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In December, Apple introduced a new pay-per-install ad product called Search Ads Basic aimed at smaller developers, to complement the existing Search Ads product, which then became known as Search Ads Advanced. Today, the company is expanding Search Ads to more countries, including France, Germany, Italy, Japan, South Korea, and Spain, bringing the total number of countries where Search Ads is available to thirteen.
In addition to the U.S., Search Ads Advanced had already expanded to Australia, Canada, Mexico, New Zealand, Switzerland, and the U.K.
Developers in the newly supported countries will be able to create campaigns using Search Ads Advanced starting on July 25, 2018 at 4 PM PDT, with those campaigns appearing on the App Store starting August 1, 2018 at 4 PM PDT.
Meanwhile, Search Ads Basic will be available across all thirteen supported countries starting on August 22, 2018 at 10 AM PDT.
To encourage sign-ups, Apple is offering first-time advertisers a $100 USD credit to try out the product.
While the first version of Search Ads launched back in October 2016 in the U.S., the idea behind the newer “Basic” product was to offer developers a different – and simpler – means of reaching potential customers.
Search Ads was originally designed to allow developers to target users’ keyword searches, combined with other factors like location, gender or whether or not they had installed the app in the past. Developers would pay when users tapped on those targeted ads.
With the launch of Search Ads Basic, it’s easier to set up campaigns.

Developers only have to enter the app to be advertised, the campaign’s budget, and how much they want to pay per install. Apple helps by suggesting the max developers should pay using historical data. Then, developers only pay for actual installs, not taps.
Although the App Store was redesigned with the launch of iOS 11 to offer improved discoverability, search is still a key way people find out about apps.
Apple says that over 70 percent of App Store visitors use search to discover apps, in fact, and 65 percent of all downloads come directly from an App Store search.
The ads work well, too, as they have an over 50 percent conversion rate, on average, says Apple.
Apple’s advantage over the pay-per-install ads found elsewhere on the web isn’t only the ads’ placement – at the top of App Store searches, where they’re identified with a blue background and “Ad” icon – it also manages this without violating user privacy. That is, it doesn’t build specific profiles on individuals for ad targeting purposes, and it doesn’t share user data with developers. By its nature, this makes the system GDPR compliant.
In addition, Apple only places an ad when it’s relevant to a user’s search – developers can’t pay more to have their ad shown more often across less relevant searches, which offers a more level playing field.
Apple didn’t say when Search Ads would reach other countries, but with the new expansions it has some of the top markets now covered.
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Apple’s App Store continues to outpace Google Play on revenue. In the first half of the year, the App Store generated nearly double the revenue of Google Play on half the downloads, according to a new report from Sensor Tower out today. In terms of dollars and cents, that’s $22.6 billion in worldwide gross app revenue on the App Store versus $11.8 billion for Google Play – or, 1.9 times more spent on the App Store compared with what was spent on Google Play.

This trend is not new. Apple’s iOS store has consistently generated more revenue than its Android counterpart for years due to a number of factors – including the fact that Android users historically have spent less on apps than iOS users, as well as the fact that there are other Android app stores consumer can shop – like the Amazon Appstore or Samsung Store, for example. In addition, Google Play is not available in China, but Apple’s App Store is.
Last year, consumer spending on the App Store reached $38.5 billion, again nearly double that of Google Play’s $20.1 billion.
As the new figures for the first half of 2018 indicate, consumer spending is up this year.
Sensor Tower estimates it has increased by 26.8 percent on iOS compared with the same period in 2017, and it’s up by 29.7 percent on Google Play.
The growth in spending can be partly attributed to subscription apps like Netflix, Tencent Video, and even Tinder, as has been previously reported.
Subscription-based apps are big businesses these days, having helped to boost app revenue in 2017 by 77 percent to reach $781 million, according to an earlier study. Netflix was also 2017’s top non-game app by revenue, and recently became ranked as the top (non-game) app of all-time by worldwide consumer spend, according to App Annie’s App Store retrospective.
Many of the other all-time top apps following Netflix were also subscription-based, including Spotify (#2), Pandora (#3), Tencent Video (#4), Tinder (#5), and HBO NOW (#8), for example.
And Netflix is again the top non-game app by consumer spending in the first half of 2018, notes Sensor Tower.

