iOS 11 reviewed
arstechnica.com
arstechnica.com
The problem is not that you can't play phone games from 2009 on your 2017 iPhone, tying 32b deprecation to a hardware revision would actually have been nice (regardless of the hardware still being able to run in 32b mode).
But that's not what's happening, the problem is that you can't play phone games from 2009 on your 2013~2016 iPhone which had been able to run them right until you updated iOS.
> users (who get some free space back in iOS 11)
"Free space" which they could already have gained back by removing the applications in the first place.
The newest version of iTunes still supports the first generation iPod as far as I know. I know it still supports the first generation iPod Touch.
- apps which were abandoned
- apps which were replaced by a successor. In the absence of update fees, this is the easiest way to generate new revenue for continuous updates. I am happy to pay for app maintenance, but this scheme means, that there is no automatic data migration from the old to the new apps.
Hello, Omnigraffle. I bought this on iPad, used this something like, three times before having a need to use it over a year later and "Sorry! There is a new version to buy and your version is no longer supported, or runs!". It wasn't cheap, as apps go.
Never, ever buying anything from Omni, ever again.
Edit: To add details, I bought this for £35 on iOS 7. When iOS 8 came around, it was discontinued, left to crash on open, and you had the "opportunity" to buy version 2 all over again.
It's one of the most polished apps around. You don't owe the Developer's time indefinitely from one $5 purchase, and you're free to move to an alternative. I'm happy to continue to support the apps I love -- they generally aren't asking a whole lot.
Additionally, in the case of Twitter clients, they also can't add a lot of new customers b/c Twitter has capped their allowed clients. If they didn't charge customers again, they wouldn't be able to sustain the work with new ones.
Games are generally funded by a publisher who retains all rights to the game, the developer is contracted for some time, then goes on to work on something else. A publisher is not going to pay for the update of a paid-upfront game from 5+ years ago, there's no ROI in that. Without a continuous revenue stream, publishers don't keep updating games.
Furthermore, both publisher and original developer can fold, leaving the game orphaned.
I had to keep giving Apple £100/year just to let people keep downloading the game for free. At some point I tried recompiling it for a newer iOS, and I get hundreds of message about depricated APIs that I had to change to get it accepted by Apple. Instead I let it drop.
I can't even put a copy online for people to download, the game is just dead and gone thanks to Apple. I can still run Windows games from 20 year ago and with DOSbox, DOS games from 30 years ago. My own iOS game on the other hand is dead, never to be revived.
I play board games and there are games nowadays that require an app to play (see for example Alchemists). I've argued that this is a bad idea since at some point the apps will probably stop working as we see happening in iOS 11. But people always argue back that someone will be sure to create a version of the app to keep it going. I may be a cynic, but I think that is incredibly naive to believe that will happen.
On the other hand, thanks to this kind of "burning bridges" users are not tied to 20 year old compatibility kludges and legacy BS in the OS and libs.
>My own iOS game on the other hand is dead, never to be revived.
Which, App Store or not is the fate of tons of games -- most 8bit/16bit era games we have, we just have thanks to emulators.
Sure you can.
Put the source code up on Github and anyone can download and sideload it on their device. Don't even need a developer account to do that these days.
>At some point I tried recompiling it for a newer iOS, and I get hundreds of message about depricated APIs that I had to change to get it accepted by Apple.
* Ensuring your code still works now that CGFloat and ints change size (can easily trip up code, I've seen things fail subtly and then grow into huge errors with combinations of NSInteger and "-1" etc)
* Updating all UI to handle new behavior (yes, just linking with a new compiler will automatically opt-in to new behavior that might totally break interactions and taps)
* If your app is really old, rewrite all UI to not assume a 320px wide screen (this can be brutal)
* Handling new restrictions and requirements such as supporting IPv6-only network (fun if your app is used to configure an IoT device over IPv4 LAN), and Transport Security (fun if your app allows users to connect to random servers around the world)
* Handling new permission models for camera/gps/contacts/photo library/audio library access, including refactoring your code to deal with asynchronous results
* Updating all your graphic assets for @2x and @3x resolution as well as new app icon sizes (hope you still have those .PSD files, and hope your designer wasn't doing pixel-perfect painting for your bitmaps!)
* The original developer must still be in business, still pay the $100/year developer fee, and still have the source code and the talent to fix it.
