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From what I can tell the use case for .nosync there is to store a large dataset in a SQLite store in such a way that individual transactions are replicated to iCloud but the entire SQLite store itself is not transferred each time something changes.

The documentation seems to imply that .nosync will prevent the whole store from being uploaded, but (1) that does not seem consistent with what others are reporting, and (2) I cannot find any other supporting information on .nosync in either Apple documentation or dev forums - that doc and this thread are literally the only places I've seen it referenced.

The other underlying issue is whether Apple would be cool with storing persistent application data in Documents provided that it is not synced to iCloud. The use case that Marco and others have described does not really match what's described in that document.

edit: Marcos -> Marco


Can also store in the apps home directory (which is right above the apps Documents directory).

They spoke about .nosync at this year's WWDC a few times. Dev forums are a little nuts since they opened the iOS Beta 5 forums to all the non NDA members.


According to the chart in the linked article (http://www.flickr.com/photos/sog/5909237515/), MySQL has had 73 (I assume distinct) committers in the past 12 months, but the most recent commit was over one year ago.

I'll admit that I'm not familiar with Ohloh, but I don't see how both of those statements can be true.


My take on this is that the scriptwriter's goal was not to stop SQL injection attacks but rather prevent regular users from inadvertently screwing with the database.

Looking at it that way makes it a much more understandable (and all-too-common, unfortunately) oversight.


Erm... if the server-side was already escaping properly then there would be no way for users to mess with the database. Only if it is not escaping properly is this code vaguely useful.

It's not like you can't store semi-colons in an SQL database :)


> How many NEW desktop apps have you installed recently?

I install (and uninstall) games pretty regularly. To me these have the potential to be the big differentiator. It will be interesting to see if we end up with fragmentation (think DS vs. PSP vs. iOS) or ports of most major releases as long as each platform has decent market share (Xbox 360 vs. PS3).

It seems that hardware-wise and market share-wise, we're trending towards seeing major releases on at least iOS and Android. What's interesting to me here is that (1) so far it seems like indie developers are playing a larger role on the mobile gaming scene, and they won't necessarily have the resources to do a launch on both platforms until their games become hits, and (2) for whatever reason it seems like the Android gaming market (and app market in general) is very anemic compared to iOS, despite having a large install base. (This is just my subjective opinion based on using an Android phone for the last few months.)

As a side note, I do agree that in general desktop OS choice is less important than it used to be, but I think that it's due more to the democratization of data than it is to the rise of web apps. Getting a Mac file to open on a friend's PC used to be pretty difficult for the average user.


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