stores
object type information along with the data, so an object decoded from
a stream of bytes is normally of the same class as the object that was
originally encoded into the stream.
The class that you encoded in your MacOS app is ExcursionCreator.ExcursionDataModel. Your iOS app, however, probably has different module name, so even if you include the exact same swift class in your iOS app, the actual namespaced class name would be different, e.g ExcursionIOSApp.ExcursionDataModel.
NSCoder has no idea these are the same classes, when it tries to decode the ExcursionDataModel it doesn't find it, so you get the error.
Your options are:
Option #1
Use an open portable format for your serializations. JSON is a popular choice but there are others. This has a benefit of reusability in platforms outside of Apple's ecosystem, if you later decide to port your app to, say, Android.
There is a foundation JSON serialization support in MacOS/iOS and many open source projects that offer better/additional JSON support.
Option #2
Use a different class that shares same implementation and name across platform. For example, you could use NSDictionary as your data structure. Just be sure that everything you put there is compliant with the restrictions required by NSCoder
Option #3
Put your data class in a framework. This will force the class to have the same name when used from both projects.
To create a framework, choose a MacOS framework project when creating a new projects. Add your ExcursionDataModel to this framework.
Note that you will need to compile this framework for each platform separately. So once you have it for MacOS you will need to add additional target for it in xcode to compile it for iOS.
Then include your framework's project in each of you apps. Make sure to remove the class from your app's sources.
Check Apple's Framework Programming Guide,
Personally, I'd go with option #1 and use open and popular format and stay away from Apple's proprietary serialization.

Related

Transfer data from project to widget in swift

At my project i need to send user id's to widget in iOS. But for do that, my user needs to open application once. Without opening, information stays only 1 day, after that it vanishes and widget stops showing information and await for opening application.
For do that i used appGroup.
What is the correct way to use transfer data from my project to widget?
Swift 5
Follow these steps to pass data from the host app to extensions.
Select project target > Capabilities > add new app group (if you have enabled permissions for your developer account otherwise enable that first)
Select the extension target and repeat the same.
if let userDefaults = UserDefaults(suiteName: "group.com.yourAppgroup") {
createEventDic.removeAll()
let eventDic = NSMutableDictionary()
eventDic.setValue("YourString", forKey: "timeFontName")
createEventDic.append(eventDic)
let resultDic = try? NSKeyedArchiver.archivedData(withRootObject: createEventDic, requiringSecureCoding: false)
userDefaults.set(resultDic, forKey: "setWidget")
userDefaults.synchronize()
} else {
}
Now go to your app extension and do these steps to get the passed data.
if let userDefaults = UserDefaults(suiteName: "group.com.yourAppGroup") {
guard let testcreateEvent = userDefaults.object(forKey: "testcreateEvent") as? NSData else {
print("Data not found in UserDefaults")
return
}
do {
guard let eventsDicArray = try NSKeyedUnarchiver.unarchiveTopLevelObjectWithData(testcreateEvent as Data) as? [NSMutableDictionary] else {
fatalError("loadWidgetDataArray - Can't get Array")
}
for eventDic in eventsDicArray {
let timeFontName = eventDic.object(forKey: "timeFontName") as? String ?? ""
}
} catch {
fatalError("loadWidgetDataArray - Can't encode data: \(error)")
}
}
Hopefully, it will help. Cheers!
For do that i used appGroup.
What is the correct way to use transfer data from my project to
widget?
What you did so far (App Grouping) is one of the steps that you should follow. Next, as mentioned in App Extension Programming Guide - Sharing Data with Your Containing App:
After you enable app groups, an app extension and its containing app
can both use the NSUserDefaults API to share access to user
preferences. To enable this sharing, use the initWithSuiteName: method
to instantiate a new NSUserDefaults object, passing in the identifier
of the shared group.
So, what you have to do so far is to let the data to be transferred by the UserDefautls. For instance:
if let userDefaults = UserDefaults(suiteName: "group.com.example.myapp") {
userDefaults.set(true, forKey: "myFlag")
}
thus you could pass it to the widget:
if let userDefaults = UserDefaults(suiteName: "group.com.example.myapp") {
let myFlag = userDefaults.bool(forKey: "myFlag")
}
And you follow the same approach for passing the data vise-versa (from the widget to the project).
In Xamarin Forms, we need to use DI to pass the data to the ios project then we can put it into NSUserDefaults
Info: Grouping application is mandatory
Xamarin iOS project - Putting Data into NSUserDefaults
var plist = new NSUserDefaults("group.com.test.poc", NSUserDefaultsType.SuiteName);
plist.SetBool(true, "isEnabled");
plist.Synchronize();
Today Extension - Getting data from NSUserDefaults
var plist = new NSUserDefaults("group.com.test.poc", NSUserDefaultsType.SuiteName);
var result = plist.BoolForKey("isEnabled");
Console.WriteLine($"The result of NSUserdefaults: logesh {result}");