It can be much more difficult if you built a game using a cross platform game engine filled with binary 32bit libraries. If the engine is still around, you might be able to pay for a license for a newer version of the engine, but then you likely also need to deal with the SDK and format changes in the new engine as well as any iOS specific things you have.
Still, if software is your business and this software in particular makes you money, it's really not _that_ expensive to do.
It’s far easier to rewrite old apps today than ever. The tools are far better. The APIs are far better. Asynchronous code is trivial to implement with GCD nowadays.
The real truth is you won’t pay the developer for their time, so they won’t give it to you. It has nothing to do with Apple.
A few hundred megabytes is certainly a small price to pay for users who need those legacy apps to unlock files/documents stored inside or the features the app might to provide to interface with legacy IoT devices or even a car.
The simple solution is for developers to recompile the apps. The developers of any apps that are truly still needed by customers, can easily convince those customers to pay for the update.
Also, they could just continue to pop up an alert saying "this app may slow down your phone" like they already did in iOS10.
Also, I doubt there is much of a performance hit anyways. For example, the current facebook app is 64bit and it is a slouch to start.
Which part of the guidelines, specifically?
Were apps previously installed as fat binaries with 64 and 32-bit architectures included, and the 32-bit chunk has now been removed?
Or was that already taken care of with the "app thinning" stuff a couple of years ago?
It should have been. And the update only removes 32b applications, not 32/64, if they were not doing so before I doubt they're going to thin fat binaries now.
The latest processor doesn't support 32 bit code. All 64 bit phones can support the latest OS. Why should Apple waste time, resources, and space on the device to support 32 bit code?
Due to these updates I don't know that they would still run on Windows XP but it's nice that the code hasn't needed to change.
To run 32 bit stuff you need copies of all the system libraries. You lose a lot of RAM to that. You have to continue to ensure they don’t have bugs. All for apps that are abandoned.
I totally understand what apple is doing. I bet you a ton of those apps were never updated for iPhone 6 screen shizes either.
How far back should Apple go with backwards compatibility?
Do you also think that modern Macs should support 65C02 from the Apple II days? 68K Mac programs? PPC Mac programs?
Apple dropped 32 bit processor support in 2011. They will probably drop 32 app support in the next two years.
Don't they, though? I've seen a few people assert that, but no hard facts yet.
> Why should Apple waste time, resources, and space on the device to support 32 bit code?
Because users paid good money for 32b applications and phones which could run them at the time, and this is going to hold back users updating on iOS.
Rosetta was bundled with OSX for 4 years. That's for PPC mac software running on hardware which literally could not run it natively.
> my 68K Mac software
The Mac 68k emulator was only deprecated with the Intel transition, 68K mac software remained supported for about a decade.
> How far back should Apple go supporting older platforms?
Supporting software which runs natively on the hardware doesn't seem exactly reaching.
Apple was able to reduce the size of iOS by not having 32 bit support libraries in memory. Since iOS doesn't have paging, that saved memory benefits 64 bit apps.
Which is not my issue, have you considered reading my comments? Here, let me make it easy for you:
> the problem is that you can't play phone games from 2009 on your 2013~2016 iPhone which had been able to run them right until you updated iOS.
> Apple was able to reduce the size of iOS by not having 32 bit support libraries in memory.
Is that why capacity available went down 730MB on a 7?
> Since iOS doesn't have paging, that saved memory benefits 64 bit apps.
You could already save that memory by not using 32b software. Don't use the software, the libraries don't get loaded. Furthermore given iOS will kill background applications to reclaim memory, the "saved memory" is just about non-existant.
There is always a performance hit going from 32 bit to 64 bit processes. There is a hit to performance when running both 64 bit and 32 bit processes on Windows. Why take the hit to support some old 32 bit apps that probably haven't been updated to take advantage of even the 4" inch phones let alone the larger phones? Why take on the support and security concerns for a few old apps - many of which already don't work on iOS 10?
I guess knowing my RAM is unused helps me feel better while I'm wondering which files I've lost to the forever locked away 32bit app containers.
The developers of the apps clearly don’t think of them as essential.
I was going to play it for a little while before I updated to iOS 11. To my surprise, Epic decided to update it for the first time in 5 years and port it to 64 bit code. It couldn't be because it was still making much money, but I did appreciate it.
