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iSimplyconnect provides the first secure corporate iPad VPN solution of its kind

iSimplyconnect, a new on-demand VPN service for iPad owners with business in mind, has just been launched by Asavie Technologies. This new VPN service is quite unique in that it caters specifically to iPad users and is exclusively meant for business-related purposes, with the main feature of providing access to a user’s office network on their iPad from wherever they are.

While iSimplyconnect is not free (and who would really expect it to be?), it generously offers a 15-day free trial so users can try out its offerings before committing to purchase. After that, there are four pricing options from which to choose: $ 15/month for 1-3 users, $ 40/month for 4-10 users, $ 95/month for 11-25 users, and $ 180/month for 26-50 users. Of course, you’ll want to know what you’ll be getting for such a price, and the answer is quite impressive. iSimplyconnect promises unlimited access with no bandwidth restrictions whatsoever (aside from those imposed by your carrier if you’re not on Wi-Fi, of course), enterprise-grade SSL/TLS/IPSec security, 24-hour online support, a web-based administration panel, and more.

iSimplyconnect is also incredibly simple to set up, both on an office PC (Windows only, unfortunately) and a user’s iPad(s). There are free apps for both platforms that simplify that process, and once both are set up according to one’s preferences, you’re set to access your workplace’s live network anywhere in the world with the security you need for handling potentially sensitive information.

The iPad is coming into play more and more in the business world, as its potential as a mobile alternative to a full-fledged computer continues to increase. One of its only real flaws is its lack of security when dealing with important business matters, and that’s where iSimplyconnect comes in to help. With it, you can truly change how and where you are able to work, opening up a whole new world of opportunities thanks to its remote access.

If you feel that iSimplyconnect can do this for you, go ahead and see if that’s true by signing up for their free 15-day trial.

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Apple expected to become the world’s first trillion-dollar company by 2014

Shares of Apple have been projected to reach $ 1,000 in calendar year 2014, which would give the company a market capitalization of about a trillion dollars, making it the first company to ever reach that milestone.

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Developing my first iPhone game: the inside story

Editor's Note: From time to time, TUAW does cover commercial apps developed by our staffers, although it is relatively rare for individuals to write about their own projects (with some notable exceptions). In this case, Mike's experience of his app development process -- going from a code-naive start to a spot in the App Store -- is definitely worth sharing.

Last Tuesday, having covered the App Store for TUAW since before there was an App Store to cover (remember the "sweet solution"?), I finally did something I've been thinking about doing for a couple of years now: I released an iPhone app.

I write about lots of apps every day here on TUAW, but I'm a writer by trade, not a programmer. I used to code as a kid in BASIC, but before this app, hadn't ever written anything in an object-oriented language, or put together a piece of software with a graphical interface at all. I don't have a computer science degree or a background in coding -- I have what I call a "BS" degree, in media production. But last Tuesday, thanks to Apple's App Store platform, I became a published app developer.

From start to finish, I've learned a lot. My app, Antithesis, is a simple affair, a twisted take on an old arcade form with (hopefully) just enough depth to keep it interesting. But even that simple app has taught me lots and lots of lessons, about everything from game and art design to how to develop in Objective-C and Xcode, and just what kinds of challenges and questions independent game developers on iOS face every time they come up with a new title.

It would be impossible for me to convey everything I've learned in just one blog post, huge as this one is -- this whole process, of learning iPhone development to the bare minimum point that I now know it, has taken at least a couple of years, and just working on this app specifically took a period of about eight months. I originally started Antithesis back at the 360iDev Game Jam last year (while attending the conference for TUAW), and I wrote up my earliest thoughts about the game over on my personal blog. To convey everything I've learned in that time would probably take just as long.

But I did want to try and share a few different big lessons I've learned here, and hopefully give you a glance at some of the insights and experience I've picked up from my (admittedly still very limited) foray into app development. Here's a few things I've learned from publishing an app on Apple's App Store.