Apple Watch input values via scribble only

I'm working on WatchKit App. In this app, there are some fields that the user should fill it,
I searched how to deal with input fields in iWatch, and I found the following code:
presentTextInputController(withSuggestions: ["1"], allowedInputMode: WKTextInputMode.plain) { (arr: [Any]?) in
if let answers = arr as? [String] {
if let answer = answers[0] as? String {
self.speechLabel.setText(answer)
}
}
}
and this code gives me two choices: Diction and scribble, i.e
In my App, I want to support only the scribble not both of them,
I tried to pass withSuggestions parameter as nil, but the app direct me to dictiation, not to scribble.
Is there a way to let the user only use scribble?

Pass data to Call Directory Extension

I cannot pass data call directory extension from main app
I've created one App group and turned it on in App capabilities for both targets (main app and extension)
I pass data with NSUser
-Create Data in main app
var userDefaults = UserDefaults(suiteName: "group.test.callapp")
userDefaults?.set("mynumber", forKey: "mykey")
-Retrieve Data in extension
var baseDescription = "test"
let newUserDefaults = UserDefaults(suiteName: "group.test.callapp")
if let testUserId = newUserDefaults?.object(forKey: "mykey") as? String
{
baseDescription = testUserId
}
When i do it in only main app - everything is ok, but when i do it in extension (i do it in 'addIdentificationPhoneNumbers' function) - it doesn't work, baseDescripton doesn't change
Your solutions shoud work, the only problem I can see is that you don't have App Groups enabled (with your "group.test.callapp" group) both for your application and the extension. Check Target->Capabilities if this is enabled for both. Another caveat is to pass the phone number in the international format (with country code).

passing data between sirikit intent handler and the app

ios does not let the containing app and the contained extensions to share a common container, so UserDefaults is the proposed solution.
I have tried using UserDefaults with sirikit intent handler assuming the handler behaves as an extension as follows :
inside IntentHandler.swift
let shared = UserDefaults(suiteName:XXXXXXXX.group...)
shared?.set("saved value 1", forKey: "key1")
shared?.set("saved value 2", forKey: "key2")
shared?.set("saved value 3", forKey: "key3")
inside ViewController.swift in viewDidLoad
let shared = UserDefaults(suiteName:XXXXXXXX.group...)
if let temp1 = shared?.string(forKey:"key1")
{
contentLabel.text = temp1
}
if let value = shared?.string(forKey: "key2")
{
valueLabel.text = value
}
if let key = shared?.string(forKey: "key3")
{
keyLabel.text = key
}
i can see the strings corresponding to key1 and key2 on my ipad screen but not for key3, peppering the code with synchronizes does not help.
here are my questions :
1) are sirikit handlers different from other extensions? if yes how to pass data to my app? if not am i using UserDefaults incorrectly?
2) is there a better way to handle IPC between the app and its extensions where i just need to pass simple string messages between them.
using swift 3.0 and xcode 8.2.1
Check that you have the App Group enabled for all targets you want to access the group from. Check in project -> your target -> capabilities under "App Groups".
There's something called MMWomhole. It will definitely do the work.

How to save local data in a Swift app?

