Kamis, 07 November 2019

Google open sources Cardboard VR after killing its Daydream project - The Next Web

After killing its ambitious Daydream VR project last month, Google is making the Cardboard VR project open source.

The company said the code repository includes features such as APIs for head tracking, lens distortion rendering, and input handling, for developers to build Android and iOS apps designed for Cardboard VR experiences.

Google Cardboard was released five years ago at the company’s developer conference, Google IO. The search giant claims 15 million units of Cardboard VR –made using its Cardboard Manufacturer Kit – were used worldwide.

Google said use of Cardboard VR declined over time and it’s no longer actively developing its Software Development Kit (SDK):

While we’ve seen overall usage of Cardboard decline over time and we’re no longer actively developing the Google VR SDK, we still see consistent usage around entertainment and education experiences, like YouTube and Expeditions, and want to ensure that Cardboard’s no-frills, accessible-to-everyone approach to VR remains available.

The Cardboard headset was an affordable way for anyone to experience the VR world. But it never took off the way Google envisioned it.

Four years ago, I had plenty of Cardboard-like headsets lying around in my house. I used them as a novelty to show off to friends or watch a VR-based video on YouTube occasionally. But latency, lag, and a lack of compelling VR apps killed my interest in Cardboard over time.

Over time, phone companies have also dialed back their VR efforts and concentrated more on providing solid AR experiences through Google’s ARCore and Apple’s ARKit.

You can check out Cardboard VR’s developer documentation here, and find the GitHub code repository here.

Read next: Google forges new 'app defense alliance' to fix Android malware menace

Let's block ads! (Why?)


https://thenextweb.com/google/2019/11/07/google-open-sources-cardboard-vr-after-killing-its-daydream-project/

2019-11-07 04:27:44Z
52780429165731

Rabu, 06 November 2019

Google Camera 7.2 rolls out to older Pixels with new UI, social sharing, and astrophotography [APK Download] - Android Police

Pixel 4 owners have had Google Camera 7.2 for a couple of weeks, but those of us with older Pixels were left behind, way behind on version 6.3 of the app. Now, users are reporting that both the Pixel 3 and 2 are getting officially updated to Camera 7.2 on the Play Store. If you haven't installed any intermediate APKs, you'll notice a huge interface change, plenty of little additional features, and a couple of drawbacks.

The jump from 6.3 to 7.2 brings with it all the features we saw in the Camera 7.0 leak, and the 7.1 and 7.2 releases for the Pixel 4. First and foremost, you're looking at a new interface with the camera modes carousel below the shutter button and a hidden but swipeable options overlay instead of a top bar. Also new are the social sharing options which let you swipe on the most recent photo in the bottom right to quickly send it to an app like Messages, WhatsApp, Telegram, or Instagram Stories.

Camera 7.2 overlay menu (left), video instead of burst (middle), and social sharing (right).

The ability to take burst photos is gone, even on my Pixel 2 XL. When tapping and holding on the shutter button, a short low-res video is recorded, but since the Pixel 2 doesn't have Top Shot, I can't export slightly higher-res stills from it like on the Pixel 4. If you have a Pixel 3, you might be luckier, but that's a definite regression for Pixel 2 owners.

Another bonus for Pixel 3 devices is astrophotography. Simply switch to Night Sight and make sure your phone is super steady (put it on a table, for example, to test). You'll get a toast message saying "Astrophotography on." When you take a shot while this toast is on, Night Sight will use up to around one minute to capture as much light and detail as possible. It doesn't last as long as the Pixel 4's four minutes, but it should get you decent results. On my Pixel 2 XL, no matter what I do, the toast message doesn't show up and Night Sight only takes a few seconds per shot. (If you're interested in trying out astrophotography on a Pixel 2 or 2 XL, you can always get this modded APK by cstark27, which installs separately from the main camera app.)

Beside the removal of burst photos, video resolution options are completely gone for the front camera. For the back one, you can choose whether to shoot in 4K or not. No FPS settings are available for 4K, but you get to pick between 30 and 60fps for non-4K. It's not clear whether the camera will use 1080p all the time if you disable 4K or if it will "optimize" video resolution as it sees fit. In my brief tests, all videos were 1080p, so I hope that's the only default.

Camera 6.3's video resolution options (left, middle) vs Camera 7.2's single 4K toggle.