1. It's not easy. But it's doable.

There is a kind of a mystique to being an app developer, apparently. By far, the number one question people have asked me once I tell them about the app is, "How did you do it?" Unfortunately, looking back, I can't really recommend the path I took. I basically learned by trial and error, by jumping into the process of development at different points, seeing if I could do what I wanted to do, figuring out that I couldn't, and then stepping back in the process even further. So given all of that frustration, here's how I recommend you learn iPhone development, if you want to:

First, learn Objective-C. This is the language on which all Mac and iOS development is based, so it's very important to know the ins and outs as best you can. If you already know C or C++, this will be easier, though there are quite a few quirks to deal with (or so I'm told -- I never learned either of those languages independently of Objective-C). I will echo Aunt TUAW's great advice (to me, actually) and say that if you want to learn this language, Stephen Kochan's "Programming in Objective-C" book is the way to go. Read that book a few times, learn what code objects are and how to manipulate and deal with them, and that will give you a good foundation.

Then, learn how to use Xcode. Xcode is the IDE (integrated development environment) that Apple provides its developers to use to create apps, and even in my limited scope of knowledge, it seems to be to be the best way to go about core development (if you want to do cross-platform development, there are lots of other options, but that's not what we're talking about here). Aaron Hillegass' book "Cocoa Programming in Mac OS X" was helpful here for me, but it's not strictly about iPhone development. It does, however, teach you the structure of iOS and Mac apps, and it will let you in on all of the little hooks and levers Apple has built in to its operating system code for you to manipulate in your own apps.

Honestly, the biggest education I got in just how Xcode works with the iPhone was browsing through all of Apple's sample code, and seeing what worked and what didn't there. The documentation for Xcode and the iPhone is top-notch, so if you ever have a question, there's usually an answer on Apple's site. For non-programmers, some of even Apple's walkthroughs can be a little intimidating (it's a lot of code jargon all strung together), but all of the answers are there, even if you sometimes have to ask questions in the very helpful developer forums. You get full access to all the developer forums with a $ 99 annual membership in Apple's iOS developer program.

Finally, I used Cocos2D to make my game, and the great "Learning Cocos2D" book is primarily responsible for that one. Cocos2D is an open source framework that makes game development much simpler, allowing you to reuse code for standard objects like sprites and text labels, without having to build those things yourself. Ray Wenderlich is one of the authors on that book, and his site has an incredibly helpful and well-kept list of tutorials for working with Cocos2D.

There is a lot of math involved in programming, and I am not good at math. There's also a lot of object-based thinking, and I've learned that I'm not too good at that either. So I won't say that development was "easy" at all -- it was often very frustrating, and there were many times when I'd spend hours trying to fix something simple, or I'd work hard on a chunk of code only to never actually use it in the game.

But it is very doable. If you are interested in development, and passionate about making an app, and you keep at it even when the impulse to quit arrives (as it probably will many times), it is very possible to make and release your own iPhone app. Apple has lowered the barriers to entry on the App Store so much, so that even if you have a (more than) full time job, like blogging on a popular website, you can build and develop an app in your spare time on nights and weekends.

2. The iPhone succeeds because it's so frictionless.

I could probably write books on what I've already learned about game design, and I'm sure there are still whole libraries left to learn. But the biggest lesson I took away from actually making a game (even after writing about them for so many years) is that iPhone users want and even expect direct, immediate access to whatever they're doing on that touchscreen. When I first put the game together, I did it using Apple's iOS simulator, which is a little app that comes with Xcode that lets you run iPhone software for testing on your Mac. So for most of development, I ran the game using a mouse or my MacBook's trackpad, not the actual touchscreen.

Once I actually paid the $ 99 to join the developer program and gained the ability to run my software on my iPhone, however, the experience was completely different. I was surprised by just how intimate and direct the touchscreen is. And my "beta testers" (friends and family who I gave my iPhone and told to play my game while I silently watched) had the same experience. When I first made the game, I designed it so that the onscreen "paddle" (that the player controls) had to be touched directly. But from the first person that played it, I realized that didn't work: Users sometimes couldn't hit the relatively small paddle with their fingers, and having to connect with it was just a chore.