Game spending, however, continues to account for a huge chunk of revenue.
Consumer spending on games grew 19.1 percent in the first half of 2018 to $26.6 billion across both stores, representing roughly 78 percent of the total spent ($16.3 billion on the App Store and $10.3 billion on Google Play). Honor of Kings from Tencent, Monster Strike from Mixi, and Fate/Grand Order from Sony Aniplex were the top grossing games across both stores.

App downloads were also up in the first half of the year, if by a smaller percentage.
Worldwide first-time app installs grew to 51 billion in 1H18, or up 11.3 percent compared with the same time last year, when downloads were then 45.8 billion across the two app stores.
Facebook led the way on this front with WhatsApp, Messenger, Facebook and Instagram as the top four apps across both the App Store and Google Play combined. The most downloaded games were PUBG Mobile from Tencent, Helix Jump from Voodoo, and Subway Surfers from Kiloo.
Google Play app downloads were up a bit more (13.1 percent vs iOS’s 10.6 percent) year-over-year due to Android’s reach in developing markets, reaching 36 billion. That’s around 2.4 times the App Store’s 15 billion.
Despite this, Apple’s platform still earned more than double the revenue with fewer than half the downloads, which is remarkable. And it can’t all be chalked up to China. (The country contributed about 31.7 percent of the App Store revenue last quarter, or $7.1 billion, to give you an idea.)
Sensor Tower tells TechCrunch that even if China was removed from the picture, the App Store would have generated $15.4 billion gross revenue for first half of 2018, which is still about 30 percent higher than Google Play’s $11.8 billion.
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GitHub, the code hosting service Microsoft recently acquired, is launching a couple of new features for its business users today that’ll make it easier for them to access public repositories on the service.
Traditionally, users on the hosted Business Cloud and self-hosted Enterprise were not able to directly access the millions of public open-source repositories on the service. Now, with the service’s release, that’s changing, and business users will be able to reach beyond their firewalls to engage and collaborate with the rest of the GitHub community directly.
With this, GitHub now also offers its business and enterprise users a new unified search feature that lets them tap into their internal repos but also look at open-source ones.
Other new features in this latest Enterprise release include the ability to ignore whitespace when reviewing changes, the ability to require multiple reviewers for code changes, automated support tickets and more. You can find a full list of all updates here.
Microsoft’s acquisition of GitHub wasn’t fully unexpected (and it’s worth noting that the acquisition hasn’t closed yet), but it is still controversial, given that Microsoft and the open-source community, which heavily relies on GitHub, haven’t always seen eye-to-eye in the past. I’m personally not too worried about that, and it feels like the dust has settled at this point and that people are waiting to see what Microsoft will do with the service.
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Mobile app subscriptions are a big business, but consumers sometimes hesitate to sign up because pausing and cancelling existing subscriptions hasn’t been as easy as opting in. Google is now addressing those concerns with the official launch of its subscription center for Android users. The new feature centralizes all your Google Play subscriptions, and offers a way for you to find others you might like to try.
The feature was first introduced at Google’s I/O developer conference in May, and recently rolled out to Android users, the company says. However, Google hadn’t formally announced its arrival until today.
Access to the subscriptions center only takes one tap – the link is directly available from the “hamburger” menu in the Play Store app.

Apple’s page for subscription management, by comparison, is far more tucked away.
On iOS, you have to tap on your profile icon in the App Store app, then tap on your name. This already seem unintuitive – especially considering that a link to “Purchases” is on this Account screen. Why wouldn’t Subscriptions be here, too? But instead, you have to go to the next screen, then scroll down to near the bottom to find “Subscriptions” and tap that. To turn any individual subscription off, you have to go to its own page, scroll to the bottom and tap “Cancel.”
This process should be more streamlined for iOS users.
In Google Play’s Subscriptions center, you can view all your existing subscriptions, cancel them, renew them, or even restore those you had previously cancelled – perfect for turning HBO NOW back on when “Game of Thrones” returns, for example.
You can also manage and update your payment methods, and set up a backup method.
Making it just as easy for consumers to get out of their subscriptions as it is to sign up is a good business practice, and could boost subscription sign-ups overall, which benefits developers. When consumers aren’t afraid they’ll forget or not be able to find the cancellation options later on, they’re more likely to give subscriptions a try.

