How to reset singleton instance? - ios

I'm creating a singleton instance like this
static let currentUser = User()
private override init() {
super.init()
// custom initialisation
}
How can I reset this instance or set back to nil?

I create all my Singletons with an optional Singleton instance.
However I also make this private and use a function to fetch it.
If the Singleton is nil it creates a new instance.
This is actually the only good way to set up a Singleton. If you have a regular object that you can't deinitialize it's a memory problem. Singletons are no different, except that you have to write a function to do it.
Singletons have to be completely self managed. This means from init to deinit.
I have a couple of templates on github for Singeltons, one of them with a fully implemented read/write lock.
class Singleton {
private static var privateShared : Singleton?
class func shared() -> Singleton { // change class to final to prevent override
guard let uwShared = privateShared else {
privateShared = Singleton()
return privateShared!
}
return uwShared
}
class func destroy() {
privateShared = nil
}
private init() {
print("init singleton")
}
deinit {
print("deinit singleton")
}
}

You can not do that if you declare currentUser as let. It should be var instead, or better still private (set) var. Also you can not assign currentUser with nil if its type is User (inferred from the way you assign it at the moment). Instead, it should be User?.
For example, something like this:
/// ...
static private (set) var currentUser: User? = User()
static func resetCurrentUser() {
currentUser = nil
}
// ...
private (set) allows changes to the property only within the scope of current file, and for the rest of your code it will be seen as let. Then method resetCurrentUser() can be used to put it to nil.
Or even this:
// ...
private static var _currentUser: User?
static var currentUser: User {
if _currentUser == nil { _currentUser = User() }
return _currentUser!
}
static func resetCurrentUser() {
_currentUser = nil
}
// ...
You can have currentUser as computed property that guarantees to return a value. So you can reset the user to nil, yes. But if later you will try to read from there again a new instance will be created automatically.
Be careful with multithreaded access, though.

The accepted answer is working, but if you want to not deal with optionals you can create a private setter:
class Singleton {
static private(set) var shared: Singleton = Singleton()
static func reset() {
shared = Singleton()
}
private init() {
print("init singleton")
}
deinit {
print("deinit singleton")
}
}

All you want is possible, but highly unrecommended :) Because singletons by design should not fall back to nil.
First, if you want to change currentUser, it must be var. Then if you want it to be nil, it must by optional type and you should unwrap it when using.
static var currentUser: User? = User()
I would propose to not change currentUser or make it non-static (for example, a property of some UsersManager.
Also you can change properties of currentUser (like name, loggedIn). At last, take a look at this answer: https://stackoverflow.com/a/28398974/326017 - it describes your situation.

