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  • When i am replacing or inserting an object into nsmutable array, I am getting Exception.

    - by Madan Mohan
    Hi, While replacing or inserting into an nsmutable array, I am getting exception as Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: '* -[NSCFArray replaceObjectAtIndex:withObject:]: mutating method sent to immutable object' [list replaceObjectAtIndex:indexRow withObject:editcontacts]; //or [list insertObject:editcontacts atIndex:indexRow]; please help me. Madan, Thank You.

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  • No Debug information of an iPhone app

    - by Markus Pilman
    Hi all, I wrote an iPhone app which uses a third party library. I crosscompiled this library successfully and everything works smoothly. But when I want to debug the application, it would make sense to also be able to debug the library. So I compiled also the external library with debuging information (usign the gcc option -ggdb). But when I want to debug it, I get the correct symbol names, but the positions are always wrong/extremly wierd (locale_facets.tcc:2505 or iostream:76). For example a stack trace could look like this: #0 0x000045e8 in zorba::serialization::SerializeBaseClass::SerializeBaseClass () at iostream:76 #1 0x0001d990 in zorba::RCObject::RCObject () at iostream:76 #2 0x00025187 in zorba::xqpStringStore::xqpStringStore () at iostream:76 #3 0x000719e4 in zorba::String::String () at locale_facets.tcc:2505 #4 0x00030513 in iphone::iLabelModule::getURI (this=0x533f710) at /Users/sausalito/eth/izorba/sandbox/ilabel.cpp:19 #5 0x00356766 in zorba::static_context::bind_external_module () at locale_facets.tcc:2505 #6 0x0006139d in zorba::StaticContextImpl::registerModule () at locale_facets.tcc:2505 #7 0x000333e5 in -[ZorbaCaller init] (self=0x53405c0, _cmd=0x95583398) at /Users/sausalito/eth/izorba/sandbox/ZorbaCaller.mm:61 #8 0x00033180 in +[ZorbaCaller instance] (self=0x11dc2bc, _cmd=0x93679591) at /Users/sausalito/eth/izorba/sandbox/ZorbaCaller.mm:37 #9 0x0003d998 in -[testOne execute:] (self=0x530d560, _cmd=0x9366b126, sender=0x5121da0) at /Users/sausalito/eth/izorba/sandbox/generator/testOne.mm:13 #10 0x01a21405 in -[UIApplication sendAction:to:from:forEvent:] () #11 0x01a84b4e in -[UIControl sendAction:to:forEvent:] () #12 0x01a86d6f in -[UIControl(Internal) _sendActionsForEvents:withEvent:] () #13 0x01a85abb in -[UIControl touchesEnded:withEvent:] () #14 0x01a3addf in -[UIWindow _sendTouchesForEvent:] () #15 0x01a247c8 in -[UIApplication sendEvent:] () #16 0x01a2b061 in _UIApplicationHandleEvent () #17 0x03b6fd59 in PurpleEventCallback () #18 0x034a8b80 in CFRunLoopRunSpecific () #19 0x034a7c48 in CFRunLoopRunInMode () #20 0x03b6e615 in GSEventRunModal () #21 0x03b6e6da in GSEventRun () #22 0x01a2bfaf in UIApplicationMain () #23 0x0002dd7e in main (argc=1, argv=0xbffff044) at /Users/sausalito/eth/izorba/sandbox/main.m:16 Does anybody have an idea, where these wrong locations come from?

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  • How can I simply change a class variable from another class in ObjectiveC?