In addition, developers can now create deep links to their subscriptions which they can distribute across the web, email, and social media. This makes it easier to direct people to their app’s subscription management page directly. When users cancel, developers can also trigger a survey to find out why – and possibly tweak their product offerings a result of this user feedback.
There’s also a new subscription discovery section that will help Android users find subscription-based apps through both curated and localized collections, Google notes.
These additional features, along with a good handful of subscription management tools for developers, were all previously announced at I/O but weren’t in their final state at the time. Google had cautioned that it may tweak the look-and-feel of the product between the developer event and the public launch, but it looks the same as what was shown before – right down to the demo subscription apps.
Subscriptions are rapidly becoming a top way for developers to generate revenue for their applications. Google says subscribers are growing at more than 80 percent year-over-year. Sensor Tower also reported that app revenue grew 35 percent to $60 billion in 2017, in part thanks to the growth in subscriptions.
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When Apple introduced its completely redesigned App Store last fall, one of its goals was to improve app discovery by placing a larger emphasis on editorial content – including things like “app of the day” picks, lists, how-to’s and even interviews with app developers, among other things. Now, a new study from Sensor Tower reveals those changes appear to have been working.
According to Sensor Tower’s findings, more apps are being discovered by way of browsing the App Store following the redesign launched in September.
Before, browse-driven downloads accounted for around 10 percent of all downloads. With the new App Store, they’ve grown to more than 15 percent. And that increase has held steady into 2018, even as the initial excitement around the App Store revamp has worn off.

Despite the growth in app discovery by browsing, searching for app by typing keywords into the search box is still, by far, the primary way consumers are finding and downloading new apps. Today, search accounts for 65 percent of downloads – well ahead of browse, referrals, or other methods.
Sensor Tower based its findings on data collected on app downloads between May 2017 and April 2018, it says.
The report also delved into the differences between how consumers discover apps and games.

As it turns out, browsing plays a much more significant role in game discovery than it does for non-game apps. Only 56 percent of game downloads came from search, compared with 69 percent for non-games. Meanwhile, browse contributed to 24 percent of game downloads, compared to just 9 percent of non-game downloads.
What this seems to indicate is that iOS users are turning to the App Store and its editorial recommendations in greater numbers to learn about what new game to try next. Plus, the fact that games can now include a video preview, and labels like “Editor’s Choice” are better highlighted in the new App Store also likely help people get a better sense of which ones to install, as they browse.
Sensor Tower’s findings about game downloads line up with research released last month where it found that games that were featured as the “Game of the Day” could see their downloads increase by 802 percent, compared to the week prior to being featured. Apps, by comparison, saw boosts of 685 percent.
The new report’s findings are good news for Apple which had a sizable challenge to tackle with its App Store redesign. Its app marketplace had grown almost over-crowded over the years. And even after the big app cleanup, it still stands at over 2 million apps. Finding a way to better introduce favorites and newcomers to iOS users at this scale was a tall order, but the growth in apps discovered by way of browsing indicates Apple has seen some success on this front.
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Google is betting big on the Assistant ecosystem and it’s now putting its money where its mouth is. The company announced today it’s launching a new program that will provide investment capital and other resources to early-stage startups that build applications in the Google Assistant ecosystem.
Typically, companies announce these kinds of programs to kickstart an ecosystem around a new product. While developers have already launched plenty of services for the Google Assistant, the company says that it is launching this new program to “promote more of this creativity.”
Google VP for search and the Google Assistant Nick Fox echoed this. “With the Google Assistant, we’re focused on fostering an open ecosystem for developers, device makers, and content partners to build new experiences,” he told me. “We’re already seeing a lot of creativity from developers with the Google Assistant, and to help promote this, we’re opening a new investment program for early-stage startups.”
Investments are one part of this program, but Google will also work with these startups directly to provide them with mentorship and advice from engineers, product managers and design experts. The startups in the program will also get early access to new features and tools, as well as access to the Google Cloud Platform and promotional support. That sounds a bit like an accelerator program, though that’s not quite what Google is calling it.
Fox tells me that Google won’t put a cap on the investments. “We’ll invest as much as we see fit, and are focused on helping startups succeed in this emerging space,” he said. “And we’re not just offering investment capital. We’re eager to partner with these startups and leverage our company’s strengths to help these products come to market poised for success.”
The first startups in this program include GoMoment, a concierge service for hotels and Edwin, a personal English tutor, as well as the developer tools BotSociety and Pulse Labs.
These startups are good representatives of what Google is after. Fox tells me that Google is looking for startups that are “pursuing an interesting space for Assistants, such as vertical industries like travel or gaming.” In addition, Google is also looking to deepen some of its partnerships, but for the most part, it’s simply looking for startups that are pushing technologies like the Assistant forward.
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Facebook is adding support for in-app purchases to its Instant Games platform, the company announced during a session on gaming at its F8 developer conference this afternoon. The feature will allow game developers to add another form of monetization beyond advertising to their games on select platforms, but not on iOS.
Instead, support for in-app purchases will be available to Instant Games on Android and on Facebook.com on the web.
First launched in 2016, Facebook opened up Instant Games to all developers last month. The platform allows developers to build mobile-friendly games using HTML5 that work across both Facebook and Messenger. The idea is to give game developers access to another sizable platform for their work, in addition to the existing app stores run by Apple and Google.
Facebook has had in-app purchases on its roadmap for Instant Games for some time, and began testing the feature with select developers around six months ago.