The update also includes some minor changes. You now have to tap on the viewfinder to get the zoom and exposure sliders, the camera will alert you if your framing and alignment are off, and there's an option to save selfies like you see them in the viewfinder (i.e. mirrored).

Camera 7.2 is rolling out slowly on the Play Store to older Pixels, but if you still hadn't installed any other APKs after v6.3 and want to jump the line, you can grab this one directly from APK Mirror.

Google Camera
Google Camera
Price: Free

Let's block ads! (Why?)


https://www.androidpolice.com/2019/11/06/google-camera-7-2-rolls-out-to-older-pixels-with-new-ui-social-sharing-and-astrophotography-apk-download/

2019-11-06 13:25:00Z
52780426278658

Surface Pro X vs. Pro 7 review comparison: ARM performance and battery life - The Verge

“I just wish the Surface Pro 7 looked like a Surface Pro X with an Intel chip inside.” That’s what I wrote about the Surface Pro 7 last month after reviewing Microsoft’s latest 2-in-1. I’ve now been using the Surface Pro X, an ARM-based version with an updated design, for the last week, and my wish for a Surface Pro X with an Intel chip inside couldn’t ring truer.

At times, performance has been erratic, battery life underwhelming, and using the keyboard obnoxious. I fell in love with the Surface Pro form factor over the past 12 months, but using the Pro X for the past week felt like a step backward in many ways. The machine is beautifully designed, but I’m writing this review on the Surface Pro X with a Pro 7 sitting in my bag just in case. That sums up the Pro X for me. I don’t trust it enough yet since the performance and app compatibility just aren’t where they need to be. Microsoft has gotten closer than any other OEM with a viable Windows on ARM laptop, but more work needs to be done.

I expect a lot of people are wondering how exactly it compares to the Surface Pro 7, so I have spent a week pitting them against each other. I didn’t bother with benchmarks or anything like that, as most are designed for x86 processors, and it’s not a fair comparison when the Surface Pro X only runs 32-bit x86 apps in an emulation layer. I can weigh the benefits of the hardware and software on both and my experience of using these machines side by side.

If you’re looking for a really simple choice between the two, here it is: regular Windows users who don’t want to worry about app compatibility and performance should pick the Surface Pro 7. If you need something more than an iPad and you’re a light PC user, then the Surface Pro X should be sufficient for most tasks.

Let’s start with the hardware design. Microsoft has done a great job with the Surface Pro X — mostly. The 13-inch touchscreen is a nice upgrade over the 12.3-inch one found on the Surface Pro 7, and it makes a difference in making things feel less cramped. Microsoft has essentially squeezed a bigger display into the familiar form factor of the Surface Pro 7, all while making the device slimmer and sleeker. The display bezels are much smaller on the sides, but they are still present at the top and bottom to fit the Windows Hello camera in place.

The Pro X I’ve been reviewing has a thumb-sized crack in the glass on the right-hand side bezel. I haven’t dropped the device or mistreated it, so I can only assume this occurred during shipping, but there are no signs of any other damage around that area of the display, and it hasn’t messed with the screen at all. The device is black and the bezels are black, so I only noticed the crack when I was using the Pro X in tablet mode.

If you put the Pro 7 and Pro X side by side, the display is the most obvious change, and the Pro X makes the Pro 7 look old. I sometimes feel like the Surface Pro 7 display is a little cramped to use, but I never really felt like that using the Pro X. Microsoft has kept the same hardware design for the Surface Pro 7 display and most of the exterior hardware, which is a more edgy / squared-off look and feel. It doesn’t always feel that great to use as a tablet as a result.

The Surface Pro X also feels great to hold compared to the Pro 7. Rounded edges help here, as does the slimmer form factor. It really feels much more like a tablet than the Pro 7, and I love these subtle changes. The kickstands on each device feel identical, with the same friction to allow you to adjust it to different angles.

Port selection is really where the basic hardware starts to differ. Microsoft has placed two USB-C ports on the Surface Pro X, and I actually prefer having the single USB-A and USB-C ports that the Surface Pro 7 offers. I can’t count the number of times someone has handed me a USB-A thumbstick, but the number of times I’ve seen a USB-C thumbstick in the wild is precisely zero.