So I changed the game, allowing the player to touch the screen anywhere to control the paddle, and that little fix removed that friction and made it much more accessible. Later, I added the ability for your paddle to fire a projectile, and a button to fire with, but players didn't get that you had to first lift your finger up and then touch the button -- they just expected multitouch, so I had to implement that as well (a little difference, but one that caused some headaches for me in code).

In short, users expect direct, clear interaction on the iPhone. I'm sure that's a software rule in general, but on that touchscreen especially, I was surprised by how simple, clear, and direct everything really had to be, and how when I made changes in that direction, how quickly and clearly users responded. In the end, I strived for an experience without any instruction at all -- something that anyone could pick up, and eventually figure out without help. Even developers can learn a lot there, I think: Apps like Angry Birds, Jetpack Joyride and Temple Run succeed in large part because they are so exceptionally clear and straightforward. Everything you put in your game or app that impedes that connection between what users want to do and what they're doing will cause problems.

When my beta testers played with the app for thirty seconds and then put the iPhone down and told me, "Well that's fun, good luck with that!" I knew I had things to work on. And when I got the game going so that people were playing for three minutes or more without taking their eyes off the screen, I knew I was doing it right.

3. Play to your strengths and weaknesses.

This is one of the most surprising things I have heard about my app: People really like the graphics. My biggest drawback as an app developer (aside from the fact that I'm still a beginner, of course) is that I have no real sense of design or style at all. I've never been good at putting visuals together, and that's been a source of frustration over the years, given that I've worked on the web so much. So it's very interesting to hear that people like the graphical look of Antithesis.

The night before I started putting the app together, I went to a bar in Denver full of old arcade machines, and I kind of marveled at those, at the experiences that old-school game developers were able to create with just a few pixels and one or two colors. That's what fueled my design more than anything else: How could I, as a guy with no artistic skill, still create something that was visually interesting. In the end, Antithesis only uses about four graphics (and -- spoiler -- three colors), but I tried to put them together in a way that got people interested.

That visual choice turned out to be one of the most striking things about my app. So this is good advice for any endeavor, I think: Know yourself, know your weaknesses and strengths, and work in harmony with them.

4. Apple runs the show (but does it well).

I haven't ever developed software for other platforms, but I can tell you that on iOS, at least, it's Apple's game. I've heard many stories over the years about the app submission process, and how closed-box it all is, and as far as I can tell, the stories are all true. When you're finally done with coding and designing your app in Xcode, you enter the world of iTunes Connect, a separate site which serves as the backstage, so to speak, for the App Store. This is the clearinghouse where you sign all the documents you need to set your app's price and make sure you can get paid when the app sells, and then create all of the screenshots and the metadata required to go on the App Store itself.

The whole process is actually surprisingly rote at this point -- you realize just how much of an equalizer the App Store is when you find yourself writing up an app description, entering up to only five screenshots (it doesn't matter if you're EA, a one-man shop, or Rovio; five screenshots per listing is all you get), and setting up localization data for all of the various App Stores you might sell your app in around the world.

Once you have entered all of the required metadata for your app, you upload what's called a "bundle" (created by fixing exactly the right settings in Xcode and then uploading what's basically a zip file of your app through Apple's software), and then the waiting game begins: Your app is boiled down to an icon that's yellow, green or red. If it's yellow, the app is waiting for approval -- either you the developer or Apple's submission team needs to check and approve it somehow. If it's red, the app's been declined, and you the developer need to go fix a problem somewhere, and possibly resubmit. And if it's (finally) green, then app is finally good to go.

My whole experience here was relatively painless -- I submitted my app on Sunday, March 18, and it finally went under Apple's reviewing eye last Monday, the 26th of March. Then, about eight hours later, Apple approved the app, and about 12 hours after that it appeared on the App Store. That's a pretty typical cycle, as I understand it. It can vary quite a bit (some developers say that if you've had multiple apps approved before, the process goes faster, and if it's a particularly busy time of year at Apple HQ, the process can be even longer), but it all ran smoothly enough for me.

So there's two lessons here: First, it's Apple's show for sure. I could have asked Apple to hold my app, post-approval, for me to release when I want, but if I wanted to get it out early or somehow speed up approval, there was no chance of that. Once you submit an app, it's in their hands entirely, and though my app didn't get rejected, from what I've heard, all you get is an email asking for a fix. The App Store is Apple's game, no matter who you are, and every developer with an app out there is just playing along as best they can.

