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The Best iPhone Online Casino Games
The Apple iPhone is the worlds best selling Mobile Phone for a reason, its the place to get the best in music and the best in apps and also the very best in Casino Games.
There are websites where you can find the best iphone online casino games as well as the latest in information on the best Casino operators for the Apple iPhone and where to get the biggest bonus and offers. “
THE LATEST NEWS BELOW
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July 14th, 2009, 17:06 Posted By: wraggster
The jury might still be out on whether anyone can really make a long-term business model out of App Store sales. And, yes, 'discoverability' remains an issue for some, driving developers big and small to game the charts with free or cheap apps that dominate the best seller lists.
But whatever criticism you might make of it, no one can deny that in just a year the App Store has made some fundamental changes to the traditional business model in the games industry - and even put the emerging digital distribution channels to shame.
Thousands upon thousands of apps; millions of phones sold; billions of downloads - we thought it was only right to look back at how Apple so quickly carved a key space for itself in the minds of games developers and the mobile market…
- After much speculation that the firm would expand its music player line to include a phone - and after a poorly received attempt to work with mobile handset firm Motorola on an iTunes-compatible phone - Apple announced the existence of the iPhone on January 9th, 2007.
- The iPhone launched in the US on June 29, 2007 ahead of its global roll-out from November 2007 - over a million were sold by September 10th that year, 74 days after its introduction.
- The iPod Touch - which boasts many similar functions to the iPhone, except the phone, including the 3.5 inch touch screen display and tilt-sensor - was unveiled on September 5th.
- Just days after the launch of the iPhone the OS was hacked (or 'jailbroken') with a dedicated tool that allowed independently made applications to run on the handsets. The first such app arrived on August 6th.
- As time went on Apple was thwarting the jailbreaking with firmware updates – specifically one in September 2007 which rendered unlocked devices unusable – and hackers would release new ways to jailbreak the phones. However...
- ...Apple eventually gave in, and just a month later that it would legitimately open up the iPhone and iPod Touch to independent developers via a blog post written by CEO Steve Jobs. "Let me just say it: We want native third party applications on the iPhone, and we plan to have an SDK in developers’ hands in February," he said in the letter published on October 17, 2007.
- "We think a few months of patience now will be rewarded by many years of great third party applications running on safe and reliable iPhones," Jobs had also said, but…
- …it actually took a little while longer. The SDK was first unveiled on March 6th, 2008 with the first release arriving in beta the same day.
- It costs $99 to enter the iPhone developer scheme, and the SDK includes a software emulator - but it will only run on Intel-based Macs (naturally), so the real cost including hardware can be anywhere upwards of $599/£499. Throw in an extra $229/£169 if you want an iPod Touch to test software on - or over $99/£100 for an iPhone (including contract).
- In just a week after its launch, Apple said the SDK was downloaded over 100,000 time by prospective App developers.
- Alongside the SDK unveiling, Apple revealed the App Store - the mechanism which would make Apps available, either from handsets or via iTunes on Mac and PC - and the iPhone 3G, a new version of the phone announced earlier that year which added faster communications to the device.
- The final version of the SDK was released in July 2008, alongside the iPhone 3G, its 2.0 firmware and the App Store.
- The App Store actually launched on iTunes on July 10, 2008, but wasn't accessible to users completely until a the release of the 2.0 firmware update for iPhone and iPod Touch on July 11th made the apps playable.
- In terms of games, the 500 launch apps included Super Monkey Ball, Trism, Cro-Mag Rally, Columns Deluxe, Adventure, and Zen Pinball.
- 125 of the launch apps were free, the rest had to be paid for.
- Apple assigns an age rating to every app, either 4+, 9+, 12+ and 17+.
- Developers can set any price they want, above a minimum, for their creations but generally the cost of App Store apps can range from 59p/99c to £5.99/$10.
- However, there are apps priced much higher, including a finance/productivity suite called MyAccountsToGo, priced £279.99/$449.99.
- Briefly, an application fittingly called 'I Am Rich' - which did little else except load - was made available for $999, but the prank app was pulled quickly after it launched. That didn't stop someone buying it beforehand, though.
- A month after the launch Apple said one of the first games, Other Ocean's Super Monkey Ball title for Sega, had sold 300,000 copies in 20 days.
- At $9.99 a pop, that meant the game had made $3m revenue in less than a month.
- At the time, Apple also said $1m was being spent every day on the App Store by iPhone and iPod Touch owners. Insiders now say the amount could be close to double that.
- Analyst firm Piper Jaffray says that the store could generate over $1bn in revenue every year for Apple, even though the firm says it doesn't see the service as a major profit driver.