The Surface Pro 7 also benefits from a microSD slot, but the Pro X offers a removable SSD and a SIM card slot for LTE. I favor the Pro X’s built-in LTE over having expandable microSD storage, but I prefer having a headphone jack on the Surface Pro 7. Bluetooth headphones are great, but having to re-pair them is still an irritating experience, and I would have liked to have had the option for regular headphones on the Pro X.

What I don’t like on the Surface Pro X is the keyboard — at least not the new style that includes a slot for the stylus. While the key placement, travel, and trackpad are identical to the Pro 7, the way it attaches to the display is not. Microsoft has built a stylus slot for the new Surface Slim Pen into the section where the keyboard attaches to the Pro X. It’s a much better way to store a stylus, but it comes with some serious compromises. The whole keyboard feels a lot more wobbly than what I’m used to on the Pro 7. This is really noticeable on your lap where the keyboard can go lopsided and cut off portions of the task bar. This is a major issue for me, especially when the date disappears, I can’t see what apps are open, or I can’t quickly scan for notification badges on my apps.

Whether you’ll experience this problem really depends on how you sit and use the Surface Pro X. I’ve been using it everywhere from a flat surface, my couch, in bed, on a train, and lots of other places where it’s awkward to use a laptop. I hope that the regular keyboard Microsoft offers for the Pro X without the pen storage fares better, but I haven’t been able to test this yet. It’s definitely something to consider if you’re trying to decide between the Pro X and Pro 7.

The Surface Slim Pen is far better than the previous Surface Pen. It’s flat like a carpenter pencil, and it feels a lot lighter in your hand. I don’t draw often, but I’d definitely take this over the regular Surface Pen. Thankfully, you can buy one separately, and it works with the Surface Pro 7 so you don’t have to opt for the Pro X just for the slimmer stylus. The only benefit the Pro X offers here is the keyboard storage that automatically charges the Slim Pen. You’ll need to connect it via USB-C if you plan to use it with the Pro 7.

Hardware differences aside, the next thing to consider between a Pro 7 and the Pro X is the processor that’s inside. Microsoft has opted for a custom Qualcomm SQ1 ARM processor inside the Pro X and Intel’s 10th Gen processors inside the Pro 7. While Windows 10 is the same on both, with no funky S Mode or RT variant, the way it runs is different than what you might expect. Dieter Bohn covered some of the app compatibility issues in his review of the Pro X, and I wanted to compare them to what you’d experience on the Pro 7.

On the Pro X, I found that most of my apps worked, but there were some big exceptions. Dropbox refused to install, forcing me over to a Windows Store version that doesn’t integrate into the File Explorer like I’m used to. Clatter, a messaging app, installed but kept crashing every time I added a service. It then magically started working after a couple of days. (This has never happened on an Intel machine.) Tweeten, a great Twitter app for Windows, refused to install, and Lightroom simply isn’t available.

All of these apps work fine on the Pro 7, and I’ve never had to figure out which ones do or don’t run on that device. Most apps on the Pro X, on the other hand, are using Microsoft’s x86 emulation layer, which means only 32-bit apps are supported, or developers have to recompile them into native 64-bit ARM apps. It’s highly unlikely that most app developers will bother to do this anytime soon, so you’re left playing a guessing game on app compatibility.

The worst part is that even if an app installs, it doesn’t mean you’re going to have a great experience. Photoshop installs and opens just fine on the Surface Pro X, but the usability of it is terrible. I can sit and watch it render the entire new document dialog box what feels like frame by frame. Like anyone who uses Photoshop, I use files that have multiple layers and regularly switch between PSDs on the fly. Using Ctrl + Tab with a few PSD files open felt laggy on the Pro X, and I’d regularly have to wait a second or so for it to respond to actions. I don’t think I’d be able to quickly create the latest mega meme or edit an animated GIF easily. Photoshop isn’t perfect on the Pro 7 either, but it’s nowhere near as laggy as what I’ve experienced on the Pro X, and I can easily use it to modify files with multiple layers.

Elsewhere, I’ve felt like the Pro X performance has been a little erratic. Occasionally, I’d resume from standby and switch between apps, and things would take a solid minute to settle and not feel laggy. Discord isn’t exactly the most highly optimized app for Windows, but it struggles at times on the Pro X. I’ve never experienced erratic performance on the Pro 7 like this. Likewise, Spotify can be painful to use initially until it settles down and stops pegging the CPU on the Pro X.