But the second lesson is that Apple also has this whole thing down pat -- from start to finish, I never wondered what was wrong or got confused about what was happening with my app. I did grow impatient waiting for it to be approved, but Apple never passed off any mixed messages or let me feel lost in the system, somehow despite the fact that the App Store team is now overseeing millions of apps around the world. I was incredibly impressed with how smooth the entire process was. Yes, it was complex and complicated (there are an astounding number of settings in Xcode for export, and even the metadata setup in iTunes Connect has to cover every possibility for security), but the system is there, and it works.

5. It's a jungle out there.

So: Sales. Originally, I was going to release my app for free, just because the only goal was to see what the development process was like. But the more time I put into development, and the more I thought about that $ 100 development fee, the more I decided I should really get something back for my time. Not to mention that I wanted to see how sales worked on the App Store, and see how well I, after covering all of these apps and their sales for so long, could convince users to spend a buck on me and my work.

As it turns out, not very well.

(I agree, sharing sales after only a few days of release is probably a little early. However, I'm about to head out on vacation for a few weeks, and as you can see above, there's already a trend. I will update this post if anything changes.)

As you can see above, I had a nice big start in sales, but since then, as the app has slowly moved out of everyone's consciousness, sales have steadily dropped. You can count up the numbers on the side there, if you like, but so far, I have sold 511 copies of the app. At 99 cents a piece, that's about $ 506. Not bad, right? I might even be able to pick up that new iPad!

Not so fast. 30 of those copies were from promo codes - I gave out quite a few to reviewers and press, as well as a few on my Twitter and Facebook accounts for promotion. And not all of those sales were in the US -- quite a few of them were overseas, which means that they actually sold for less than $ 1, especially after Apple takes out conversion rates and various charges there. Of course, Apple takes its 30% cut, so by the time I actually get my check (which I probably won't for a week or two at least), total gross profits to me probably won't be too much more than $ 300 or so.

Which is great -- again, the goal for me was release, not to make a bunch of money. But after taking out the $ 99 developer fee, and remembering that I put in about eight months of work on this thing, that's not very much at all. I am lucky enough to have a job blogging here, but if I was an independent developer who'd quit his job to try and support a family by making iPhone apps? I'd probably start browsing the help wanted section, or at least start work on a Tiny Tower clone of my own.

And here's the most interesting part of my sales: These are sales from a very successful launch. Because of my story as a "blogger who made an iPhone app," Touch Arcade kindly posted about Antithesis, as did 148Apps and a few other great app and iPhone sites. The buzz on my app has been great -- almost all of the reviews are positive, and I built up a nice chunk of Twitter talk as well. My app's even been featured by Apple -- after showing up in the charts in the Arcade and Puzzle sections of the App Store (I even cracked the top 200 chart in Germany for a few hours after some favorable press appeared over there), I was featured at the top of the App Store's Arcade page alongside much bigger releases.

In short, as app releases go, this one's been about perfect. I've been very lucky, and everyone, from the press to my users to even Apple, has been very generous with their support. But that hasn't translated into sales at all. Certainly, the quality of the app could be better, but my best conclusion here is that even buzz isn't enough on the App Store any more. There are so many apps out there, and so many ways for users to split their attention, that you really need to hit it out of the park on everything from presentation to release timing to advertising in order to get those sales numbers moving. In that sense, then, as I understand it, the App Store is growing more and more similar to game development in general.

(One aside about sales as well: As journalists, those of us who cover apps will sometimes use listings in Game Center or even iTunes ratings or reviews as ways to determine actual app sales. But as I said above, I've sold 511 copies, I've currently got only 19 ratings in iTunes, and Game Center lists 278 players on my leaderboards. So the next time you see a blog extrapolating sales from either of those stats, know that they don't have access to the whole picture.)