- That's because 70 per cent of the revenue made from each App sold on the store is given to the seller of the App...
- ...while just 30 per cent, meanwhile, goes to Apple.
- By comparison, the Xbox Live Arcade revenue ration is believed to be the complete opposite.
- Meanwhile Nintendo WiiWare and PlayStation Network's revenue ratio is said to be 'comparable' to Apple's, but can differ between games.
- By September 9th, 2008 - two months from the App Store's launch - Apple said that over 3,000 apps were available on the Store.
- Apple also said that at that point downloads had reached over 100m globally.
- By March 2009, there were over 6,000 games available for iPhone.
- In April this year, Apple revealed that a billion apps had been downloaded within nine months.
- The one billionth app, Bump created by Bump Technologies, was downloaded by Connor Mulcahey, age 13, of Weston, CT, Apple said.
- At that point, Apple said there were 35,000 apps on the App Store.
- Just over a year after the debut of the SDK, on March 17th, Apple unveiled the 3.0 version of the iPhone OS. This upgrade added over 1,000 new APIs to the toolset including In-App Purchases, Peer-to-Peer connections, access to the iPod music library, a new Maps API and Push Notifications.
- On June 8th, at the unveiling of the iPhone 3GS - and days before the official launch of the 3.0 firmware - Apple said that there were over 50,000 apps on the store.
- At the time of writing (July 11th, 2009), however, monitor site Mobclix says there are 64,338 apps on the store.
- The biggest category is games. 20.6 per cent (13,283) are games in fact.
- Other genres break down as follows (starting with the smallest): Weather (319), Medical (700), Finance (982), Photography (1,032), Social Networking (1,041), Health & Fitness (1,470), Business (1,514), News (1,661), Navigation (1,767), Sports (1,852), Productivity (1,909), Music (2,039), Reference (2,287), Lifestyle (3,449), Travel (3,536), Education (3,972), Utilities (4,542), Books (7,856), and Entertainment (9,127).
- Of course, days after this is published those numbers will have varied no doubt, given the speed with which the number rises - hundreds of Apps are uploaded to the store every week.
- According to Mobclix, of the 10,000+ games on the App Store, 72.9 per cent are paid-for apps, the other 27.1 per cent are free.
- If you wanted to buy all the apps available on the Store, you'd have to pay just under $150,000.
- Over a million units of the iPhone 3GS were sold during the three days following its launch.
- Six million owners updated their phones to firmware 3.0 in the five days since its release.
- In March 2009, Apple confirmed it had sold over 30m units of iPod Touch and iPhone (the ratio is believed to be around one iPod Touch sold for every two iPhones).
- And that's not all: by September this year Apple expects to have shipped out over 40m 3G iPhones.
http://www.casualgaming.biz/news/288...onquered-games
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July 14th, 2009, 17:04 Posted By: wraggster
readthemall writes to let us know that the Symbian Foundation has released the first of several packages in their plan to open source the entire Symbian mobile OS.
"On Wednesday, Symbian made available its first package covered by the EPL, the OS Security Package, according to Symbian developer Craig Heath. 'The OS Security Package source code is now available under the EPL, and it is the very first package to be officially moved from the closed Symbian Foundation License (SFL) to... the EPL,' Heath wrote in a blog post. Heath said the EPL would allow the security package to bypass export regulations in the UK, where the Symbian code is legally based."
http://mobile.slashdot.org/story/09/...cing-Mobile-OS
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July 14th, 2009, 17:02 Posted By: wraggster
I recently helped my girlfriend move her stuff from Chicago, IL to Oakland, CA. The movers were scheduled to arrive at 8AM on the 5th of July, and we were stressing the day before about all the things that could go wrong with a move. We realized that if we knew where her stuff was, it'd make us feel better. This is a story about using the $99 iPhone to track the move ... and about a somewhat surprising potential use of Find My iPhone to track your friends' iPhones without them noticing.
http://hardware.slashdot.org/story/0...Find-My-iPhone
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July 13th, 2009, 19:43 Posted By: wraggster
The Secret of Monkey Island: Special Edition may be on its way to iPhone, judging by LucasArts' impressively subtle use of its company Twitter.
A post on Friday links to an image (thanks vg247) with the caption, "For our Monkey fans - an iPhone sized wallpaper. No reason. Wink wink nod nod."