Related

Using Arrays in Singleton Class in iOS

PetInfo.class
class PetInfo {
static let shared: PetInfo = PetInfo()
lazy var petArray: [PetInfo] = []
var PetID:Int
var PetName:String
...
init(){ .. }
}
ViewController.swift
class ViewController: UIViewController {
var PetArray = PetInfo.shared.petArray
override func viewDidLoad() {
super.viewDidLoad()
let pet = PetInfo()
pet.PetName = "Jack"
PetArray.append(pet). **Create Object and gave a name**
print(PetArray[0].PetName) //works!
}
}
secondViewController.swift
class secondViewController: UIViewController {
var PetArray = PetInfo.shared.petArray
override func viewDidLoad() {
super.viewDidLoad()
let label: UILabel = {
let label = UILabel()
...
label.text = PetArray[0].PetName **tried to print**
return label
}()
view.addSubview(label)
}
}
I want to share PetArray array in all of the view controllers.(It's more than two.)
It put data in the first VC, but doesn't work in the Second VC.
How can I share this array using a Singleton pattern?
Except for the array, It works perfect.(like String.. PetID, PetName.. )
Array in swift is implemented as Struct, which means Array is a value type and not a reference type. Value types in Swift uses copy on write (COW) mechanism to handle the changes to their values.
So in your ViewController when you assigned
var PetArray = PetInfo.shared.petArray
your PetArray was still pointing to the same array in your PetInfo.shared instance (I mean same copy of array in memory) . But as soon as you modified the value of PetArray by using
PetArray.append(pet)
COW kicks in and it creates a new copy of petArray in memory and now your PetArray variable in your ViewController and PetInfo.shared.petArray are no longer pointing to same instances instead they are pointing to two different copies of array in memory.
So all the changes you did by using PetArray.append(pet) is obviously not reflected when you access PetInfo.shared.petArray in secondViewController
What can I do?
remove PetArray.append(pet) and instead use PetInfo.shared.petArray.append(pet)
What are the other issues in my code?
Issue 1:
Never use Pascal casing for variable name var PetArray = PetInfo.shared.petArray instead use camel casing var petArray = PetInfo.shared.petArray
Issue 2:
class PetInfo {
static let shared: PetInfo = PetInfo()
lazy var petArray: [PetInfo] = []
var PetID:Int
var PetName:String
...
init(){ .. }
}
This implementation will not ensure that there exists only one instance of PetInfo exists in memory (I mean it cant ensure pure singleton pattern), though you provide access to instance of PetInfo using a static variable named shared there is nothing which stops user from creating multiple instances of PetInfo simply by calling PetInfo() as you did in let pet = PetInfo()
rather use private init(){ .. } to prevent others from further creating instances of PetInfo
Issue 3:
You are holding an array of PetInfo inside an instance of PetInfo which is kind of messed up pattern, am not really sure as to what are you trying to accomplish here, if this is really what you wanna do, then probably you can ignore point two (creating private init) for now :)
I think the best solution to use Combine and Resolver frameworks. Works perfectly in my case with shared arrays.
In your case it could be
import Combine
import Resolver // need to add pod 'Resolver' to Podfile and install it first
// Data Model
struct PetInfo: Codable {
var PetID:Int
var PetName:String
...
}
// Repository to read manage data (read/write/search)
class PetRepository: ObservableObject {
#Published var petArray = Array<PetInfo>()
override init() {
super.init()
load()
}
private func load() {
// load pets info from server
}
}
Need to add AppDelegate+Injection.swift that will contain repository registration:
import Foundation
import Resolver
extension Resolver: ResolverRegistering {
public static func registerAllServices() {
// Services
register { PetRepository() }.scope(application)
}
}
Then use it in any controllers
import UIKit
import Combine
import Resolver
class ViewController: UIViewController {
#LazyInjected var petRepository: PetRepository
private var cancellables = Set<AnyCancellable>()
override func viewDidLoad() {
super.viewDidLoad()
petRepository.$petArray
.receive(on: DispatchQueue.main)
.debounce(for: 0.8, scheduler: RunLoop.main)
.sink { [weak self] petInfos in
// set UI here
}
.store(in: &cancellables)
}
}
If you want PetInfo to be a singleton, make its initializer private:
class PetInfo {
static let shared: PetInfo = PetInfo()
lazy var petArray: [PetInfo] = []
var PetID:Int
var PetName:String
...
private init(){ .. } // !!
}
This way, any attempt to create new instances (like you do in your first ViewController) will fail, and will remind you to always use PetInfo.shared to access the singleton.

singleton class shared between app and extension

When i add value like reference for UIViewController or string Id to singleton class, then try to access them from share extension i could't get this value again
the share extension create new singleton with null value
How i can make this class and the data inside it shared between main app and extension?
class Gateway:NSObject {
private var id:String? = nil
private weak var delegate:GatewayDelegate!
func set(id:String){
self.id = id
}
func set(gatewayDelegate:GatewayDelegate){
self.delegate = gatewayDelegate
}
func dismiss() {
self.id = nil
self.delegate = nil
}
func append(str:String,_id:String) {
if let id = self.id ,id == _id ,self.delegate != nil {
self.delegate!.gatewayAppend(str: str)
}
}
static let shared = Gateway()
private override init() {}
}
An extension is a completely separate process. It runs in its own sandbox and its own memory. Both your main app and your extension can create an instance of the singleton object, but they will be separate instances. They won't share any data.
To exchange data between your main app and your extension you will need to use an app group with user defaults, the keychain or a file.