I'm not quite done yet. I wasn't necessarily planning to update the app at all, but my biggest bug is that I accidentally put the wrong sorting setting on the Game Center leaderboards, so it turns out the lowest scores are appearing at the top, instead of the other way around. People have also asked for universal support, so I'm going to combine both of those things (and some other updates) into a version 1.1, which will be out as soon as I can get it done (probably in a month or so -- again, I'm about to head off to vacation right now). And I'll continue to watch sales; I think I'm done with promotion for now (and I haven't spent any money on advertising, obviously), but it'll be interesting to see if there's an audience wandering around the App Store itself, and if just having an app listed will bring users in.

So there's lots more to learn for sure. But this has been quite an experience already. It's been invaluable for me as a writer to work on this project, and stay tuned -- I will do my best to share lots more of what I've learned in posts here going forward as well.

Developing my first iPhone game: the inside story originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 02 Apr 2012 15:40:00 EST. Please see our terms for use of feeds.

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Apple is Japan’s top consumer brand for the first time

The iPad, iPhone and other Apple products have become so popular in Japan that Apple is now Japan's top consumer brand.

Just three years ago, Apple was barely visible in the #64 spot in Nikkei's annual brand ranking. Last year, Apple had made it to 11th place, and this year the company skyrocketed to the top of the list. Apple bumped Google from the top spot, which should make Eric Schmidt's weekend an unhappy one.

The top ten list follows, with last year's ranking in parentheses:

  1. (11) Apple
  2. (1) Google
  3. (2) Uniqlo
  4. (7) YouTube
  5. (6) Disney
  6. (4) McDonalds
  7. (3) Panasonic
  8. (5) Nissan
  9. (39) Dyson
  10. (9) Rakute

Business respondents put Apple in second place, with Japan's Toyota in the numero uno position. Not only did Apple make the top brand list as a company, but the iPad and two other products are in the top 40 as individual brands.

Apple is Japan's top consumer brand for the first time originally appeared on TUAW - The Unofficial Apple Weblog on Fri, 30 Mar 2012 15:30:00 EST. Please see our terms for use of feeds.

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MacMall giving away $14K in products during launch of first Chicago retail store

Defying a trend that has long seen independent Apple resellers shutter their shops in the face of stiff competition from the Mac maker's own thriving retail operation, MacMall this weekend will continue with a rare expansion of its retail footprint with the launch of its first brick-and-mortar retail store outside Southern California.

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First look at huge Portland “glass box” Apple Store

We already knew that Apple was planning a pretty spectacular 165 ft. wide glass storefront for its new Portland store, as we reported earlier this month. We told you then the block-long storefront consisting of 22 glass panels would first have to be approved by the city’s Design Commission. At a recent Commission meeting the project’s architect answered questions from concerned city officials. Today we get our first look at Apple’s proposed design courtesy of ifoAppleStore who obtained the image above from the meeting showing a rendering of what the almost all glass Apple Store would look like. The report noted Apple is having some diffculities convincing the city of its design, with requests to remove surrounding street furniture and the overall unconventional design being met with criticism from officials.
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Apple described its project as, “Demolition of a portion of the existing 2-story retail store on this block to allow for a new single story building and outdoor plaza area. The new building and outdoor plaza area will comprise the northern 55’ of the block bound by SW Yamhill, Taylor, 4th and 5th. The new 17’-6” tall building is fully glazed with clear glass, with a 27’-6” tall stone wall adjacent to the existing building tower. The north elevation includes 3 sets of double entry doors.” The store would occupy the now vacant section of Pioneer Place once occupied by the Saks Fifth Avenue store.


9to5Mac

Majority of customers install games first on iOS devices

Online survey site Scoople just conducted one of its decidedly non-scientific, reader-directed polls of 139 respondents. 139 souls is hardly a representative sample of the over 3 million people who purchased a new iPad in the last week. However, we are dutifully reporting that 56 percent of those responding answered in the affirmative to the question "Are games the first apps you install when you get a new iOS device?"

Small sample size? Check. Barely a majority of respondents answering "Yes"? Correct-a-mundo. Slow news week? Absolutely.

Help us Obi-Tim Cooknobi, you're our only hope.