Similar to the app stores, the revenue share model for Instant Games is 70/30 on Facebook.com. However, on mobile, the games will follow the in-app billing terms from each platform, the company notes. That means purchases made in games running on Android devices, the 30 percent revenue share will apply after the standard mobile platform revenue share — aka Google’s own 70/30 cut.
That’s not ideal, of course. And all the hands in the pie may lead to game developers pricing their in-app purchases higher, as a result.
Facebook seems to acknowledge this concern in its blog post announcement, saying: “Our primary goal is to build [in-app purchases] in a way so that our developer partners can sustain and grow, and we’ll continue to evaluate rev/share with that goal in mind.”
Facebook wouldn’t confirm if or when support for in-app purchases is coming to iOS.
In addition to helping developers generate revenue outside of using ads in their games, in-app purchases in games could prove beneficial to Facebook as well. The company’s payment revenue has dwindled over the years, with things like Messenger payments never really seeing significant attention. Plus, Facebook made it possible for third-parties like PayPal to operate over Messenger, which signaled its disinterest in the payments space in general.
In-app purchases in games turns things around, a bit.
The submission process for in-app purchases will open up to developers on May 7, allowing them to implement the monetization features on Android and the web. In the meantime, Facebook is offering documentation about the feature here.

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Containers are eating the software world — and Kubernetes is the king of containers. So if you are working on any major software project, especially in the enterprise, you will run into it sooner or later. Cloud Foundry, which hosted its semi-annual developer conference in Boston this week, is an interesting example for this.
Outside of the world of enterprise developers, Cloud Foundry remains a bit of an unknown entity, despite having users in at least half of the Fortune 500 companies (though in the startup world, it has almost no traction). If you are unfamiliar with Cloud Foundry, you can think of it as somewhat similar to Heroku, but as an open-source project with a large commercial ecosystem and the ability to run it at scale on any cloud or on-premises installation. Developers write their code (following the twelve-factor methodology), define what it needs to run and Cloud Foundry handles all of the underlying infrastructure and — if necessary — scaling. Ideally, that frees up the developer from having to think about where their applications will run and lets them work more efficiently.
To enable all of this, the Cloud Foundry Foundation made a very early bet on containers, even before Docker was a thing. Since Kubernetes wasn’t around at the time, the various companies involved in Cloud Foundry came together to build their own container orchestration system, which still underpins much of the service today. As it took off, though, the pressure to bring support for Kubernetes grew inside of the Cloud Foundry ecosystem. Last year, the Foundation announced its first major move in this direction by launching its Kubernetes-based Container Runtime for managing containers, which sits next to the existing Application Runtime. With this, developers can use Cloud Foundry to run and manage their new (and existing) monolithic apps and run them in parallel with the new services they develop.
But remember how Cloud Foundry also still uses its own container service for the Application Runtime? There is really no reason to do that now that Kubernetes (and the various other projects in its ecosystem) have become the default of handling containers. It’s maybe no surprise then that there is now a Cloud Foundry project that aims to rip out the old container management systems and replace them with Kubernetes. The container management piece isn’t what differentiates Cloud Foundry, after all. Instead, it’s the developer experience — and at the end of the day, the whole point of Cloud Foundry is that developers shouldn’t have to care about the internal plumbing of the infrastructure.