    - by Daniel
    I simply want to change a variable of an object from another class. I can compile without a problem, but my variable always is set to 'null'. I used the following code: Object.h: @interface Object : NSObject { //... NSString *color; //... } @property(nonatomic, retain) NSString* color; + (id)Object; - (void)setColor:(NSString*)col; - (NSString*)getColor; @end Object.m: +(id)Object{ return [[[Object alloc] init] autorelease]; } - (void)setColor:(NSString*)col { self.color = col; } - (NSString*)getColor { return self.color; } MyViewController.h #import "Object.h" @interface ClassesTestViewController : UIViewController { Object *myObject; UILabel *label1; } @property UILabel *label1; @property (assign) Object *myObject; @end MyViewController.m: #import "Object.h" @implementation MyViewController @synthesize myObject; - (void)viewDidLoad { [myObject setColor:@"red"]; NSLog(@"Color = %@", [myObject getColor]); [super viewDidLoad]; } The NSLog message is always Color = (null) I tried many different ways to solve this problem, but no success. Any help would be appreciated.

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  • NSString stringWithFormat question

    - by John Smith
    I am trying to build a small table using NSString. I cannot seem to format the strings properly. Here is what I have [NSString stringWithFormat:@"%8@: %.6f",e,v] where e is an NSString from somewhere else, and v is a float. What I want is output something like this: Grapes: 20.3 Pomegranates: 2.5 Oranges: 15.1 What I get is Grapes:20.3 Pomegranates:2.5 Oranges:15.1 How can I fix my format to do something like this?

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  • iPhone/ObjC - How to create a custom keyboard

    - by HM1
    Hi, iPhone/objC question: How do I go about creating a custom keyboard/keypad that will show up when some one taps on a UITextField? I would like to display a keypad with a, b, c, 1, 2, 3 and an enter button, nothing else. The keypad should work and behave like the standard keyboard does (in behavior) but it will definitely look different. I can't find any example and the best I've found is to filter characters with existing keyboard which is an unacceptable solution. Thanks in advance, Hiren.

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  • xcode project-/target-settings-syntax for linker flag force_load on iPhone

    - by Kaiserludi
    Hi all. I am confronted with the double bind, that on the one hand for one of the 3rd party static libraries, my iPhone application uses, the linker flag -all_load has to be set in the application project- or target settings, otherwise the app crashes at runtime not finding some symbols, called internally from the lib, on the other hand for another 3rd party static lib -all_load must not be set on application level, or the app won't build thanks to a "duplicate symbols"-linker error. To solve this issue I now want to use force_load instant of load_all, as it due to documentation it does the same like all_load, but only for the passed path or lib-file, instead of all libs. The problem with force_load is, I do not have a clue, how to pass a path or file as parameter with it, when passing it via xcode project- or target-settings. All syntax-possibilities coming to my mind either lead into xcode thinking its another linker flag instead of a parameter to the previous one, or the linker is throwing syntax related errors or the flag simply does nothing at all in comparison to not being set. I also opened the .pbxproj-file in a text-editor to edit it to the correct command line syntax manually, but when reloading the project with xcode, it auto changes the syntax into interpreting the parameter to force_load as a separate flag. Anyone having an idea on this issue? Thx, Kaiserludi.

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  • keyUp event heard?: Overridden NSView method

    - by Old McStopher
    UPDATED: I'm now overriding the NSView keyUp method from a NSView subclass set to first responder like below, but am still not seeing evidence that it is being called. @implementation svsView - (BOOL)acceptsFirstResponder { return YES; } - (void)keyUp:(NSEvent *)event { //--do key up stuff-- NSLog(@"key up'd!"); } @end --ORIGINAL POST-- I'm new to Cocoa and Obj-C and am trying to do a (void)keyUp: from within the implementation of my controller class (which itself is of type NSController). I'm not sure if this is the right place to put it, though. I have a series of like buttons each set to a unique key equivalent (IB button attribute) and each calls my (IBAction)keyInput method which then passes the identity of each key onto another object. This runs just fine, but I also want to track when each key is released. --ORIGINAL [bad] EXAMPLE-- @implementation svsController //init //IBActions - (IBAction)keyInput:(id)sender { //--do key down stuff-- } - (void)keyUp:(NSEvent *)event { //--do key up stuff-- } @end Upon fail, I also tried the keyUp as an IBAction (instead of void), like the user-defined keyInput is, and hooked it up to the appropriate buttons in Interface Builder, but then keyUp was only called when the keys were down and not when released. (Which I kind of figured would happen.) Pardon my noobery, but should I be putting this method in another class or doing something differently? Wherever it is, though, I need it be able to access objects owned by the controller class. Thanks for any insight you may have.