I'm currently working on a iOS app developed in Swift and I need to store some user-created content on the device but I can't seem to find a simple and quick way to store/receive the users content on the device.
Could someone explain how to store and access local storage?
The idea is to store the data when the user executes an action and receive it when the app starts.
The simplest solution for storing a few strings or common types is UserDefaults.
The UserDefaults class provides convenience methods for accessing common types such as floats, doubles, integers, Boolean values, and URLs.
UserDefaults lets us store objects against a key of our choice, It's a good idea to store these keys somewhere accessible so we can reuse them.
Keys
struct DefaultsKeys {
static let keyOne = "firstStringKey"
static let keyTwo = "secondStringKey"
}
Setting
let defaults = UserDefaults.standard
defaults.set("Some String Value", forKey: DefaultsKeys.keyOne)
defaults.set("Another String Value", forKey: DefaultsKeys.keyTwo)
Getting
let defaults = UserDefaults.standard
if let stringOne = defaults.string(forKey: DefaultsKeys.keyOne) {
print(stringOne) // Some String Value
}
if let stringTwo = defaults.string(forKey: DefaultsKeys.keyTwo) {
print(stringTwo) // Another String Value
}
Swift 2.0
In Swift 2.0 UserDefaults was called NSUserDefaults and the setters and getters were named slightly differently:
Setting
let defaults = NSUserDefaults.standardUserDefaults()
defaults.setObject("Some String Value", forKey: DefaultsKeys.keyOne)
defaults.setObject("Another String Value", forKey: DefaultsKeys.keyTwo)
Getting
let defaults = NSUserDefaults.standardUserDefaults()
if let stringOne = defaults.stringForKey(DefaultsKeys.keyOne) {
print(stringOne) // Some String Value
}
if let stringTwo = defaults.stringForKey(DefaultsKeys.keyTwo) {
print(stringTwo) // Another String Value
}
For anything more serious than minor config you should consider using a more robust persistent store:
CoreData
Realm
SQLite
They Say Use NSUserDefaults
When I was implementing long term (after app close) data storage for the first time, everything I read online pointed me towards NSUserDefaults. However, I wanted to store a dictionary and, although possible, it was proving to be a pain. I spent hours trying to get type-errors to go away.
NSUserDefaults is Also Limited in Function
Further reading revealed how the read/write of NSUserDefaults really forces the app to read/write everything or nothing, all at once, so it isn't efficient. Then I learned that retrieving an array isn't straight forward. I realized that if you're storing more than a few strings or booleans, NSUserDefaults really isn't ideal.
It's also not scalable. If you're learning how to code, learn the scalable way. Only use NSUserDefaults for storing simple strings or booleans related to preferences. Store arrays and other data using Core Data, it's not as hard as they say. Just start small.
Update: Also, if you add Apple Watch support, there's another potential consideration. Your app's NSUserDefaults is now automatically sent to the Watch Extension.
Using Core Data
So I ignored the warnings about Core Data being a more difficult solution and started reading. Within three hours I had it working. I had my table array being saved in Core Data and reloading the data upon opening the app back up! The tutorial code was easy enough to adapt and I was able to have it store both title and detail arrays with only a little extra experimenting.
So for anyone reading this post who's struggling with NSUserDefault type issues or whose need is more than storing strings, consider spending an hour or two playing with core data.
Here's the tutorial I read:
http://www.raywenderlich.com/85578/first-core-data-app-using-swift
If you didn't check "Core Data"
If you didn't check "Core Data"when you created your app, you can add it after and it only takes five minutes:
http://craig24.com/2014/12/how-to-add-core-data-to-an-existing-swift-project-in-xcode/
http://blog.zeityer.com/post/119012600864/adding-core-data-to-an-existing-swift-project
How to Delete from Core Data Lists
Delete Data from Coredata Swift
Okey so thanks to #bploat and the link to http://www.codingexplorer.com/nsuserdefaults-a-swift-introduction/
I've found that the answer is quite simple for some basic string storage.
let defaults = NSUserDefaults.standardUserDefaults()
// Store
defaults.setObject("theGreatestName", forKey: "username")
// Receive
if let name = defaults.stringForKey("username")
{
print(name)
// Will output "theGreatestName"
}
I've summarized it here http://ridewing.se/blog/save-local-data-in-swift/
Using NSCoding and NSKeyedArchiver is another great option for data that's too complex for NSUserDefaults, but for which CoreData would be overkill. It also gives you the opportunity to manage the file structure more explicitly, which is great if you want to use encryption.
For Swift 4.0, this got easier:
let defaults = UserDefaults.standard
//Set
defaults.set(passwordTextField.text, forKey: "Password")
//Get
let myPassword = defaults.string(forKey: "Password")
Swift 5+
None of the answers really cover in detail the default built in local storage capabilities. It can do far more than just strings.
You have the following options straight from the apple documentation for 'getting' data from the defaults.
func object(forKey: String) -> Any?
//Returns the object associated with the specified key.
func url(forKey: String) -> URL?
//Returns the URL associated with the specified key.
func array(forKey: String) -> [Any]?
//Returns the array associated with the specified key.
func dictionary(forKey: String) -> [String : Any]?
//Returns the dictionary object associated with the specified key.
func string(forKey: String) -> String?
//Returns the string associated with the specified key.
func stringArray(forKey: String) -> [String]?
//Returns the array of strings associated with the specified key.
func data(forKey: String) -> Data?
