Load data EXC BAD ACCESS (only device) - ios

When my custom data is loading on iPhone (3G, with 3.1) I get Exc Bad Access
in this line:
NSMutableArray* dataArr = [NSKeyedUnarchiver unarchiveObjectWithFile:pathGG]; //=EXC BAD ACCESS
On Ipad, and on simulator work
I saving data in simulator (to documentsDirectory path), then replace data to project, and load from [NSBundle mainBundle]
In array I use NSValue for store CGPoint.
Full source:
-(void) SaveData:(NSMutableArray*)dataLevel {
NSArray* paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString* documentsDirectory = [paths objectAtIndex:0];
NSString* fileName = #"data.dat";
NSString* pathGG = [documentsDirectory stringByAppendingPathComponent:fileName]; // retain];
BOOL isWrite = [NSKeyedArchiver archiveRootObject:dataLevel toFile:pathGG];
if(isWrite) NSLog(#"YES");
else NSLog(#"!!!");
}
+(NSMutableArray*) LoadData {
NSString* fileName = #"data.dat";
NSString* pathGG = [[NSBundle mainBundle] pathForResource:fileName ofType:#"dat"]; // retain];
NSMutableArray* dataA = [NSKeyedUnarchiver unarchiveObjectWithFile:pathGG]; //EXC BAD ACCESS
return dataA;
}
If I am using follow way(saving/loading same method), I get EXC BAD ACCESS too:
NSKeyedUnarchiver* decoder = [[NSKeyedUnarchiver alloc] initForReadingWithData:data];
NSArray* dataArr = [decoder decodeObjectForKey:#"dataLevel"]; //EXC BAD ACCESS

Try this:
NSString* pathGG = [[documentsDirectory stringByAppendingPathComponent:fileName] retain];
Then when you are finished with it:
[pathGG release]

SOLUTION: Instead of store CGPoint in NSValue, use CGPointFromString(after NSStringFromCGPoint), and then add string to array.
NSString* positionStr = NSStringFromCGPoint(someCGPoint);
[someArray addObject:position];
// Now, saving array to file
...
//After loading array from file
CGPoint positon = CGPointFromString([someArr objectAtIndex:0]);

Related

Reading and Writing NSMutableArray to iPhone not working (Works on iOS Simulator)

In an app I am working on I want to have an NSMutableArray (called pathsArray) that I can read from a file in the app's directory, be able create an instance of that array that I can add objects to and/or remove objects from, and then I want to write it back to the file. I have a UILabel that shows the number of contents in this array. My problem: my code below works fine on Xcode's iOS Simulator but when I try to run the app on my actual iPhone the data isn't saved. I know there are a lot of questions on here related to this issue but i can't seem to see what I am doing wrong. Any help would be greatly appreciated.
- (void) loadArrayContents {
NSArray* paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString* documentsDirectory = [paths objectAtIndex:0];
NSString* filePath = [documentsDirectory stringByAppendingString:#"theArray"];
//Objects contained in an array returned by 'initWithContentsOfFile' are immutable even if the array is mutable
NSArray* contentsArray = [[NSMutableArray alloc] initWithContentsOfFile:filePath];
pathsArray = [[NSMutableArray alloc] initWithArray:contentsArray];
}
and...
- (void) saveArrayContents {
NSArray* paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString* documentsDirectory = [paths objectAtIndex:0];
NSString* filePath = [documentsDirectory stringByAppendingString:#"theArray"];
[pathsArray writeToFile:filePath atomically:YES]);
}
NSString *filePath = [documentsDirectory stringByAppendingPathComponent:#"theArray"];
should solve the issue. The problem with
NSString *filePath = [documentsDirectory stringByAppendingString:#"theArray"];
is that it does not add / in the file path.

how to insert a Dictionary into an array

I am quite new to iOS and Objective-c.
I am trying to auto generate a pList in my app that looks like this.
I've so far been able to create the file making it a normal Value => Key file if i replace my for loop by
for (NSString* exercisePictureName in bigPictureData) {
[data setObject:exercisePictureName forKey:exercisePictureName];
}
but my problem is that I have no idea how to structure the logic at the end of my loop to create a file structure like shown in the picture. As it has to be exact.
Could anyone point me in the right direction on how to structure my loop so that it creates the file with the right format????
- (void) createImageListFromSource {
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *path = [documentsDirectory stringByAppendingPathComponent:#"exercisePictures.plist"];
NSFileManager *fileManager = [NSFileManager defaultManager];
if (![fileManager fileExistsAtPath: path])
{
path = [documentsDirectory stringByAppendingPathComponent: [NSString stringWithFormat: #"exercisePictures.plist"] ];
}
//To insert the data into the plist
NSArray* bicepPictureData = [self getAllimagesThatStartWith:#"bicep-"];
NSArray* tricepPictureData = [self getAllimagesThatStartWith:#"tricep-"];
NSArray* absPictureData = [self getAllimagesThatStartWith:#"abs-"];
NSArray* chestPictureData = [self getAllimagesThatStartWith:#"chest-"];
NSArray* backPictureData = [self getAllimagesThatStartWith:#"back-"];
NSArray* bigPictureData = [bicepPictureData arrayByAddingObjectsFromArray:tricepPictureData];
bigPictureData = [bigPictureData arrayByAddingObjectsFromArray:absPictureData];
bigPictureData = [bigPictureData arrayByAddingObjectsFromArray:chestPictureData];
bigPictureData = [bigPictureData arrayByAddingObjectsFromArray:backPictureData];
NSArray* finalData = [[NSArray alloc] init];
for (NSString* exercisePictureName in bigPictureData) {
NSDictionary* data = [[NSDictionary alloc] initWithObjectsAndKeys:exercisePictureName,#"text",exercisePictureName,#"image", nil];
[finalData arrayByAddingObject:data];
NSLog(#"%#",data);
}
NSLog(#"%#",finalData);
[finalData writeToFile: path atomically:YES];
}
What you have is an array of dictionaries. Pseudocode to show the structure:
NSMutableArray* arr = [NSMutableArray array];
for (...) {
NSDictionary* d = #{#"image": something, #"text": somethingelse};
[arr addObject:d];
}
When you are all done, just save the array directly with writeToURL....