EDIT:
It was also updated to support the iPad Pro.
https://itunes.apple.com/us/app/infinity-blade/id387428400?m...
Or, like the vast, vast majority of games, the developer was contracted for the initial development and the publisher who owns the right to the IP and specific software has no financial incentives to pay for additional work to update it and thus won't, regardless of the developer's wishes or whims let alone the users's
Really sucks to lose 32bit support for legacy apps that used to work, especially when it might be a companion app for hardware/equipment that cost much more than the iPhone X (like your car).
I have some 32 bit apps that already don't work with newer versions of iOS.
Apple is a hardware company, and its need reason to push it. But what I do with hardware is run applications, and the applications matter more to me than the shiny (or not) box they run on, insofar as the box has the hardware to provide the UX that makes the software usable.
I am not talking in abstract; when Everyday Looper goes, iOS will lose about half its value to me.
(See https://www.youtube.com/watch?v=CzQLRPwZjIo for usage example).
Seeing that Apple is the most valuable company in the world and they have a long history of abandoning legacy software (Apple //e, 68K, PPC, and soon 32 bit x86) and moving customers with them, that statement doesn't jibe with the reality on the ground.
What are the chances that people won't upgrade their iOS devices because they want to run an abandoned 32 bit app?
But iOS being such a locked down and closed platform means there is currently no way to preserve legacy apps or the data stored within installations. This is why dropping 32bit legacy app support is such a big deal.
That said, to your point I'm sure most people who have been on iOS for a while have that one app that seems to be abandoned that they love, myself included. I'm glad 32b is going away as it really does clean up the App Store and gains some efficiency, but I'm annoyed the developer has given up on the app I like.
Sure it was.
In Portugal during the 90's, there were lots of CS students applying to work there.
Apple not so much, specially since they were about to close, and except for the Interlog shops in Lisbon, it was almost impossible to get an affordable device in a country where the average salary was about 400 euros on today's money.
Are we thinking of the same MS?
Quite the contrary it is this behaviour which has saved Apple. It made sure they could move forward with new technology quickly.
MS moves slowely because they accumulate so much cruft pulling them down. That is the flip side of always being backwards compatible and "nice" to the customers.
Rosetta, Carbon and the Mac 68k Emulator are examples of the exact opposite.
Apple does not hesitate moving forwards, but historically they provided large amounts of backwards compatibility, just not as cruft inside the existing system.
How is that not similar? I can't still run Rosetta to this date...
4 years.
> How is that not similar? I can't still run Rosetta to this date...
iOS 11 removed 32b support to hardware which supports it, Rosetta added PPC support to hardware which did not.
Something similar to Rosetta would be emulating Aarch32 after having removed hardware support for it, not removing software support for Aarch32 despite the hardware implementing it.
Apple's cadence of releasing Mac OS upgrades was a lot slower back then. x86 Macs were introduced with 10.4. Two releases later (10.7) they dropped support for PPC apps and 32 bit Macs.
Apple has reversed several business decisions. Error 53, in app purchase gouging through developer fees, allowing apps instead of web apps (after realizing the iphone was pretty useless without apps), allowing bitcoin apps, etc etc.
>I find it hilarious that every time Apple does anything like this, people complain and Apple still sets record sales.
I hope you are not so naive to think that buying a product implies people like every single feature/change. Also, I don't quite see the hilariousness in a company ignoring valid complaints.
[0] https://www.apple.com/hotnews/thoughts-on-flash/ (April 2010)
[1] https://www.wired.com/2010/09/apple-lifts-app-store-flash-ba... (September 2010)
For what it's worth, people who worked on the original iPhone have said that internally Apple knew that 'web apps' were always a stopgap until they could get a native SDK out the door. Time constraints preventing them from shipping one in the first year.
I'm sure Don Melton and/or Nitin Ganatra discussed this on Debug podcast a few years back https://www.imore.com/60-melton-ganatra-episode-iii-shipping...
"good luck unlocking your car with abandonware lol" https://twitter.com/SwiftOnSecurity/status/91013013057141964...
Sure, this is Ford's fault in this case, but it means that anything which has a tie-in iOS app needs to either budget for or bill for ongoing updates to make sure it keeps working.