how to throw error/exception from swift singleton init

In my custom swift framework I have a singleton class which end user will be using. The singleton init() does lots of work for which I want to throw error if anything goes wrong during initialisation.
mySingleton.swift
public class mySingleton: NSObject {
.......
public static let sharedInstance = mySingleton(singleton : true)
....
}
private override convenience init() {
assertionFailure( "Please use sharedInstance" )
self.init(singleton : false)
}
private init(singleton: true) {
super.init()
//Other class objects init() etc.
//Some other processing etc.
}
Framework users:
//Initialise framework
mySingleton.sharedInstance
What would be the best way to throw error/exception to the end user during mySingleTon init process.
You should really, really think about what your intentions are here.
A singleton is created once and stays alive for the rest of the application. What is your application going to do if creating the singleton fails? Where I use singletons, they must succeed. If they don't, my app cannot run.
If creating the singleton fails, then the best is to produce an assertion that will kill the app. On the other hand, in many problematic situations (missing network connection, for example) creation of the singleton should not fail.
UPDATED
Variant with Implicitly Unwrapped value:
public class MySingleton: NSObject {
private static var _sharedInstance: MySingleton!
public static var sharedInstance: MySingleton! {
if _sharedInstance == nil {
let instance = MySingleton()
if let error = instance.initializationError {
//log an error
print("An error occured during singleton object instantiation: \(error)")
return nil
}
_sharedInstance = instance
}
return _sharedInstance
}
var initializationError: ErrorType?
private override init() {
super.init()
//Other class objects init() etc.
//Some other processing etc.
do {
try initialize()
} catch {
initializationError = error
}
}
private func initialize() throws {
throw NSError(domain: "my.error", code: -1, userInfo: nil)
}
}
If you want to throw an error or make an init fail pertaining to certain conditions ,use failable initialisers
struct Animal {
let species: String
init?(species: String) {
if species.isEmpty { return nil }
self.species = species
}
}
Hope this should help

What is best practice for global variables and functions in Swift?

I coding an app with several (15-25 different swigft files one for each view.
Some variables and functions I will use in every viewcontroller.
What would be best practice to enable code reusage?
For instance I need to communicate with a server in which the first request is for an access token, this request I imagine could be a global function setting a global variable (access token). And then using it for the more specific requests.
I started placing a lot of global constants in appdelegate file, in a Struct is there a problem with this?
LibraryAPI.swift
import UIKit
import CoreData
class LibraryAPI: NSObject
{
let managedObjectContext = (UIApplication.sharedApplication().delegate as AppDelegate).managedObjectContext
private var loginD: LoginDetails
private var isOnline: Bool
class var sharedInstance: LibraryAPI
{
struct Singleton
{
static let instance = LibraryAPI()
}
return Singleton.instance
}
override init()
{
super.init()
}
func getIsOnline() -> Bool
{
return isOnline
}
func setIsOnline(onlineStatus: Bool)
{
isOnline = onlineStatus
}
func getLoginDetails() -> LoginDetails
{
return loginD
}
func setLoginDetails(logindet: LoginDetails)
{
loginD = logindet
}
// Execute the fetch request, and cast the results to an array of objects
if let fetchResults = managedObjectContext!.executeFetchRequest(fetchRequest, error: nil) as? [LoginDetails] {
setLoginDetails(fetchResults[0])
}
}
You should avoid using global variables.
Depending on what you have / what you need to do, either you can :
Create a class and make an instance on your first call. Then, you can pass the object through your views (prepareForSegue). But that can still be repetitive to implement everytime ;
Create a singleton class that will be instantiate only once and accessible from everywhere (singleton are considered as a bad practice by some);
Use the NSUserDefaults to store String ;
Save your data somehow (CoreData, ...).
You can do like this
User.swift
import Foundation
import UIKit
class User: NSObject {
var name: String = ""
func getName() -> String{
name = "Nurdin"
return name
}
}
ViewController.swift
import Foundation
import UIKit
let instanceOfUser = User()
println(instanceOfUser.getName()) // return Nurdin

In Swift, is there a better way to initialize a "get" only variable?

Say I have a class, MyClass, and it can be in either a valid or invalid state. So I keep track of this with a bool called isValid. I want this value initialized to false until the class's initialize function is called. The initialize (and a corresponding reset function) will directly be able to change the value of the isValid bool. This is what I have set up so far:
class MyClass {
private var _isValid: Bool = false
var isValid: Bool {
get { return _isValid }
}
// any required init functions
func initialize() {
// init stuff
_isValid = true
}
func reset() {
// reset stuff
_isValid = false
}
}
So is this the best way to do it, or is there any way I can remove the second private var and somehow allow just the class functions to modify a read only public facing variable?
Just make your setter private. See Access Control.
class MyClass {
private(set) var isValid = false
func initialize() {
// init stuff
self.isValid = true
}
func reset() {
// reset stuff
self.isValid = false
}
}
Another way for a get-only property
public var isValid: Bool {
return true
}
isValid = false // Cannot assign to property: 'isValid' is a get-only property

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