iOS plist is null

I know there are a multitude of questions about this on SO but I can't see where I am making the mistake and am hoping some extra eyes will help. I've verified the plist is in my bundle and it is also in my docs directory and it contains data. Here's a screen capture of the app package with the plist at top:
I pass the plist in from another class and have verified that it is the correct plist.
Here's my code:
-(id)init {
if (self = [super init]) {
//set up the appTracker
appTracker = [[OAI_AppTracker alloc] init];
//set up a file manager and error container
fileManger=[NSFileManager defaultManager];
//docs directory path
documentsDirectory = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0];
//track event
appTracker.appEvent = #"File Manager initialized";
[appTracker recordEvent];
}
return self;
}
- (NSDictionary* ) readPlist {
NSError* error;
//set up dictionary to hold our app data
NSDictionary* appData;
//set up destination path
NSString* destinationPath = [documentsDirectory stringByAppendingPathComponent:[NSString stringWithFormat:#"%#", plistToRead]];
if ([fileManger fileExistsAtPath:destinationPath]){
//read plist
appData = [[NSDictionary alloc] initWithContentsOfFile:destinationPath];
} else {
//file doesn't exist so we have to move it to the doc folder
NSString *sourcePath=[[[NSBundle mainBundle] resourcePath]stringByAppendingPathComponent:plistToWrite];
[fileManger copyItemAtPath:sourcePath toPath:destinationPath error:&error];
//now read the plist
appData = [[NSDictionary alloc] initWithContentsOfFile:destinationPath];
}
NSLog(#"%#", appData);
return appData;
}
My log shows NULL instead of the data in the plist. Appreciate any help as to what I am doing wrong.
To read your plist try something like this:
NSString *plistPath = [[NSBundle mainBundle] pathForResource:#"PlistFileName" ofType:#"plist"];
NSDictionary *plistData = [[NSDictionary alloc] initWithContentsOfFile:plistPath];

iOS release not working as expected

I am using this code to get book names from a config.plist file. However my memory management is problematic. The '[dict release]' breaks the app completely and it exits.
The code works when the '[dict release]' is removed but it causes memory leaks as far as I can tell.
bnames is a global NSMutableArray
What am I doing wrong?
- (NSString *)loadBookname: (NSInteger) bookToLoad {
bookToLoad = [self bookOrder:bookToLoad];
//---get the path to the property list file---
plistFileNameConf = [[self documentsPath] stringByAppendingPathComponent:#"Config.plist"];
//---if the property list file can be found---
if ([[NSFileManager defaultManager] fileExistsAtPath:plistFileNameConf]) {
//---load the content of the property list file into a NSDictionary object---
dict = [[NSDictionary alloc] initWithContentsOfFile:plistFileNameConf];
bnames = [dict valueForKey:#"BookNames"];
[dict release];
}
else {
//---load the property list from the Resources folder---
NSString *pListPath = [[NSBundle mainBundle] pathForResource:#"Config" ofType:#"plist"];
dict = [[NSDictionary alloc] initWithContentsOfFile:pListPath];
bnames = [dict valueForKey:#"BookNames"];
[dict release];
}
plistFileNameConf = nil;
NSString *bookNameTemp;
bookNameTemp = [bnames objectAtIndex:bookToLoad - 1];
NSLog(#"bookName: %#", bookNameTemp);
return bookNameTemp;
}
You need to allocate your array properly:
bnames = [[NSArray alloc] initWithArray:[dict valueForKey:#"BookNames"]];
Double check that your dict returns the right data type.
There does not appear to be anything wrong with the way you allocate NSDictionary (although you could also use the [NSDictionary dictionaryWithContentsOfFile:] and save yourself having to worry about the release.
Either way I would suggest the issue is not with the [release] but probably the line BEFORE release:
bnames = [dict valueForKey:#"BookNames"];
a) Where is that allocated. I don't see an allocation or declaration of it anywhere?
b) What type of value do you expect back?
Put a break point on it and make sure your getting what you expect or anything.
If dict is not already a strong property, make it one. Then, use self.dict when assigning to it (and keep the release).
I've found what appears to be a better solution to the issue. This lets iOS manage the memory.
//---finds the path to the application's Documents directory---
- (NSString *) documentsPath {
NSLog(#"Start documentsPath");
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDir = [paths objectAtIndex:0];
// NSLog(#"Found documentsPath 40");
NSLog(#"End documentsPath");
return documentsDir;
}
- (NSString *) configPath {
NSLog(#"Start configPath");
NSString *plistFileNameConf = [[self documentsPath] stringByAppendingPathComponent:#"Config.plist"];
if (![[NSFileManager defaultManager] fileExistsAtPath:plistFileNameConf]) {
plistFileNameConf = [[NSBundle mainBundle] pathForResource:#"Config" ofType:#"plist"];
}
NSLog(#"plistFile: %#",plistFileNameConf);
NSLog(#"End configPath");
return plistFileNameConf;
}
The following calls the above code as necessary:
NSString *Choice;
NSArray *properties;
NSString *errorDesc = nil;
NSPropertyListFormat format;
NSData *plistXML = [[NSFileManager defaultManager] contentsAtPath:[self configPath]];
NSDictionary *temp = (NSDictionary *)[NSPropertyListSerialization propertyListFromData:plistXML mutabilityOption:NSPropertyListMutableContainersAndLeaves format:&format errorDescription:&errorDesc];
if (!temp) {
NSLog(#"Error reading plist: %#, format: %d", errorDesc, format);
}
Choice = [temp objectForKey:#"Choice"];
properties = [temp objectForKey:Choice];