Devil's advocate: you don't have to install iOS 11 on your four-year-old iPhone.
That is in fact my plan, but is nonetheless frustrating.
I can still download older versions of apps on my first gen iPad that hasn't been supported by iOS since 9/2012.
It's actually one of the main things that keeps me in the iPhone ecosystem.
CPAN is used by the perl community to make lists of modules broken by new perl releases. They use this to find how intrusive proposed intentional changes are, as well as to find accidental breakage.
It's a longstanding practice at Apple. At some point hardware & software are old enough that not only are they not supported, they're pointedly ignored when some appropriate new development "breaks" them.
Other platforms garner some favor by supporting ancient software, but I've long seen the subtly crippling consequences of preserving such backwards compatibility.
But in any case Macs and iDevices are different; Macs tend to stay backwards-compatible for quite a while longer. 32-bit apps still work fine and will as long as Macs are on Intel processors. Even Carbon[1] apps still work (compiled as x86 binaries) on the latest MacOS, and those will also run (compiled as PPC binaries) on MacOS 8.1, from 1998.
The developer however wasn't able to renew the license, so he can't make a new version even if he would like to do it.
Or is it some kind of API incompatibility?
It's not the free storage space that is a big deal, it's the freed memory from not having to keep 32 bit and 64 bit dll's in memory.
* iPhone which had been able to run them right until you updated iOS.*
Every OS update whether they had deprecated 32bit apps or not breaks abandoned apps. Apple also removed support from the Mac years ago for PPC apps that could run on x86 apps up to 10.6.
One huge change in the control center is that the wifi “toggle” doesn’t toggle wifi off anymore (wait what?). It just disconnects from the current network and doesn’t reconnect for a minute or so.
If you don’t want to be tracked by wifi APs it seems you have to force touch settings into wifi and disable the adapter from there. Huge step backwards IMHO.
It’s true, the difference is minuscule at best (20-30 minutes of battery life) but maybe I want to micromanage to get these 20 minutes. Or because I am concerned about privacy.
My take is that if you want to “educate” users on how best to use a feature you must leave them the freedom to do it wrong (depending on the consequences). If you’re right they will do what you want (profit) and if you’re wrong then you have avoided alienating them.
This is diametrically opposed to Apple's tradition, about which they have been clear and consistent.
After about a year of wear and tear, a day trip to Manhattan requires an external battery or finding an outlet somewhere. Ditto on killing or removing abusive/"too big to fail" apps like Facebook and Facebook Messenger.
Privacy is less of a concern on iOS; the MAC address is rotated frequently specifically to prevent passive tracking. The battery savings are going to be minimal; with Apple's history with these kinds of optimizations, you'd probably save as much battery by reducing screen brightness by only 5%.
tldr; There's no real reason outside of developer testing to ever disable Wifi. Users who care should not mind the extra tap. And frankly, most who are obsessively toggling their Wifi are probably not receiving the benefits they believe.
When I go for a ramble or cycle in the countryside there's no point having Wifi enabled for four or five hours with no APs within several kilometres, so I disable it.
Likewise I disable Bluetooth and GPS when not needed. Being a 'good RF citizen'.
And saving battery power by not having extra radio equipment polling for connection apportunities. Win win.
I have iPad and currently I use wifi _only_ to download iOS updates. All the other (voip, netflix and spotify for example) is done over LTE/3G. Why? Because I can.
I don't want to be scanned and located by APs or have unnecessary radars in my backpack.
tldr; ever heard of terms privacy and need to _not_ use specific networks? kthxbye.
If they wanted a disconnect button they could have designed a new icon for it. Maybe a toast so that people understand what just happened.
I found this out the hard way because my phone kept trying to connect to the subway APs and aside from giving them a nice transit map I lost about 30% battery.
This UX change is like cash money to most users.
I don't mind the change, but I do wish that the force touch "pop" menu toggles would completely turn off those radios instead of simply disconnecting.
For those who haven't used iOS 11, you can force touch the Control Center icons to pop in a full menu with additional toggles.
And no, I'm not turning on the Apple "feature" where it drains out my cellular data limits even when I am connected to excellent Wifi at home.
Does airplane mode still turn off wifi and bluetooth?
It's been 3 years since your phone has been giving up its real identity while simply walking around.