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  • iPhone memory management

    - by Prazi
    I am newbie to iPhone programming. I am not using Interface Builder in my programming. I have some doubt about memory management, @property topics in iPhone. Consider the following code @interface LoadFlag : UIViewController { UIImage *flag; UIImageView *preview; } @property (nonatomic, retain) UIImageView *preview; @property (nonatomic, retain) UIImage *flag; @implementation @synthesize preview; @synthesize flag; - (void)viewDidLoad { flag = [UIImage imageNamed:@"myImage.png"]]; NSLog(@"Preview: %d\n",[preview retainCount]); //Count: 0 but shouldn't it be 1 as I am retaining it in @property in interface file preview=[[UIImageView alloc]init]; NSLog(@"Count: %d\n",[preview retainCount]); //Count: 1 preview.frame=CGRectMake(0.0f, 0.0f, 100.0f, 100.0f); preview.image = flag; [self.view addSubview:preview]; NSLog(@"Count: %d\n",[preview retainCount]); //Count: 2 [preview release]; NSLog(@"Count: %d\n",[preview retainCount]); //Count: 1 } When & Why(what is the need) do I have to set @property with retain (in above case for UIImage & UIImageView) ? I saw this statement in many sample programs but didn't understood the need of it. When I declare @property (nonatomic, retain) UIImageView *preview; statement the retain Count is 0. Why doesn't it increase by 1 inspite of retaining it in @property. Also when I declare [self.view addSubview:preview]; then retain Count increments by 1 again. In this case does the "Autorelease pool" releases for us later or we have to take care of releasing it. I am not sure but I think that the Autorelease should handle it as we didn't explicitly retained it so why should we worry of releasing it. Now, after the [preview release]; statement my count is 1. Now I don't need UIImageView anymore in my program so when and where should I release it so that the count becomes 0 and the memory gets deallocated. Again, I am not sure but I think that the Autorelease should handle it as we didn't explicitly retained it so why should we worry of releasing it. What will happen if I release it in -(void) dealloc method In the statement - flag = [UIImage imageNamed:@"myImage.png"]]; I haven't allocated any memory to flag but how can I still use it in my program. In this case if I do not allocate memory then who allocates & deallocates memory to it or is the "flag" just a reference pointing to - [UIImage imageNamed:@"myImage.png"]];. If it is a reference only then do i need to release it. Thanks in advance.

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  • release vs setting-to-nil to free memory

    - by Dan Ray
    In my root view controller, in my didReceiveMemoryWarning method, I go through a couple data structures (which I keep in a global singleton called DataManager), and ditch the heaviest things I've got--one or maybe two images associated with possibly twenty or thirty or more data records. Right now I'm going through and setting those to nil. I'm also setting myself a boolean flag so that various view controllers that need this data can easily know to reload. Thusly: DataManager *data = [DataManager sharedDataManager]; for (Event *event in data.eventList) { event.image = nil; event.thumbnail = nil; } for (WondrMark *mark in data.wondrMarks) { mark.image = nil; } [DataManager sharedDataManager].cleanedMemory = YES; Today I'm thinking, though... and I'm not actually sure all that allocated memory is really being freed when I do that. Should I instead release those images and maybe hit them with a new alloc and init when I need them again later?

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  • Back button of Navigation Controller does not work!

    - by JosephH
    For some reason, if I try to go back to the main menu using the back button on the upper left corner, only the title returns to the previous menu, but not the view controller. View controller would return to the previous menu only if I explicitly call popViewControllerAnimated using some other button. Is there anyway to solve this? I think I've coded something wrong. Tried googling but couldn't find any cases like mine.

