我试图了解如何在plist中保存一个简单的值,一个整数.
但我在网上找到保存字典和数组的唯一解决方案,我不明白我可以改变只为整数工作它.
这是当下的代码……
但我在网上找到保存字典和数组的唯一解决方案,我不明白我可以改变只为整数工作它.
这是当下的代码……
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() { }
解决方法
Swift 4的更新
我创建了SwiftyPlistManager.在GiHub上查看它并按照以下视频说明操作:
https://www.youtube.com/playlist?list=PL_csAAO9PQ8bKg79CX5PEfn886SMMDj3j
Swift 3.1的更新
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,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 ?? "")") }
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,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,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)") }
plist文件是这样的:
<?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>
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