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swiftplist

Write and Read a plist in swift with simple data


i'm trying to understand how to save a simple value, an integer, in a plist. but i'm finding on the net only solution for save dictionary and array and i don't understand what i can change to work it only for an integer. this is the code for the moment...

var musicalChoice = 1
var musicString : String = "5"

override func viewDidLoad() {
    super.viewDidLoad()
    musicString = String(musicalChoice)}


override func didReceiveMemoryWarning() {
    super.didReceiveMemoryWarning()
    // Dispose of any resources that can be recreated.
}

func writePlist() {
    let paths = NSSearchPathForDirectoriesInDomains(.DocumentDirectory, .UserDomainMask, true) as NSArray
    let documentsDirectory = paths.objectAtIndex(0) as NSString
    let path = documentsDirectory.stringByAppendingPathComponent("Preferences.plist")
    musicString.writeToFile(path, atomically: true, encoding: NSUTF8StringEncoding, error:nil )
}

func readPlist() {

}

Solution

  • Update for Swift 4

    I have created SwiftyPlistManager. Take a look at it on GiHub and follow these video instructions:

    YouTube Documentation

    https://www.youtube.com/playlist?list=PL_csAAO9PQ8bKg79CX5PEfn886SMMDj3j

    Update for Swift 3.1

    let BedroomFloorKey = "BedroomFloor"
    let BedroomWallKey = "BedroomWall"
    var bedroomFloorID: Any = 101
    var bedroomWallID: Any = 101
    
    func loadGameData() {
    
      // getting path to GameData.plist
      let paths = NSSearchPathForDirectoriesInDomains(.documentDirectory, .userDomainMask, true) as NSArray
      let documentsDirectory = paths.object(at: 0) as! NSString
      let path = documentsDirectory.appendingPathComponent("GameData.plist")
    
      let fileManager = FileManager.default
    
      //check if file exists
      if !fileManager.fileExists(atPath: path) {
    
        guard let bundlePath = Bundle.main.path(forResource: "GameData", ofType: "plist") else { return }
    
        do {
          try fileManager.copyItem(atPath: bundlePath, toPath: path)
        } catch let error as NSError {
          print("Unable to copy file. ERROR: \(error.localizedDescription)")
        }
      }
    
      let resultDictionary = NSMutableDictionary(contentsOfFile: path)
      print("Loaded GameData.plist file is --> \(resultDictionary?.description ?? "")")
    
      let myDict = NSDictionary(contentsOfFile: path)
    
      if let dict = myDict {
        //loading values
        bedroomFloorID = dict.object(forKey: BedroomFloorKey)!
        bedroomWallID = dict.object(forKey: BedroomWallKey)!
        //...
      } else {
        print("WARNING: Couldn't create dictionary from GameData.plist! Default values will be used!")
      }
    }
    
    func saveGameData() {
    
      let paths = NSSearchPathForDirectoriesInDomains(.documentDirectory, .userDomainMask, true) as NSArray
      let documentsDirectory = paths.object(at: 0) as! NSString
      let path = documentsDirectory.appendingPathComponent("GameData.plist")
    
      let dict: NSMutableDictionary = ["XInitializerItem": "DoNotEverChangeMe"]
      //saving values
      dict.setObject(bedroomFloorID, forKey: BedroomFloorKey as NSCopying)
      dict.setObject(bedroomWallID, forKey: BedroomWallKey as NSCopying)
      //...
    
      //writing to GameData.plist
      dict.write(toFile: path, atomically: false)
    
      let resultDictionary = NSMutableDictionary(contentsOfFile: path)
      print("Saved GameData.plist file is --> \(resultDictionary?.description ?? "")")
    }
    

    Here's what I use to read/write a plist file in swift:

    let BedroomFloorKey = "BedroomFloor"
    let BedroomWallKey = "BedroomWall"
    var bedroomFloorID: AnyObject = 101
    var bedroomWallID: AnyObject = 101
    
    func loadGameData() {
    
    // getting path to GameData.plist
    let paths = NSSearchPathForDirectoriesInDomains(.DocumentDirectory, .UserDomainMask, true) as NSArray
    let documentsDirectory = paths[0] as String
    let path = documentsDirectory.stringByAppendingPathComponent("GameData.plist")
    
    let fileManager = NSFileManager.defaultManager()
    
    //check if file exists
    if(!fileManager.fileExistsAtPath(path)) {
      // If it doesn't, copy it from the default file in the Bundle
      if let bundlePath = NSBundle.mainBundle().pathForResource("GameData", ofType: "plist") {
    
        let resultDictionary = NSMutableDictionary(contentsOfFile: bundlePath)
        println("Bundle GameData.plist file is --> \(resultDictionary?.description)")
    
        fileManager.copyItemAtPath(bundlePath, toPath: path, error: nil)
        println("copy")
      } else {
        println("GameData.plist not found. Please, make sure it is part of the bundle.")
      }
    } else {
      println("GameData.plist already exits at path.")
      // use this to delete file from documents directory
      //fileManager.removeItemAtPath(path, error: nil)
    }
    
    let resultDictionary = NSMutableDictionary(contentsOfFile: path)
    println("Loaded GameData.plist file is --> \(resultDictionary?.description)")
    
    var myDict = NSDictionary(contentsOfFile: path)
    
    if let dict = myDict {
      //loading values
      bedroomFloorID = dict.objectForKey(BedroomFloorKey)!
      bedroomWallID = dict.objectForKey(BedroomWallKey)!
      //...
    } else {
      println("WARNING: Couldn't create dictionary from GameData.plist! Default values will be used!")
    }
    }
    
    func saveGameData() {
    
    let paths = NSSearchPathForDirectoriesInDomains(.DocumentDirectory, .UserDomainMask, true) as NSArray
    let documentsDirectory = paths.objectAtIndex(0) as NSString
    let path = documentsDirectory.stringByAppendingPathComponent("GameData.plist")
    
    var dict: NSMutableDictionary = ["XInitializerItem": "DoNotEverChangeMe"]
    //saving values
    dict.setObject(bedroomFloorID, forKey: BedroomFloorKey)
    dict.setObject(bedroomWallID, forKey: BedroomWallKey)
    //...
    
    //writing to GameData.plist
    dict.writeToFile(path, atomically: false)
    
    let resultDictionary = NSMutableDictionary(contentsOfFile: path)
    println("Saved GameData.plist file is --> \(resultDictionary?.description)")
    }
    

    The plist file is this:

    <?xml version="1.0" encoding="UTF-8"?>
    <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
    <plist version="1.0">
    <dict>
        <key>BedroomFloor</key>
        <integer>101</integer>
        <key>BedroomWall</key>
        <integer>101</integer>
        <key>XInitializerItem</key>
        <string>DoNotEverChangeMe</string>
    </dict>
    </plist>