There is another aspect to how the Cloud Foundry ecosystem is embracing Kubernetes, too. Since Cloud Foundry is also just software, there’s nothing stopping you from running it on top of Kubernetes, too. And with that, it’s no surprise that some of the largest Cloud Foundry vendors, including SUSE and IBM, are doing exactly that.
The SUSE Cloud Application Platform, which is a certified Cloud Foundry distribution, can run on any public cloud Kubernetes infrastructure, including the Microsoft Azure Container service. As the SUSE team told me, that means it’s not just easier to deploy, but also far less resource-intensive to run.
Similarly, IBM is now offering Cloud Foundry on top of Kubernetes for its customers, though it’s only calling this an experimental product for now. IBM’s GM of Cloud Developer Services Don Boulia stressed that IBM’s customers were mostly looking for ways to run their workloads in an isolated environment that isn’t shared with other IBM customers.
Boulia also stressed that for most customers, it’s not about Kubernetes versus Cloud Foundry. For most of his customers, using Kubernetes by itself is very much about moving their existing applications to the cloud. And for new applications, those customers are then opting to run Cloud Foundry.
That’s something the SUSE team also stressed. One pattern SUSE has seen is that potential customers come to it with the idea of setting up a container environment and then, over the course of the conversation, decide to implement Cloud Foundry as well.
Indeed, the message of this week’s event was very much that Kubernetes and Cloud Foundry are complementary technologies. That’s something Chen Goldberg, Google’s Director of Engineering for Container Engine and Kubernetes, also stressed during a panel discussion at the event.
Both the Cloud Foundry Foundation and the Cloud Native Computing Foundation (CNCF), the home of Kubernetes, are under the umbrella of the Linux Foundation. They take somewhat different approaches to their communities, with Cloud Foundry stressing enterprise users far more than the CNCF. There are probably some politics at play here, but for the most part, the two organizations seem friendly enough — and they do share a number of members. “We are part of CNCF and part of Cloud Foundry foundation,” Pivotal CEO Rob Mee told our own Ron Miller. “Those communities are increasingly sharing tech back and forth and evolving together. Not entirely independent and not competitive either. Lot of complexity and subtlety. CNCF and Cloud Foundry are part of a larger ecosystem with complimentary and converging tech.”
We’ll likely see more of this technology sharing — and maybe collaboration — between the CNCF and Cloud Foundry going forward. The CNCF is, after all, the home of a number of very interesting projects for building cloud-native applications that do have their fair share of use cases in Cloud Foundry, too.
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When Apple launched its new App Store in iOS 11 back in September, it aimed to offer app developers better exposure, as well as a better app discovery experience for consumers. A new study from Sensor Tower out today takes a look at how well that’s been working in the months since. According to its findings, getting a featured spot on the new App Store can increase downloads by as much as 800 percent, with the “App of the Day” or “Game of the Day” spots offering the most impact.
The app store intelligence firm examined data from September 2017 to present day to come to its conclusions, it says.
During this time, median U.S. iPhone downloads for apps that snagged the “Game of the Day” spot increased by 802 percent for the week following the feature, compared to the week prior to being featured.
“App of the Day” apps saw a boost of 685 percent.
Being featured in other ways — like in one of the new App Store Stories or in an App List — also drove downloads higher, by 222 percent and 240 percent, respectively.

