How to persist CGPaths to CoreData
I am making a drawing app on iOS and would like to save a users drawing to core data.
I know NSData is an attribute type for CoreData so I was thinking of using that maybe.
My idea is to somehow convert my array of CGPaths to NSData and then save the NSData to Core Data. Does anyone have insight in to how I would do this or a better solution out there?
ios swift core-graphics
add a comment |
I am making a drawing app on iOS and would like to save a users drawing to core data.
I know NSData is an attribute type for CoreData so I was thinking of using that maybe.
My idea is to somehow convert my array of CGPaths to NSData and then save the NSData to Core Data. Does anyone have insight in to how I would do this or a better solution out there?
ios swift core-graphics
add a comment |
I am making a drawing app on iOS and would like to save a users drawing to core data.
I know NSData is an attribute type for CoreData so I was thinking of using that maybe.
My idea is to somehow convert my array of CGPaths to NSData and then save the NSData to Core Data. Does anyone have insight in to how I would do this or a better solution out there?
ios swift core-graphics
I am making a drawing app on iOS and would like to save a users drawing to core data.
I know NSData is an attribute type for CoreData so I was thinking of using that maybe.
My idea is to somehow convert my array of CGPaths to NSData and then save the NSData to Core Data. Does anyone have insight in to how I would do this or a better solution out there?
ios swift core-graphics
ios swift core-graphics
asked Jan 1 at 3:35
Hoggie JohnsonHoggie Johnson
606
606
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1 Answer
1
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oldest
votes
If you convert your CGPath
to a UIBezierPath
, that supports NSCoding
/NSSecureCoding
:
do {
let path = UIBezierPath(cgPath: cgPath)
let data = try NSKeyedArchiver.archivedData(withRootObject: path, requiringSecureCoding: false)
} catch {
print(error)
}
You can also convert Data
back to UIBezierPath
:
do {
if let path = try NSKeyedUnarchiver.unarchivedObject(ofClass: UIBezierPath.self, from: data) {
let cgPath = path.cgPath
}
} catch {
print(error)
}
Thanks. Also do you think this is an efficient way of storing a drawing composed of CGPaths?
– Hoggie Johnson
Jan 1 at 5:11
1
I generally work directly withUIBezierPath
rather thanCGPath
(which eliminates a step in the above process). I’d also consider capturing the actual model information (coordinates) rather than storing relatively opaque CoreGraphics/UIKit objects as blobs. Regarding efficiency, you should benchmark it and see if there’s a material difference. SQLite is notoriously inefficient at handling very large objects, but you are likely dealing with blobs that are small enough that this is likely irrelevant. But just benchmark it and see. This is beyond the scope of the above question, regardless.
– Rob
Jan 1 at 6:17
add a comment |
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
If you convert your CGPath
to a UIBezierPath
, that supports NSCoding
/NSSecureCoding
:
do {
let path = UIBezierPath(cgPath: cgPath)
let data = try NSKeyedArchiver.archivedData(withRootObject: path, requiringSecureCoding: false)
} catch {
print(error)
}
You can also convert Data
back to UIBezierPath
:
do {
if let path = try NSKeyedUnarchiver.unarchivedObject(ofClass: UIBezierPath.self, from: data) {
let cgPath = path.cgPath
}
} catch {
print(error)
}
Thanks. Also do you think this is an efficient way of storing a drawing composed of CGPaths?
– Hoggie Johnson
Jan 1 at 5:11
1
I generally work directly withUIBezierPath
rather thanCGPath
(which eliminates a step in the above process). I’d also consider capturing the actual model information (coordinates) rather than storing relatively opaque CoreGraphics/UIKit objects as blobs. Regarding efficiency, you should benchmark it and see if there’s a material difference. SQLite is notoriously inefficient at handling very large objects, but you are likely dealing with blobs that are small enough that this is likely irrelevant. But just benchmark it and see. This is beyond the scope of the above question, regardless.
– Rob
Jan 1 at 6:17
add a comment |
If you convert your CGPath
to a UIBezierPath
, that supports NSCoding
/NSSecureCoding
:
do {
let path = UIBezierPath(cgPath: cgPath)
let data = try NSKeyedArchiver.archivedData(withRootObject: path, requiringSecureCoding: false)
} catch {
print(error)
}
You can also convert Data
back to UIBezierPath
:
do {
if let path = try NSKeyedUnarchiver.unarchivedObject(ofClass: UIBezierPath.self, from: data) {
let cgPath = path.cgPath
}
} catch {
print(error)
}
Thanks. Also do you think this is an efficient way of storing a drawing composed of CGPaths?