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  • UILabel not changing when method called

    - by LyonJTill
    - (IBAction)restoreUserDefaults { NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults]; if([defaults objectForKey:@"Exam Name"] == nil) { examName = [[NSString alloc] initWithString:@"Name"]; } else { examName = [[NSString alloc] initWithString:[defaults objectForKey:@"Exam Name"]]; } [examNameLabel setText:[NSString stringWithFormat:@"%@",examName]]; } Hey all, Basically above is the method that is being called when one ViewController is being close and another is being opened the problem is, is that the UILabel in the new ViewController isn't changing to the value i need it to? Any ideas? Regards Lyon J Till

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  • How do I call an Obj-C method from Javascript?

    - by gnfti
    Hi all, I'm developing a native iPhone app using Phonegap, so everything is done in HTML and JS. I am using the Flurry SDK for analytics and want to use the [FlurryAPI logEvent:@"EVENT_NAME"]; method to track events. Is there a way to do this in Javascript? So when tracking a link I would imagine using something like <a onClick="flurryTrackEvent("Click_Rainbows")" href="#Rainbows">Rainbows</a> <a onClick="flurryTrackEvent("Click_Unicorns")" href="#Unicorns">Unicorns</a> "FlurryAPI.h" has the following: @interface FlurryAPI : NSObject { } + (void)startSession:(NSString *)apiKey; + (void)logEvent:(NSString *)eventName; + (void)logEvent:(NSString *)eventName withParameters:(NSDictionary *)parameters; + (void)logError:(NSString *)errorID message:(NSString *)message exception:(NSException *)exception; + (void)setUserID:(NSString *)userID; + (void)setEventLoggingEnabled:(BOOL)value; + (void)setServerURL:(NSString *)url; + (void)setSessionReportsOnCloseEnabled:(BOOL)sendSessionReportsOnClose; @end I'm only interested in the logEvent method(s). If it's not clear by now, I'm comfortable with JS but a recovering Obj-C noob. I've read the Apple docs but the examples described there are all for newly declared methods and I imagine this could be simpler to implement because the Obj-C method(s) are already defined. Thank you in advance for any input.

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  • How to use UISwipeGestureRecognizer on UIButton?

    - by Ashutosh
    I have a UIbutton which i want to work as a joystick. So i am trying to add some gesture recognizer on the same button. I have this in my code right now: UISwipeGestureRecognizer *recognizer; recognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(handleSwipeFrom:)]; [recognizer setDirection:(UISwipeGestureRecognizerDirectionUp)]; [self.gestureRecieverButton addGestureRecognizer:recognizer]; [recognizer release]; recognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:@selector(handleSwipeFrom:)]; [recognizer setDirection:(UISwipeGestureRecognizerDirectionDown)]; [self.gestureRecieverButton addGestureRecognizer:recognizer]; [recognizer release]; -(void)handleSwipeFrom:(UISwipeGestureRecognizer *)recognizer { NSLog(@"Swipe received.%@",recognizer); } This is the error i am getting now: -[CUETutorialSixteenClusterRootController handleSwipeFrom:]: unrecognized selector sent to instance 0x79b71b0 2012-03-28 13:25:55.724 CUETrainer[1788:11f03] * Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[CUETutorialSixteenClusterRootController handleSwipeFrom:]: unrecognized selector sent to instance 0x79b71b0' But its not actually doing anything. Please help!!!!

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  • NSColor, 10.6 and Gamma 2.2

    - by Stephen Blinkhorn
    With Snow Leopard the default gamma changed from 1.8 to 2.2. I happen to be working on a few Mac apps that use a very dark custom colour scheme provided by Cocoa. On 10.5 it looks fine but on 10.6 with the new gamma it's much darker and really hard on the eyes. The colour scheme is defined using numerous [NSColor colorWithCalibratedRed:green:blue:alpha:] objects within a theme class. Is there any way to 'convert' an NSColor object so that it displays on 10.6 exactly as it would on 10.5 with the old 1.8 gamma? I know this can be achieved globally from within System Preferences but that's not what I'm after.

