For loading custom objects in an array, this is what I've used to grab the array:
NSUserDefaults *currentDefaults = [NSUserDefaults standardUserDefaults];
NSData *dataRepresentingSavedArray = [currentDefaults objectForKey:@"savedArray"];
if (dataRepresentingSavedArray != nil)
{
NSArray *oldSavedArray = [NSKeyedUnarchiver unarchiveObjectWithData:dataRepresentingSavedArray];
if (oldSavedArray != nil)
objectArray = [[NSMutableArray alloc] initWithArray:oldSavedArray];
else
objectArray = [[NSMutableArray alloc] init];
}
You should check that the data returned from the user defaults is not nil, because I believe unarchiving from nil causes a crash.
Archiving is simple, using the following code:
[[NSUserDefaults standardUserDefaults] setObject:[NSKeyedArchiver archivedDataWithRootObject:objectArray] forKey:@"savedArray"];
As f3lix pointed out, you need to make your custom object comply to the NSCoding protocol. Adding methods like the following should do the trick:
- (void)encodeWithCoder:(NSCoder *)coder;
{
[coder encodeObject:label forKey:@"label"];
[coder encodeInteger:numberID forKey:@"numberID"];
}
- (id)initWithCoder:(NSCoder *)coder;
{
self = [[CustomObject alloc] init];
if (self != nil)
{
label = [coder decodeObjectForKey:@"label"];
numberID = [coder decodeIntegerForKey:@"numberID"];
}
return self;
}