我试图了解如何在plist中保存一个简单的值,一个整数。 但是,我在网上找到了保存字典和数组的唯一解决方案,我不明白我可以改变它只能用于整数。 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() {
}
答案 0 :(得分:7)
Swift 4的更新
我创建了SwiftyPlistManager。在GiHub上查看它并按照这些视频说明进行操作:
https://www.youtube.com/playlist?list=PL_csAAO9PQ8bKg79CX5PEfn886SMMDj3j
更新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 ?? "")")
}
以下是我在swift中读取/写入plist文件的方法:
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)")
}
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>
答案 1 :(得分:2)
除了数组或字典之外,您不能拥有plist中的根对象。这是因为plist文件本质上是特殊的xml文件,因此当您尝试读取文件时,您要求索引处的键或对象处的对象,否则您无法获取数据。此外,在将数字插入plist时,必须将它们包装在NSNumber类中。要保存对象,请查看此answer。
答案 2 :(得分:1)
我的变体函数用于在swift上读取和写入.plist,在设备上进行测试。
Exapmle:
var dataVersion = readPlist(“Options”,key:“dataVersion”)
writePlist(“选项”,键:“dataVersion”,数据:1.23)
功能:
public void flow_Resize(object sender, PaintEventArgs e)
{
FlowLayoutPanel flow = sender as FlowLayoutPanel;
var item = listCtpMgr.FirstOrDefault(o => o.flp.Name == flow.Name);
if (item == null)
return;
addedCTP = (Microsoft.Office.Tools.CustomTaskPane)item.ctp;
if (addedCTP == null)
return;
ToolStrip _toolstrip = (ToolStrip)flow.Controls[0];
int MaxButtonWidthforThisToolbar = 0;
foreach (ToolStripItem toolStripItem in _toolstrip.Items)
{
if ((toolStripItem.Width) > MaxButtonWidthforThisToolbar)
{
MaxButtonWidthforThisToolbar = (toolStripItem.Width);
}
}
MaxButtonWidthforThisToolbar += 10;
if (addedCTP.DockPosition == MsoCTPDockPosition.msoCTPDockPositionLeft || addedCTP.DockPosition ==
MsoCTPDockPosition.msoCTPDockPositionRight)
{
if (addedCTP.Width < MaxButtonWidthforThisToolbar)
addedCTP.Width = MaxButtonWidthforThisToolbar;
}
else if (addedCTP.DockPosition == MsoCTPDockPosition.msoCTPDockPositionTop || addedCTP.DockPosition ==
MsoCTPDockPosition.msoCTPDockPositionBottom)
{
addedCTP.Height = 50;
}
else
{
addedCTP.Width = _toolstrip.Width + 27;
addedCTP.Height = _toolstrip.Height + 57;
}
}