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  • ParseKit.framework won't work, Foundation.h not found

    - by Jeremy
    I'm really stumped trying to get the ParseKit.framework (this) to work in general, not even bothering to implement it till it runs the demo app that comes with it. What happens is the compiler can't locate < Foundation/Foundation.h or something, which I thought the header was in the linked framework. Exact error: "Lexical or Preprocessor Issue: 'Foundation/Foundation.h' file not found." Here's the code, just from the ParseKit_Prefix.pch: // // Prefix header for all source files of the 'ParseKit' target in the 'ParseKit' project. //#ifdef __OBJC__ #import <Foundation/Foundation.h> #endif Nothing unusual about it, did I mess up the file paths some how? I've reinstalled Xcode, re-downloaded the ParseKit, and nothing is helping. The suggestions here did nothing and it's not this. When I make a new project or use a different project and load the Foundation.framework and #import the header it works just fine. If I unlink the framework I can't find it to re-link again. Has anyone else had this kind of problem? Did I download it wrong somewhere? I have a very difficult time finding where exactly the Xcode UI links stuff, apple must get a kick out of frustrating people, so if anyone has anything they can think of please give me some feedback, I'm horribly confused right now. Thanks,

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  • How to add images while moving finger across UIView?

    - by Luke Irvin
    I am having issues adding an image across a view while moving finger across the screen. Currently it is adding the image multiple times but squeezing them too close together and not really following my touch. Here is what I am trying: -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch * touch = [touches anyObject]; touchPoint = [touch locationInView:imageView]; if (touchPoint.x > 0 && touchPoint.y > 0) { _aImageView = [[UIImageView alloc] initWithImage:aImage]; _aImageView.multipleTouchEnabled = YES; _aImageView.userInteractionEnabled = YES; [_aImageView setFrame:CGRectMake(touchPoint.x, touchPoint.y, 80.0, 80.0)]; [imageView addSubview:_aImageView]; [_aImageView release]; } } -(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [self touchesBegan:touches withEvent:event]; } Any suggestions is much appreciated. EDIT: What I want: After taking or choosing an image, the user can then select another image from a list. I want the user to touch and move their finger across the view and the selected image will appear where they drag their finger, without overlapping, in each location.

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  • Core Animation bad access on device