//Returns the data object associated with the specified key.
func bool(forKey: String) -> Bool
//Returns the Boolean value associated with the specified key.
func integer(forKey: String) -> Int
//Returns the integer value associated with the specified key.
func float(forKey: String) -> Float
//Returns the float value associated with the specified key.
func double(forKey: String) -> Double
//Returns the double value associated with the specified key.
func dictionaryRepresentation() -> [String : Any]
//Returns a dictionary that contains a union of all key-value pairs in the domains in the search list.
Here are the options for 'setting'
func set(Any?, forKey: String)
//Sets the value of the specified default key.
func set(Float, forKey: String)
//Sets the value of the specified default key to the specified float value.
func set(Double, forKey: String)
//Sets the value of the specified default key to the double value.
func set(Int, forKey: String)
//Sets the value of the specified default key to the specified integer value.
func set(Bool, forKey: String)
//Sets the value of the specified default key to the specified Boolean value.
func set(URL?, forKey: String)
//Sets the value of the specified default key to the specified URL.
If are storing things like preferences and not a large data set these are perfectly fine options.
Double Example:
Setting:
let defaults = UserDefaults.standard
var someDouble:Double = 0.5
defaults.set(someDouble, forKey: "someDouble")
Getting:
let defaults = UserDefaults.standard
var someDouble:Double = 0.0
someDouble = defaults.double(forKey: "someDouble")
What is interesting about one of the getters is dictionaryRepresentation, this handy getter will take all your data types regardless what they are and put them into a nice dictionary that you can access by it's string name and give the correct corresponding data type when you ask for it back since it's of type 'any'.
You can store your own classes and objects also using the func set(Any?, forKey: String) and func object(forKey: String) -> Any? setter and getter accordingly.
Hope this clarifies more the power of the UserDefaults class for storing local data.
On the note of how much you should store and how often, Hardy_Germany gave a good answer on that on this post, here is a quote from it
As many already mentioned: I'm not aware of any SIZE limitation
(except physical memory) to store data in a .plist (e.g.
UserDefaults). So it's not a question of HOW MUCH.
The real question should be HOW OFTEN you write new / changed
values... And this is related to the battery drain this writes will
cause.
IOS has no chance to avoid a physical write to "disk" if a single
value changed, just to keep data integrity. Regarding UserDefaults
this cause the whole file rewritten to disk.
This powers up the "disk" and keep it powered up for a longer time and
prevent IOS to go to low power state.
Something else to note as mentioned by user Mohammad Reza Farahani from this post is the asynchronous and synchronous nature of userDefaults.
When you set a default value, it’s changed synchronously within your
process, and asynchronously to persistent storage and other processes.
For example if you save and quickly close the program you may notice it does not save the results, this is because it's persisting asynchronously. You might not notice this all the time so if you plan on saving before quitting the program you may want to account for this by giving it some time to finish.
Maybe someone has some nice solutions for this they can share in the comments?
Swift 3.0
Setter :Local Storage
let authtoken = "12345"
// Userdefaults helps to store session data locally
let defaults = UserDefaults.standard
defaults.set(authtoken, forKey: "authtoken")
defaults.synchronize()
Getter:Local Storage
if UserDefaults.standard.string(forKey: "authtoken") != nil {
//perform your task on success }
For Swift 3
UserDefaults.standard.setValue(token, forKey: "user_auth_token")
print("\(UserDefaults.standard.value(forKey: "user_auth_token")!)")
For someone who'd not prefer to handle UserDefaults for some reasons, there's another option - NSKeyedArchiver & NSKeyedUnarchiver. It helps save objects into a file using archiver, and load archived file to original objects.
// To archive object,
let mutableData: NSMutableData = NSMutableData()
let archiver: NSKeyedArchiver = NSKeyedArchiver(forWritingWith: mutableData)
archiver.encode(object, forKey: key)
archiver.finishEncoding()
return mutableData.write(toFile: path, atomically: true)
// To unarchive objects,
if let data = try? Data(contentsOf: URL(fileURLWithPath: path)) {
let unarchiver = NSKeyedUnarchiver(forReadingWith: data)
let object = unarchiver.decodeObject(forKey: key)
}
I've write an simple utility to save/load objects in local storage, used sample codes above. You might want to see this.
https://github.com/DragonCherry/LocalStorage
NsUserDefaults saves only small variable sizes.
If you want to save many objects you can use CoreData as a native solution, or I created a library that helps you save objects as easy as .save() function. It’s based on SQLite.
SundeedQLite
Check it out and tell me your comments
This gives a great explanation for how to do this in Swift 5: https://www.hackingwithswift.com/example-code/system/how-to-save-user-settings-using-userdefaults
Summary:
To set a value:
let defaults = UserDefaults.standard
defaults.set("value", forKey: "key")
To get a String value:
let key = defaults.object(forKey: "StringKey") as? [String] ?? [String]()
To get integer value:
let key = defaults.integer(forKey: "IntegerKey")
I found this answer and it enabled me to save data, but since Swift 4.1 there has been a much easier way to do this using appstorage.
#AppStorage("studentNames") var studentName: String = "Put name here"
Each item must be unique, but using String you can store a large variety of data in here.
I've made a video tutorial to help you do this: http://youtube.com/watch?v=nLsJD6yL9Ps

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