The numbers seem to indicate that Apple is achieving the results it wanted with the release of its redesigned App Store.
Over the years, Apple’s app marketplace had grown so large that finding new apps had become challenging. And developers sometimes found ways to bump their apps higher in the top charts for exposure, leaving iPhone owners wondering if a new app was really that popular, or if it was some sort of paid promotion.
The iOS 11 App Store, on the other hand, has taken more of an editorial viewpoint to its app recommendations. While the top charts haven’t gone away, the focus these days is on what Apple thinks is best — not the wisdom of the masses. Apple has applied its editorial eye to things like timely round-ups of apps; curated, thematic collections; as well as articles about apps and interviews with developers. Apple also picks an app and game to feature daily, so the App Store always has fresh content and a reason for users to return.
The end result is something that’s more akin to a publication about apps, instead of a just an app marketplace.
What’s most interesting, then, in Sensor Tower’s report, are what sort of app publishers Apple has chosen to feature.
Apple had touted the App Store changes would be a way to give smaller developers more exposure. But if you’ve popped into the App Store from time to time, you may have noticed that big publishers — not indies — were having their apps featured.

In fact, an early report about the App Store revamp criticized Apple for giving big publishers too much attention. It said that apps from brands like Starbucks and CBS, or game makers like EA and Glu, weren’t exactly hurting for downloads.
But Apple’s favoring of big publishers is only true to a point, says Sensor Tower.
It found that 13 of the top 15 featured publishers (by number of features) had at least one million U.S. iPhone downloads since the launch of the new App Store last September. It’s not surprising that Apple wants to highlight these publishers. Many of them, and particularly the game publishers, have multiple popular apps. So when their apps get an update or they have a new release, consumers pay attention.
Apple, of course, wants to capitalize on that consumer interest because it shares in the revenue app publishers generate through things like paid downloads, in-app purchases and subscriptions.

However, Apple isn’t only giving the limelight to large publishers, says Sensor Tower.
It also found that 29 percent of the apps it has featured since the launch of the revamped App Store were from publishers who had fewer than 10,000 downloads during that time.
“While it’s clearly the case that big publishers are more likely to receive the largest number of features, small publishers still very much have their chance to benefit from a feature on the App Store,” said Sensor Tower’s Mobile Insights Analyst, Jonathan Briskman.
Though Sensor Tower’s published report focused only on the iOS App Store, it’s worth noting how it compares with Google Play.
Getting a featured spot on Google’s app store isn’t as impactful, the firm tells TechCrunch. The largest week-over-week increase to the median it saw there was only around 200 percent.
Image credits, all: Sensor Tower
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At the Cloud Foundry Summit in Boston, the team behind the U.S. government’s cloud.gov application platform announced that it is now a certified Cloud Foundry platform that is guaranteed to be compatible with other certified providers, like Huawei, IBM, Pivotal, SAP and — also starting today — SUSE. With this, cloud.gov becomes the first government agency to become Cloud Foundry-certified.
The point behind the certification is to ensure that all of the various platforms that support Cloud Foundry are compatible with each other. In the government context, this means that agencies can easily move their workloads between clouds (assuming they have all the necessary government certifications in place). But what’s maybe even more important is that it also ensures skills portability, which should make hiring and finding contractors easier for these agencies. Given that the open source Cloud Foundry project has seen quite a bit of adoption in the private sector, with half of the Fortune 500 companies using it, that’s often an important factor for deciding which platform to build on.
From the outset, cloud.gov, which was launched by the General Services Administration’s 18F office to improve the U.S. government’s public-facing websites and applications, was built on top of Cloud Foundry. Similar agencies in Australia and the U.K. have made the same decision to standardize on the Cloud Foundry platform. Cloud Foundry launched its certification program a few years ago; last year it added another program for certifying the skills of individual developers.
To be able to run government workloads, a cloud platform has to offer a certain set of security requirements. As Cloud Foundry Foundation CTO Chip Childers told me, the work 18F did to get the FedRAMP authorization for cloud.gov helped bring better controls to the upstream project, too, and he stressed that all of the governments that have adopted the platform have contributed to the overall project.
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