    - by user1595102
    I'm trying to do a frame by frame animation with CAlayers. I'm doing this with this tutorial http://mysterycoconut.com/blog/2011/01/cag1/ but everything works with disable ARC, when I'm try to rewrite code with ARC, it's works on simulator perfectly but on device I got a bad access memory. Layer Class interface #import <Foundation/Foundation.h> #import <QuartzCore/QuartzCore.h> @interface MCSpriteLayer : CALayer { unsigned int sampleIndex; } // SampleIndex needs to be > 0 @property (readwrite, nonatomic) unsigned int sampleIndex; // For use with sample rects set by the delegate + (id)layerWithImage:(CGImageRef)img; - (id)initWithImage:(CGImageRef)img; // If all samples are the same size + (id)layerWithImage:(CGImageRef)img sampleSize:(CGSize)size; - (id)initWithImage:(CGImageRef)img sampleSize:(CGSize)size; // Use this method instead of sprite.sampleIndex to obtain the index currently displayed on screen - (unsigned int)currentSampleIndex; @end Layer Class implementation @implementation MCSpriteLayer @synthesize sampleIndex; - (id)initWithImage:(CGImageRef)img; { self = [super init]; if (self != nil) { self.contents = (__bridge id)img; sampleIndex = 1; } return self; } + (id)layerWithImage:(CGImageRef)img; { MCSpriteLayer *layer = [(MCSpriteLayer*)[self alloc] initWithImage:img]; return layer ; } - (id)initWithImage:(CGImageRef)img sampleSize:(CGSize)size; { self = [self initWithImage:img]; if (self != nil) { CGSize sampleSizeNormalized = CGSizeMake(size.width/CGImageGetWidth(img), size.height/CGImageGetHeight(img)); self.bounds = CGRectMake( 0, 0, size.width, size.height ); self.contentsRect = CGRectMake( 0, 0, sampleSizeNormalized.width, sampleSizeNormalized.height ); } return self; } + (id)layerWithImage:(CGImageRef)img sampleSize:(CGSize)size; { MCSpriteLayer *layer = [[self alloc] initWithImage:img sampleSize:size]; return layer; } + (BOOL)needsDisplayForKey:(NSString *)key; { return [key isEqualToString:@"sampleIndex"]; } // contentsRect or bounds changes are not animated + (id < CAAction >)defaultActionForKey:(NSString *)aKey; { if ([aKey isEqualToString:@"contentsRect"] || [aKey isEqualToString:@"bounds"]) return (id < CAAction >)[NSNull null]; return [super defaultActionForKey:aKey]; } - (unsigned int)currentSampleIndex; { return ((MCSpriteLayer*)[self presentationLayer]).sampleIndex; } // Implement displayLayer: on the delegate to override how sample rectangles are calculated; remember to use currentSampleIndex, ignore sampleIndex == 0, and set the layer's bounds - (void)display; { if ([self.delegate respondsToSelector:@selector(displayLayer:)]) { [self.delegate displayLayer:self]; return; } unsigned int currentSampleIndex = [self currentSampleIndex]; if (!currentSampleIndex) return; CGSize sampleSize = self.contentsRect.size; self.contentsRect = CGRectMake( ((currentSampleIndex - 1) % (int)(1/sampleSize.width)) * sampleSize.width, ((currentSampleIndex - 1) / (int)(1/sampleSize.width)) * sampleSize.height, sampleSize.width, sampleSize.height ); } @end I create the layer on viewDidAppear and start animate by clicking on button, but after init I got a bad access error -(void)viewDidAppear:(BOOL)animated { [super viewDidAppear:animated]; NSString *path = [[NSBundle mainBundle] pathForResource:@"mama_default.png" ofType:nil]; CGImageRef richterImg = [UIImage imageWithContentsOfFile:path].CGImage; CGSize fixedSize = animacja.frame.size; NSLog(@"wid: %f, heigh: %f", animacja.frame.size.width, animacja.frame.size.height); NSLog(@"%f", animacja.frame.size.width); richter = [MCSpriteLayer layerWithImage:richterImg sampleSize:fixedSize]; animacja.hidden = 1; richter.position = animacja.center; [self.view.layer addSublayer:richter]; } -(IBAction)animacja:(id)sender { if ([richter animationForKey:@"sampleIndex"]) {NSLog(@"jest"); } if (! [richter animationForKey:@"sampleIndex"]) { CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:@"sampleIndex"]; anim.fromValue = [NSNumber numberWithInt:0]; anim.toValue = [NSNumber numberWithInt:22]; anim.duration = 4; anim.repeatCount = 1; [richter addAnimation:anim forKey:@"sampleIndex"]; } } Have you got any idea how to fix it? Thanks a lot.

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  • iPhone write to file (alternative directory)

    - by strider2k
    New to iPhone 3.2, Apple introduced File-Sharing support. Details can be found at https://developer.apple.com/iphone/library/releasenotes/General/WhatsNewIniPhoneOS/Articles/iPhoneOS3_2.html#//apple_ref/doc/uid/TP40009337-SW1 . Now, most examples floating around in the web demonstrates writing to the documents directory. What if I want to write files from my app but I don't want the user to be able to see it via iTunes? I'm looking at the Files and Networking section of the iPhone OS Programming Guide and I'm unsure what would be a good alternative to the documents directory for writing files to hide from the user and not be rejected by Apple's review team.

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