[via The Loop]

Majority of customers install games first on iOS devices originally appeared on TUAW - The Unofficial Apple Weblog on Thu, 22 Mar 2012 11:23:00 EST. Please see our terms for use of feeds.

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Apple’s iPhone tops BlackBerry in RIM’s home of Canada for first time

Last year marked the first time ever that Apple outsold Research in Motion in its home country of Canada, as Canadians move from BlackBerry to the iPhone.

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First wave of Windows 8 tablets rumored to arrive in October

On the heels of a report that Microsoft is aiming to release Windows 8 in September or October, a new rumor claims first-tier tablet vendors will launch their first Windows 8 devices in October.

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First Impression: The new iPad

If you aren’t among the lucky owners of the first three or so million new iPads to be sold over the weekend, then let me tell you on what you’re missing out. Sure, there’s the new screen. Everyone knows about that. But what else is different?

Power. If there’s one word that could be the focus of the new iPad, it’s power. From the increased graphics capabilities and processing power to the massively more powerful battery, the new iPad is full of power. The first thing you’re going to notice is the screen. How could you not? This screen is amazing. It’s like looking at a glossy photograph. You’ll see every last detail available to show. It’s awesome. I absolutely love it.

So what?

That’s fair. When I first turned on the iPad, I’ll be honest, I was a bit underwhelmed. Now, I can tell you why that was, but at that moment, I felt that maybe I had just wasted a pile of cash. I generally trust Apple when they advertise something. When they say it’s more powerful, I usually believe them. That’s because they’ve been pretty spot-on in the past, and I love my Apple gear. But I have to admit, I was wondering what was so great about the new iPad screen.

Then it dawned on me that maybe the screen wasn’t being used to its fullest potential. Most apps haven’t been updated to support iPad Retina display. Some never will be updated. It’s a shame, because they’re actually detracting from the new iPad’s amazing screen. Sure, the new iPad can scale things up, but if you know what digital zoom means, you know why this sucks. If you do something as simple as look at an updated app’s icon and compare it to a non-retina icon, the difference starts to show itself. Simply put, the Retina display is good enough to show you how blurry non-Retina images look. This was the real problem at the beginning; I was looking at blurry apps and blaming the screen when really, it was just showing how blurry things already were.

To really appreciate just how amazing the new Retina display is, you’re going to need to get some updated apps. Duh. Okay, so look at Amazon’s Kindle app, or Apple’s iBooks. The text is so crisp, you’re going to feel like you just got done drinking a Sprite (and add something else crisp in there too while you’re at it). I feel a little weird telling you how nice the text looks, but it’s one of the easiest things to see. If you have an older iPad hanging around, compare. If not, hold it next to a computer monitor, an older phone, pretty much anything other than an iPhone 4 or 4S. If you’d like to take a look without dropping a pile of cash at the Apple Store, Apple has a decent simulation on their iPad site. You should also look at some nice pictures. I hate to say it, but it’s almost difficult to truly appreciate just how awesome the iPad’s Retina display is. It’s easy to take for granted. You’re probably going to hear your family and friends say they can’t see a difference. Tell them to get their eyes checked, because they’re missing out. I wish every display could be this good.

Don’t get me wrong. Not everything about the new iPad is sunshine and rainbows. The biggest gripe I have about the new iPad is its unbelievably long charging time. I didn’t stare at it with a stop watch or anything, but I’m pretty sure it took around 8 hours to charge from close to dead. That’s a long time. I almost feel like I switched from a dumb phone to a smart phone again with how I’ll need to start charging my iPad now.

But really, it’s not that big of a deal, since the iPad’s battery lasts a heck of a long time, and I can plug it in at night or when I’m at work.

Then there’s that pesky heat issue. Yes, it gets warm. I don’t like it. I can deal with it though. I will miss how my iPad 2 always felt cold and emotionless. It was the Vulcan piece of hardware that my inner nerd needed. Now you’ll have to deal with a warm iPad. First world problems are the worst.

But, all things considered, the new iPad is an amazing step forward. It’s really all about the screen. The increased graphics capabilities and battery capacity all support it. It’s something to be appreciated, even gawked at. I just can’t wait until most of my apps make full use of the Retina display.

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