This settling down process feels like a constant experience on the Surface Pro X. I’d often have to wait for the Pro X to catch its breath, and then it would feel just like I was working on a Pro 7 for a few minutes until it got bogged down again. A lot of this is clearly because of the app emulation, and I’d hope that native ARM64 apps would perform much better. Unfortunately, most of the apps I use on a daily basis haven’t been recompiled for ARM and probably never will be, so I can’t see this experience improving in the near future.

There’s a ray of hope here, though: if third-party app developers decide to compile for ARM64, things will definitely get better. I managed to obtain an unreleased ARM64 version of Microsoft’s Edge Chromium browser, and the performance improvements were immediately obvious. Everything from tab management to browsing feels snappier than the emulated 32-bit versions of Chrome and the Edge Chromium beta. It really felt comparable to the browsing performance on the Surface Pro 7, which is a big difference to running Chrome right now on the Pro X. This is a good indication that native apps will run well, but that will require app developers to invest time and money into bringing their apps to ARM.

Docking to an official Surface Dock was also troublesome with the Pro X. Windows 10 doesn’t always gracefully handle a switch in state from laptop to a secondary monitor, but the Pro X would take far longer than a Pro 7 for apps to resize and be usable. The Pro X also kept forgetting my multiple monitor preferences, and it would turn on its display even though I’d set it to explicitly display all content only on my monitor.

I found that I’d experience less lag and fewer issues when I used the Surface Pro X for hours at a time. Short bursts of work and then straight into standby seemed to generate the laggy and slow experiences. This is also reflected in the battery life I’ve experienced on the Surface Pro X. On average, it was between six and seven hours if you go in and out of standby a lot. One day, I was glued to the Pro X working for a full day without even going into standby, and it managed to go for nearly eight and a half hours. I’ve noticed that battery life takes a hit initially when you’re spinning up all your apps in the morning, but then it drains at a more reasonable rate as the day goes on.

I haven’t experienced these types of issues on the Surface Pro 7. Battery life is naturally dependent on what tasks and apps you’re running, but it’s pretty consistent on the Pro 7 at around six hours with a lot of mixed usage. I was expecting battery life of at least 10 hours on the Pro X, so I’m disappointed it’s barely any better than the Pro 7.

Much like the Pro 7, the Pro X has a quick resume feature, which means it just goes into standby when you close the cover or hit the power button. I stopped working one night at 11:15PM with 63 percent and resumed again at 11:15AM the next day to 59 percent. That’s a little less than the drain I’ve seen on the Pro 7, but the differences aren’t significant. It’s great to have a quick resume on both. You also get a quick charge feature on both the Pro X and Pro 7, and it takes around an hour to get to 80 percent on both devices.

As it stands, it feels like the Surface Pro X was released too early. Not just because third-party apps aren’t ready, but because even Microsoft’s own apps — like Edge Chromium and Office — haven’t been fully ported over to ARM64.

Microsoft obviously had a design in mind for the future of the Surface Pro, and it couldn’t achieve that with Intel just yet. Microsoft’s calculated risk now relies on third-party apps, but it also means the Pro X just showcases a hardware design that we desperately want an Intel chip to fit into. It also doesn’t deliver on the battery life promises ARM is supposed to achieve. The keyboard, app compatibility, and performance are noticeably worse than the Surface Pro 7, too. Those are things I just take for granted on the Pro 7, and it’s weird to have to worry about any of them again.

Given the $999 starting price of the Surface Pro X, it’s a direct competitor to the Surface Pro 7. I think you get far more for your money with the Pro 7 right now and the reliability you’d expect from this type of computer. I have a Surface Pro 7 in my bag while I write this Surface Pro X review, simply because if I need to do some demanding work, like Photoshop, I know the Pro X will slow me down.

As someone who uses Windows on a daily basis, I rely on it to be productive and get my work done quickly. The Surface Pro X is great to look at, but once you really start pushing it, the experience starts to fall apart. This hardware design might be the future for the Surface Pro line, but if it’s a “pro” machine, then it has to do more than deliver the basics — and the Pro X often can’t do that.

At the end of the day, I just wish that the Surface Pro X had an Intel chip inside.

Vox Media has affiliate partnerships. These do not influence editorial content, though Vox Media may earn commissions for products purchased via affiliate links. For more information, see our ethics policy.