There may be good reason to want your WiFi radio off (battery?), but the cited privacy issue has been solved on iOS for several years already.
https://www.wired.com/story/broadpwn-wi-fi-vulnerability-ios...
For that reason, I keep my wifi off as much as possible.
> An information disclosure existed because a stable MAC address was being used to scan for WiFi networks. This issue was addressed by randomizing the MAC address for passive WiFi scans.
Why is apple moving further away from intuitive ease of use?
More and more things are pushing me to one of the fringe-phone platforms. Which is too bad - I otherwise really like the iPhone.
I like the new wifi toggle because iPhones are AP sticky usually.
However, the way these walled garden DRM'ed online app stores work, once something is taken out of circulation, it's just GONE. You won't be able to buy an old iPhone 5 10 years from now and go download an old game.
My son really liked this old Simpsons game on the iPhone, but now there's no way to run it, or even find it in the store anymore.
This isn't an Apple specific problem, but I wonder, if future archaeologists will even be able to find anything left of our culture, as it digitally disappears behind upgrades and silos.
One thing I love about the Web, is we can have sites like Archive.org. And I can still view the very first Web page ever in my browser. Spacejam still works!
But what if the first iOS games I loved on my original 2007 era iPhone? Will there be an Archive.org emulator? Unlikely.
The app will continue to work as long as it's supported by its developer and Apple doesn't forcibly remove it. If the developer no longer supports it, it's just a matter of time before it'll stop working.
Why not? You can't sideload apps on iOS? If not, it definitely is a Apple-specific problem (at least as compared to Android, where applications can be backed up and restored without any use of google's store).
Luckily both iMessage and WhatsApp seems to support it now, so I hope they somehow can get other apps in on it. Telegram does not support this :/
Also maps does not pronounce street names natively when I know the language. I have a much harder time understanding the weirdly pronounced stuff maps tells me.
The “Contacts” one is pretty good too but the “iMessages” one seems much faster and it consumes far less RAM in some benchmarks I ran.
It’s a real disappointment that they didn’t add a banner in Safari. I generally find myself using Safari and wonder “am I using safari?” I end up having to close my apps and reopen safari to double check.
Update: I am currently using Safari. My heart was racing for a second totally didn’t know what app I was using.
There's actually just even MORE wasted space
I’ve only been using it for half a day but right now the details feel sloppy and the bigger picture UX feels poorly thought out.
I hear that A7 iPhone 5S performance is just dandy, though.
> If you’re currently running iOS 11 beta 1, you can verify this by switching between the High Efficiency and Most Compatible formats under iOS Settings → Camera → Formats. Under the High Efficiency format, images will be saved as HEIC and movies as an HEVC .mov file. Under Most Compatible, images will be saved as JPGs and movies as an h.264 .mov file.
[1] https://9to5mac.com/2017/06/08/ios-11s-new-heifhevc-camera-f...
Simply put, the patent groups behind HEVC got so greedy, far more than they had been with h264, that this thing is pretty much dead on arrival. The only consumer facing company that's still pushing for it is Apple. Everyone else has joined an alliance to come up with a replacement open codec, AV-1, which includes companies such as : Google, Microsoft, Mozilla, NVIDIA, AMD, Intel, Cisco, Amazon, Netflix, ARM, Adobe, the BBC, Broadcom, Realtek.
There is no backing your term of HEVC being an 'industry standard' other than it being supported by the MPEG group. But MPEG group standards were industry standards because people adopted them, not because the MPEG group in itself has some divine providence given power to call everything they make a 'standard'.
When the fight for which video codec should be 'the standard' was about WebM vs h264, h264 won and became a true standard not just in name but in practice because it was welcomed by every major company, while WebM was mostly pushed and cared for by one (Google), so Apple could get away with not supporting WebM in Safari and showing hostility to more open formats. This time it's not going to happen. HEVC on the web is not going to happen, at all. AV-1 is the only thing that could succeed H264.
Consumer facing companies that support HEVC: Microsoft, Sony, Adobe, Nintendo, Netflix, BBC, Intel, Nvidia, AMD, Samsung, Dolby, GE, MediaTek, Philips, Mitsubishi, Warner Bros etc. In fact there are 100+ more companies supporting HEVC than AV-1 and is in shipping hardware today from Sony, LG, Samsung, Intel, AMD, ARM, Nvidia etc.