The special edition of Monkey Island is due out on Steam and Xbox Live Arcade this Wednesday, 15th July, and has been developed internally at LucasArts.
http://www.eurogamer.net/articles/mo...ding-to-iphone
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July 13th, 2009, 19:35 Posted By: wraggster
New EA developer 8lb Gorilla will strengthen EA’s push into the ever-growing iPhone and App Store scene, though the studio’s production schema – to release unique, unadulterated and particularly cheap titles on a monthly basis – will diversify EA’s focus from its high-end $4.99 offerings.
EA’s current strategy is to deliver blockbuster titles on the iPhone and iPod touch using popular IPs and established franchises. High production investment and the strength of these brands often results in titles like Tiger Woods PGA Tour being charged at premium prices.
EA has thus found its own product selling for far more than the 99c/99p competition.
According to a TouchArcade report, 8lb Gorilla consists of young aspiring developers, many of which are in their twenties, and are said to be kept at arm’s length from EA. It is currently unknown where the outfit is based.
The developer’s first title – an action/strategy hybrid known as Zombies & Me – is due for release shortly, pending Apple approvals.
http://www.casualgaming.biz/news/288...io-8lb-Gorilla
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July 13th, 2009, 19:13 Posted By: wraggster
We aren't usually so taken in by a KIRF. In fact -- we've seen so many knockoff iPhones, we had started to consider ourselves steeled against their charms -- and then along came Hello Kitty Phone 3G. What is it about HKP3G that we love so much, you ask? Is it the happily tooled pink background scene on the facade of the phone? Is it the hideously realized user interface, complete with typos and a blatant disregard for capitalization standards we've all respected since the 19th century? Is it the little kitty on the solo button? Is it the name? Is it the fact that, at $99, it would cost us just as much to own one as a real, actual, iPhone 3G? Answer: it's all of those things. We're getting one. There's another shot of this masterpiece after the break.
http://www.engadget.com/2009/07/13/k...e-3g-is-our-n/
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July 13th, 2009, 17:25 Posted By: wraggster
EA has launched a new mobile games subsidiary called 8lb Gorilla and plans to use it to release 99-cent iPhone games on a near-monthly basis.
According to a TouchArcade report, the 'micro-studio' will comprise a team of twenty-something year old developers tasked with developing simple, indie-style iPhone games.
Recent analysis of the current US top 100 iPhone games chart showed that apps selling at the 99-cent price point were by far the most popular, making up 15 of the games in the top 20.
However, EA games were among the highest priced in the chart, costing an average of USD 5.49, meaning that the new studio will be well-placed to as an alternative to lowering prices of its premium titles in order to gain entry to higher chart positions.
8lb Gorilla's first game will called Zombies & Me, a title in which players fend zombies away from a grandmother's house by herding them into the paths of missiles. Providing it doesn't encounter delays with the App Store submission process, the studio plans to release further games on a regular, near-monthly basis.
http://www.gamesindustry.biz/article...game-developer
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July 13th, 2009, 17:11 Posted By: wraggster
You remember Android right, Google's other OS that actually exists? Well, Acer's set to launch what could be the world's first Android-based netbook in August. At least that's what DigiTimes is reporting second-hand via Chinese-language Apple Daily. While two suspect sources won't turn a rumor into fact, Acer's already on record with plans for an Android netbook in Q3 in dual-boot XP configurations. So hearing that Quanta and Compal will have these out smack in the middle of the quarter isn't much of a stretch.
http://www.engadget.com/2009/07/13/a...ing-in-august/
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July 13th, 2009, 17:06 Posted By: wraggster
O2 has announced that its UK subscribers will be able to receive tweets by text for free from the start of August.
From that point, users can turn on text notifications on the popular micro-blogging site, and receive replies and direct messages for free as texts.
Users will be able to post their own tweets via text too, although as part of their normal text message bundle, or for the price of a normal text.
Twitter turned off the option to receive tweets by SMS last August, saying it was costing the company too much to send them. Instead, it's looking to make deals with operators, like this one with O2.
O2 says it has a fair usage policy in place, though: users have got to try to stay below 600 messages a month - meaning just 20 a day. Not such great news for heavy Twitterers.
The deal with Twitter joins existing O2 partnerships with Facebook and Bebo. "We believe that mobile will soon become the most popular way of accessing social networking sites, giving real time access to tweets and status updates wherever you are," says head of content Antony Douglas.
"The agreements we now have in place with Twitter and the other key sites brings this a step closer."
http://www.mobile-ent.biz/news/33719...r-text-updates
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July 13th, 2009, 17:02 Posted By: wraggster
So developer relations with the iPhone and App Store has had its ups and downs (or 'Apps and Downs', ho ho). As we prove in our comprehensive list of facts and figures about the device and its distribution method, most of it has been up. That positive up swing has brought with it wave after wave of praise - and criticism.