Storing and reading files from Documents directory iOS 5

In my game, when a level is completed the app stores a "1" in a file in the Documents directory of the app. When the game then loads, a player can only play a level if the previous level has been completed. When I test the game via Xcode and on a device the app works properly and a level cannot be played until the previous level has been completed. However, when the app was approved and released on the App Store, the app behaves as if each level has been completed (no locked levels). I can't figure this one out and would appreciate someone's help! The devices I'm testing on are all iOs 5.0 or higher.
Below is the code that saves the completed level in the Documents directory:
NSMutableData* data = [[NSMutableData alloc] init];
NSKeyedArchiver* coder = [[NSKeyedArchiver alloc] initForWritingWithMutableData:data];
NSString *levelString = [NSString stringWithFormat:#"Level%d",level];
[coder encodeInteger:1 forKey:levelString];
[coder finishEncoding];
NSString *levelString2 = [NSString stringWithFormat:#"Level%d.save",level];
///
NSFileManager *filemgr;
NSString *dataFile;
NSString *docsDir;
NSArray *dirPaths;
filemgr = [NSFileManager defaultManager];
// Identify the documents directory
dirPaths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
docsDir = [dirPaths objectAtIndex:0];
// Build the path to the data file
dataFile = [docsDir stringByAppendingPathComponent:levelString2];
// Check if the file already exists
if ([filemgr fileExistsAtPath: dataFile])
{
[[NSFileManager defaultManager] removeItemAtPath:dataFile error:nil];
}
[data writeToFile:dataFile atomically:YES];
[coder release];
[data release];
}
#catch (NSException* ex)
{
CCLOG(#"level save failed: %#", ex);
}
Below is the code that reads the Document directory to see if the level has been completed:
if ([self loadCompletedLevels:6] == 1) { //// level gets unlocked **** }
-(int) loadCompletedLevels:(int)theLevel; {
int isLevelCompleted; //1 = completed
NSString* kSaveFile = [NSString stringWithFormat:#"Level%d.save",theLevel];
NSString *levelString = [NSString stringWithFormat:#"Level%d",theLevel];
#try
{
NSFileManager *filemgr;
NSString *dataFile;
NSString *docsDir;
NSArray *dirPaths;
filemgr = [NSFileManager defaultManager];
// Identify the documents directory
dirPaths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
docsDir = [dirPaths objectAtIndex:0];
// Build the path to the data file
dataFile = [docsDir stringByAppendingPathComponent:kSaveFile];
if ([[NSFileManager defaultManager] fileExistsAtPath:dataFile])
{
NSData* data = [[NSData alloc] initWithContentsOfFile:dataFile];
if (data && [data length] > 0)
{
NSKeyedUnarchiver* decoder = [[NSKeyedUnarchiver alloc] initForReadingWithData:data];
isLevelCompleted = [decoder decodeIntForKey:levelString];
[decoder release];
}
[data release];
}
if (isLevelCompleted == 1) {
levelCompleted = YES;
}
}
#catch (NSException* ex)
{
levelCompleted = NO;
}
return isLevelCompleted; }
You should probably use a different approach for storing your data, but the real problem is that you are not initializing the return value, isLevelCompleted. It is on the stack, and does not have a default value. It starts out with whatever happens to be at that stack location.
So, if you don't set it, it will have an arbitrary value.
Also, you should probably use BOOL for a boolean value, but if you make this:
int isLevelCompleted = 0; //1 = completed
you will initialize it to "false" so it must be explicitly changed to "true" by your code.

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