Let's block ads! (Why?)


https://www.theverge.com/2019/11/6/20950487/microsoft-surface-pro-x-7-review-comparison-specs-photos

2019-11-06 13:00:00Z
52780427026515

Xiaomi announces 108-megapixel Mi Note 10 for outside China - The Verge

Yesterday Xiaomi unveiled the CC9 Pro, the first phone to use the 108-megapixel image sensor the company co-developed with Samsung. The CC9 Pro won’t be sold outside of China, but today Xiaomi is announcing that a near-identical phone called the Mi Note 10 will.

The Mi Note 10 is being revealed in Spain today and will likely make it to the UK, other European countries, and India. There doesn’t appear to be any difference in the hardware, but as you’d expect the Note 10 will run MIUI atop Google-approved Android, with the CC9 Pro using Xiaomi’s own apps and services in China.

Xiaomi often gives its products different names and release schedules around the world — just look at the saga of the excellent but confusing Mi 9T/Redmi K20/Redmi K20 Pro/Mi 9T Pro lineup. This time the two phones are at least being announced within a day of each other.

Here are the key specs, as a reminder:

  • Qualcomm Snapdragon 730G processor
  • 6GB of RAM and 128GB of storage
  • Five rear cameras: 108-megapixel f/1.69 wide, 12-megapixel f/2 2x telephoto, 5-megapixel f/2 5x telephoto, 20-megapixel f/2.2 ultrawide, and 2-megapixel macro
  • 32-megapixel selfie camera
  • 6.47-inch curved OLED screen with integrated fingerprint sensor
  • 5,260mAh battery with 30W fast charger included
  • USB-C and headphone jack

The Mi Note 10 won’t be quite as fast as flagships running a Snapdragon 855 — the Redmi K20 Pro included — but otherwise it sounds like a pretty compelling phone, and we’re certainly looking forward to checking out the camera. While the CC9 Pro starts at around $400 in China, the Mi Note 10 will be priced at 549 euros. It’s not clear exactly when and where the Mi Note 10 will be available, though.

Let's block ads! (Why?)


https://www.theverge.com/2019/11/6/20951100/xiaomi-mi-note-10-europe-india-release-cc9-pro-108-mp

2019-11-06 12:00:00Z
52780425848274

‘Red Dead Redemption 2’ PC launch hasn't had the best start - Engadget

Sponsored Links

Red Dead Redemption 2 finally launched on PC this week, but much like the escapades of the game's gunslingers, things haven't quite gone according to plan. Players have reported a raft of problems, including issues with the launcher, freezing and recurring crashes.

The usual go-to fixes for these sort of hiccups -- updating graphics drivers and disabling anti-virus software, for example -- haven't done a whole bunch to remedy matters. As such, Rockstar announced a new update for its games launcher -- but that's not helped either, with scores of players taking to Twitter to complain that they're still unable to play the game, despite following Rockstar's troubleshooting guide to the letter.

The company has yet to say anything about the continued problems, although with the game set to launch on Steam next month it's undoubtedly working on a fix. EA and Ubisoft rolled out their own PC games launchers with relative ease, so it's not a good look for Rockstar that it's already struggling.

All products recommended by Engadget are selected by our editorial team, independent of our parent company. Some of our stories include affiliate links. If you buy something through one of these links, we may earn an affiliate commission.
Comment
Comments
Share
Tweet
Share
Save

Let's block ads! (Why?)


https://www.engadget.com/2019/11/06/red-dead-redemption-2-pc-launch-problems/

2019-11-06 11:31:08Z
52780425252026

Fossil’s new hybrid smartwatches: physical watch hands and always-on displays - The Verge

Fossil’s new hybrid smartwatches combine physical watch hands with a circular low-power, always-on display. The $195 (£189) Fossil HR has a monochromatic display, which is capable of showing the kind of information you’d typically expect to see on a smartwatch — including activity tracking, weather information, and app notifications — all while being power-efficient enough that the watch offers a battery life of around two weeks.

Back when news of these smartwatches leaked in September, there was speculation that they used the secret smartwatch tech that Google paid Fossil $40 million for at the beginning of the year. However, Fossil said these watches are unrelated to that deal. “There is no relation between the IP Fossil sold to Google in the beginning of the year and the launch of the Fossil Hybrid HR,” a spokesperson for Fossil told The Verge in an email.