Here, we run through some of the key quotes that helped define and at times undermine, Apple's encroachment into video games…
"Let me just say it: We want native third party applications on the iPhone, and we plan to have an SDK in developers’ hands in February. We are excited about creating a vibrant third party developer community around the iPhone and enabling hundreds of new applications for our users. It will take until February to release an SDK because we’re trying to do two diametrically opposed things at once — provide an advanced and open platform to developers while at the same time protect iPhone users from viruses, malware, privacy attacks, etc. As our phones become more powerful, these malicious programs will become more dangerous, and since the iPhone is the most advanced phone ever, it will be a highly visible target. We think a few months of patience now will be rewarded by many years of great third party applications running on safe and reliable iPhones."
- Apple CEO Steve Jobs in an official blog post. The news came after months of back and forth between Apple and the homebrew community that kept releasing 'jailbreak' updates that would unlock the iPhone to unofficial third party applications. (October 17th, 2007)
More --> http://www.casualgaming.biz/news/288...tory-in-quotes
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July 12th, 2009, 19:17 Posted By: wraggster
UPDATE: gpSPhone v6.0.5 has been released now. It includes support for both firmware 2.x as well as 3.x and includes audio-sync fixes among other things.
As you have most likely seen by the buzz here on ZodTTD.com, gpSPhone has been updated to v6.0.1 and is no longer in beta. It is now available for $6 via the Cydia Store.
gpSPhone is a port of a Gameboy Advance emulator by Exophase titled gpSP. Exophase wrote both gpSP and Temper from scratch. He is the most skilled emulator author I am lucky enough to know. When gpSP was released on the MIPS CPU based PSP, I was eager to port it to the ARM CPU based GP2X. With Exophase’s permission I made the GP2X port and wrote a quick and dirty dynamic recompiler for it. Soon Exophase was introduced to the GP2X scene, rewrote my dynarec (yeah mine sucked in comparison!), and kept the port maintained.
When I took on the task to bring emulators to the (then) newly jailbroken iPhone and iPod Touch, my first choice was gpSP. I have maintained this port for around a year now. Exophase had moved on to projects such as Temper during that time. So by bringing gpSPhone to Cydia Store my intentions are to get more development done on gpSPhone. The move from a hobby to a product on Cydia Store motivates like nothing else can.
Exophase and I spoke before the release of gpSPhone, and we agreed to evenly split the profits. We also are in agreement that gpSPhone is a closed source project.
For those wondering what’s new in v6.0.1 over v5.5.0:
No advertisements.
Slight increase in performance.
Specifically written to support firmware 3.0+.
Bug fixes related to stability.
Removed linear screen filter.
Planned features for free updates:
Firmware 2.x support. Due to popular request.
Better cheat support. Save cheat settings.
Better controller interfaces.
Improvements to performance.
Better audio support for the very fast iPhone 3gs.
Perhaps if we can motivate Exophase, some improvements to the emulator that only someone of his skill can do.
So a lot is in store too. If Exophase can afford the time to work on gpSPhone’s emulation, I can only imagine good things ahead.
I feel Exophase really deserves some “love” by this community, and this is my present to him. I ask all to stay respectful, and if you enjoy gpSPhone, to purchase gpSPhone on Cydia Store.
Thanks,
ZodTTD
http://www.zodttd.com/blog/2009/07/1...n-cydia-store/
I remember Nintendo going after a GBA Emulator sold for the Tapwave Zodiac and Sony going after emulators for the PSX, personally i dont expect this to be the end of this story.
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July 12th, 2009, 02:06 Posted By: wraggster
Will this be the final chapter in the infamous and incredibly entertaining tale of former Gizmondo head Bo Stefan "Fiery Ferrari Crasher" Eriksson? Doubtful, but with any luck it'll serve as a decent thread to wrap up that optioned movie on his life. An Uppsala, Sweden District Court has sentenced the man to 1.5 years in prison for his most recent round of escapades, which include illegal threats, attempted blackmail, and robbery. Assuming he starts jail fairly soon, mark your calendars and place your bets, we're expecting a whole new slew of comical misdeeds to hit the news feeds by March 2011 -- and no, we still don't think a new Gizmondo will be out by then.
http://www.engadget.com/2009/07/11/f...-sentence-mov/
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July 12th, 2009, 00:12 Posted By: wraggster
Smartphone users just don't know what they want. One of the biggest, loudest complaints about all-touchscreen phones like the iPhone is its lack of a hardware keyboard, and now a survey shows Pre users most want a soft keyboard.