– Hoggie Johnson
Jan 1 at 5:11
1
I generally work directly withUIBezierPath
rather thanCGPath
(which eliminates a step in the above process). I’d also consider capturing the actual model information (coordinates) rather than storing relatively opaque CoreGraphics/UIKit objects as blobs. Regarding efficiency, you should benchmark it and see if there’s a material difference. SQLite is notoriously inefficient at handling very large objects, but you are likely dealing with blobs that are small enough that this is likely irrelevant. But just benchmark it and see. This is beyond the scope of the above question, regardless.
– Rob
Jan 1 at 6:17
add a comment |
If you convert your CGPath
to a UIBezierPath
, that supports NSCoding
/NSSecureCoding
:
do {
let path = UIBezierPath(cgPath: cgPath)
let data = try NSKeyedArchiver.archivedData(withRootObject: path, requiringSecureCoding: false)
} catch {
print(error)
}
You can also convert Data
back to UIBezierPath
:
do {
if let path = try NSKeyedUnarchiver.unarchivedObject(ofClass: UIBezierPath.self, from: data) {
let cgPath = path.cgPath
}
} catch {
print(error)
}
If you convert your CGPath
to a UIBezierPath
, that supports NSCoding
/NSSecureCoding
:
do {
let path = UIBezierPath(cgPath: cgPath)
let data = try NSKeyedArchiver.archivedData(withRootObject: path, requiringSecureCoding: false)
} catch {
print(error)
}
You can also convert Data
back to UIBezierPath
:
do {
if let path = try NSKeyedUnarchiver.unarchivedObject(ofClass: UIBezierPath.self, from: data) {
let cgPath = path.cgPath
}
} catch {
print(error)
}
answered Jan 1 at 4:41


RobRob
303k49564735
303k49564735
Thanks. Also do you think this is an efficient way of storing a drawing composed of CGPaths?
– Hoggie Johnson
Jan 1 at 5:11
1
I generally work directly withUIBezierPath
rather thanCGPath
(which eliminates a step in the above process). I’d also consider capturing the actual model information (coordinates) rather than storing relatively opaque CoreGraphics/UIKit objects as blobs. Regarding efficiency, you should benchmark it and see if there’s a material difference. SQLite is notoriously inefficient at handling very large objects, but you are likely dealing with blobs that are small enough that this is likely irrelevant. But just benchmark it and see. This is beyond the scope of the above question, regardless.
– Rob
Jan 1 at 6:17
add a comment |
Thanks. Also do you think this is an efficient way of storing a drawing composed of CGPaths?
– Hoggie Johnson
Jan 1 at 5:11
1
I generally work directly withUIBezierPath
rather thanCGPath
(which eliminates a step in the above process). I’d also consider capturing the actual model information (coordinates) rather than storing relatively opaque CoreGraphics/UIKit objects as blobs. Regarding efficiency, you should benchmark it and see if there’s a material difference. SQLite is notoriously inefficient at handling very large objects, but you are likely dealing with blobs that are small enough that this is likely irrelevant. But just benchmark it and see. This is beyond the scope of the above question, regardless.
– Rob
Jan 1 at 6:17
Thanks. Also do you think this is an efficient way of storing a drawing composed of CGPaths?
– Hoggie Johnson
Jan 1 at 5:11
Thanks. Also do you think this is an efficient way of storing a drawing composed of CGPaths?
– Hoggie Johnson
Jan 1 at 5:11
1
1
I generally work directly with
UIBezierPath
rather than CGPath
(which eliminates a step in the above process). I’d also consider capturing the actual model information (coordinates) rather than storing relatively opaque CoreGraphics/UIKit objects as blobs. Regarding efficiency, you should benchmark it and see if there’s a material difference. SQLite is notoriously inefficient at handling very large objects, but you are likely dealing with blobs that are small enough that this is likely irrelevant. But just benchmark it and see. This is beyond the scope of the above question, regardless.– Rob
Jan 1 at 6:17
I generally work directly with
UIBezierPath
rather than CGPath
(which eliminates a step in the above process). I’d also consider capturing the actual model information (coordinates) rather than storing relatively opaque CoreGraphics/UIKit objects as blobs. Regarding efficiency, you should benchmark it and see if there’s a material difference. SQLite is notoriously inefficient at handling very large objects, but you are likely dealing with blobs that are small enough that this is likely irrelevant. But just benchmark it and see. This is beyond the scope of the above question, regardless.– Rob
Jan 1 at 6:17
add a comment |
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