Fossil has a long history of developing hybrid smartwatches alongside its more typical Wear OS smartwatches like this year’s Fossil Carlyle Gen 5. However, the company’s previous hybrid watches, like the Fossil Q Activist, used their watch hands to display notifications rather than including a screen. This prevented them from showing anything more complicated than which app was generating the notification.

Having a screen, however, means that the Fossil HR should be able to give you much more information. It’s not got the capabilities of a full Wear OS smartwatch (Fossil says it’s running on its internally developed Hybrid HR platform), but it can show you the number of steps you’ve walked, your heart rate, weather information, and notification previews. Fossil also says the smartwatch can control music playback, call your phone, and its 55 mAh battery can be charged to 100 percent in 60 minutes. However, there’s no GPS or Google Pay support.

The new Fossil HR smartwatch is available starting today.

Let's block ads! (Why?)


https://www.theverge.com/2019/11/6/20949602/fossil-hr-hybrid-smartwatch-always-on-display-news-battery-life-features

2019-11-06 11:00:00Z
52780428639865

Apple's ad agency has layoffs as the company beefs up its in-house ads group - CNBC

A bus and pedestrian pass an advertisement for the Apple iPhone 6 in north London.

Neil Hall | Reuters

Apple's dedicated ad agency is cutting staff.

Media Arts Lab, a unit within Omnicom Group agency TBWA that's dedicated to Apple advertising, laid off several staffers Monday. The company wouldn't say how many were laid off, but a report from Bloomberg, which first broke the news, placed the number at 50.

"Yesterday was a difficult day, as we had to part with some of our talented colleagues," a TBWA/Media Arts Lab spokeswoman said in a statement to CNBC Tuesday. "Our relationship with Apple has never been stronger, but as the needs of our client continue to evolve, we must adapt and continue to evolve the composition of our teams. Decisions like this are never easy, nor are they taken lightly, but unfortunately it is the nature of the advertising business. We are incredibly grateful for the many contributions of those who are leaving us and the impact they have made at MAL and on the work."

Apple has a decades-long relationship with Omnicom Group agency TBWA, the agency behind the iconic "1984" commercial, which introduced Apple's first personal Macintosh, and "Think Different." In 2006, TBWA created TBWA/Media Arts Lab as Apple's bespoke creative agency. Lee Clow, the founder of Media Arts Lab and a close friend of Steve Jobs, officially retired earlier this year.

Meanwhile, Apple's often lauded in-house creative operations group has been adding to its ranks. The company hired Nick Law, chief creative at Publicis Groupe and creative superstar, several months ago. According to Law's LinkedIn profile, he now serves as a vice president of "Marcom Integration" at the company. Tor Myhren, VP of marketing and communications at Apple, joined from WPP's Grey back in 2016. Apple recently hired Evelyn Neill, previously of TBWA/Chiat/Day, according to her LinkedIn profile.

The shift comes as Apple is marketing a slew of new products and services, from Apple TV+ to its new branded credit card. Earlier this year, Media Arts Lab hired new executive creative directors for the agency's Los Angeles headquarters to oversee creative for the iPhone and for services including work for Apple TV+, Apple Music and Apple Pay, Adweek reported in May.

Apple began building out its in-house shop in earnest several years ago, part of a broader trend of marketers taking certain advertising functions in-house to regain control or save money.

"[Media Arts Lab] is competing now with one of the best agencies in the business, and that's the in-house agency of Apple," said Avi Dan, founder and CEO of Avidan Strategies. He added that by marketing a widening array of products and expansion areas, the company might be seeking more intricate creative operations and relying more on internal resources to do that.

Greg Paull, principal and co-founder at consultancy R3, said the push and pull of creative work between Apple's in-house operations and its dedicated agency aren't necessarily new.

"The pendulum has always been swinging between Media Arts Lab and Apple for many years. The agency is a little at the mercy of Apple's whims and directions," he said.

But while brands seeking the success of Apple's in-house agency might be inspired by its results, Paull says one difference is the people Apple has inside it.

"The difference between everyone else's in-house agency and Apple's in-house agency is talent - the world's best are attracted to Cupertino and it makes it easier to develop big ideas in-house."

Let's block ads! (Why?)


https://www.cnbc.com/2019/11/05/apples-advertising-agency-media-arts-lab-lays-off-several-employees.html

2019-11-06 05:28:52Z
CAIiEEWcEDiV_LGsL2LRO7jaihEqGQgEKhAIACoHCAow2Nb3CjDivdcCMMPf7gU