The survey shows that users like the hardware keyboard but don't like sliding it out every time they want to type something. Certain Android devices have both soft and hardware keyboards, but they're very much in the minority. It's an interesting problem for Palm, whose rumored next WebOS device, the Eos, features a fixed hardware keyboard but a much smaller screen. Still, Palm wouldn't have too difficult a time updating the Pre's firmware with a soft keyboard—after all, Android did it already.
http://gizmodo.com/5312543/palm-pre-...creen-keyboard
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July 11th, 2009, 22:25 Posted By: wraggster
Some rather illuminating news from zodttd:
There are those that say everything on jailbroken devices and Cydia, the package distribution system, are meant to be free. The reason for jailbreaking is to do what you please on the device you purchased. If people want to sell their products on Cydia, they have Cydia Store. This all fits well into the definition of jailbreaking. Jailbreaking does not mean free or warez.
After speaking to those involved in the gpSPhone project, we have decided to place it on Cydia Store. Now updated to v6.0.1, it is well beyond a beta and is a fully featured product with a year of development behind the iPhone version alone. It has taken a lot of effort to bring a fast and robust Gameboy Advance emulator to the iPhone & iPod Touch. Though there’s still more work to be done. By placing on Cydia Store, this is a huge incentive to get work done to the actual emulation core. Perhaps this can lead to even more performance increases and bug fixes within games by Camelot. There will be better support for cheats as well. I also plan to introduce a better method for controlling games.
Before placing gpSPhone on Cydia Store, I spent my time implementing a method to automatically authenticate people who donated specifically for the previous gpSPhone download. Downloading gpSPhone for these users is as simple as tapping Install. I have done all that I can to automatically authenticate those who supported this project.
The response (more like threats) I’m getting on my own site for this choice made, is quite saddening. I have an inbox of hateful emails. I have been providing a large selection of software for the jailbroken iPhone & iPod Touch since the first jailbreak was done. I have always been there to give access to betas for free for those who could not donate as well. Basically, don’t bite the hand that feeds you.
I really appreciate the dedication of the members who have kept by my side. I’m going to take the time to really show those who support this site that I truly care. My next action will be to clean up this site. I am getting some moderators in place and I will have those who are being disruptive be removed. I want this site to be a friendly place. Once things are in order I can bring in more front page articles, news, and releases.
Time to make this site shine!
ZodTTD
http://www.zodttd.com/blog/2009/07/1...ne-and-zodttd/
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July 11th, 2009, 12:30 Posted By: wraggster
In a study of the top 100 iPhone games, PocketGamer.biz has discovered something that really isn't that surprising. The cheaper the game, the more likely it is to sell. Of the top 20 best selling titles, a full 15 cost only $0.99. In fact, 36 of the top 100 cost $0.99. Surprisingly, the next most popular price is $4.99, accounting for 20 of the top 100 titles. Still, the site notes that the top 10 games have an average price of $1.89, so it would seem that cheaper is better, at least in terms of sales volume.
If you want to get away with a higher price, it helps to have a game based on an established console IP. The study notes that such titles have an average price of $6.12. It also mentions that the exact method Apple uses to sort apps in the top 100 is shrouded in secrecy, meaning that it's difficult to draw hard conclusions from the data. The actual sales numbers aren't published by Apple either. Thus, it's impossible to tell if a game with a higher price point is earning more than a cheaper game with a higher sales volume.
There's a lot of data to look over in the study and it's definitely worth a look for those interested in the business side of the games industry.
http://www.joystiq.com/2009/07/11/wa...-it-2-or-less/
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July 11th, 2009, 12:24 Posted By: wraggster
Good news and bad news for the Middle Kingdom: China Unicom will likely be selling an iPhone sooner than expected, but it will be one that does not have Wi-Fi functionality.
The Chinese government, which controls the nation's three major cellular carriers, said in the past that it objected to Wi-Fi in phones (perhaps because it's harder to sniff local packets than ones drifting through a wide-area network). According to reports, China Unicom has a deal to sell a GSM-based iPhone, like the ones sold elsewhere, but the license is for something where Wi-Fi is blocked. As TradingMarkets.com puts it: "Apple has to cancel the Wi-Fi function without changing other components."
The good news is, China has been waiting for the damn iPhone forever, and to get it in time for the Spring Festival next January is like amazing. I just wonder how adept the Chinese jailbreakers will be at reactivating that Wi-Fi
http://gizmodo.com/5312270/unconfirm...disabled-wi+fi
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