H.265 is also an ITU-T standard and was adopted as the standard for broadcast television ATSC.
And irrespective of all of this the fact that iOS has 350+ million users means whatever Apple decides will have a major sway on the rest of the market.
HEVC is a standard produced by industry, sure but it's not an industry standard as no industry that I'm aware of actually uses it. You can't put it on a Blu-Ray, you can't broadcast it and you can't stream it over the internet so that's pretty much the entire consumer content industry for one.
The HEVC patent holders _want_ it to be an industry standard but it's not yet and I hope it never is. I really want AOM to kick its ass with AV1 so we don't have to deal with patent encumbered video codecs again.
It is available on 4K Blu-Ray, HEVC content is widely available on Torrent sites and on commercial sites e.g. iTunes.
Apple's ecosystem is a lot like the Hotel California: you can check in any time you like, but you can never leave.
HEVC is the former but it is not yet the latter. You can't call a standard nobody uses an "industry standard".
https://portal.smartertools.com/community/a89593/ios-11-and-...
http://www.kraftkennedy.com/critical-issue-apple-ios-11-mail...
Where I work we received an email urging us not to upgrade, I believe for that reason.
At least it seems we can now add a quick access button to Settings.
What's this about a quick access to settings? That's something I've wanted forever, but I don't see a way to add it?
As for the quick access you can customize control center in the Settings app. It doesn't make much sense to me that you can't access that customization directly from control center, but Apple works in mysterious ways.
I go there enough I wish there was a fast access to it.
But in the second part I meant accessing the settings of control center particularly.
Of course things could have also just improved over time.
If you have a standalone VPN app, it may also reconnect silently. But the system VPN does not stay reliably connected across device sleep and network status changes.
Yes I have multiple VPN profiles and all of them allows me to specify in Settings whether to "connect on demand."
(I don't use it on cellular, do use it on insecure wifi, don't use it on some secure wifis depending on who controls it, never use it at home/parents/etc. Some days that's 4/5 toggles.)
- VPNs do not stay connected
- VPNs use a lot of battery
- switching VPNs (e.g. work, personal)
- mandatory for public wifi, optional elsewhere
- some sites block VPNs (netflix, best buy, american airlines)
- some networks block VPNsThere are apps and security profiles for that. My company uses a VPN-on-demand, where the VPN is used only for select sites when on public networks.
It's especially annoying that there was no good reason to remove it on devices that already had it. I don't know if they took it out because it didn't work on the new X or what, but dang. Feels like a significant UX hobbling to me.
It wasn’t a bad feature but I could never remember it was there. Too many years of muscle memory double-clicking the home button.
I never delete iMessages, I take a fair amount of photos (16GB) and I have about 10GB of podcasts and 3GB of Spotify tracks...
What generally burns up people's space on their iPhones? Am I just not taking enough photos?!
- Photos & Camera 16.89 GB
- Overcast 2.57 GB
- GroupMe 1.12 GB
~30GB of music, 2GB podcasts, 1GB photos & videos, the rest is a large subset of my ios applications.
Also, the base model only came with 16 GB for a long time, which I imagine most people didn't upgrade.
I've gotta up my social game.
As you did calculate, 32Gb is not enough for the usual person. 128Gb on the other hand, is very plenty.
34.2 GB photos - 4 years worth, 10k items
5.5 GB audio
3.9 GB apps
4.8 GB documents & data
400 mb "other"
I haven't edited my photos in the past year, but I probably could delete 500 images and maybe a few videos. In general, I plan on doubling the storage with every upgrade (every 2-3 years).
I now have 2 backups.
Edit: Maybe? Discussion on the topic here: https://twitter.com/stroughtonsmith/status/91008319169595392...
All except one. ;- )
> its never-look-back approach to software compatibility.
You mean no approach to software compatibility? Is walking down the street an approach to eating ice cream?
Website data is viewable in Settings> Safari> Advanced> Website Data. Some items won't delete even if they appear so, when you check again you'll see them return. This is especially onerous considering Apple's stance on privacy.
This happens even with private browsing on both iOS and OSX
I'd be interested in reading a more technical, in depth piece on the issue looking at it from both the client and the server side (to determine exactly what is potentially available to an attacker). Browsing through 17 pages of user-submitted forum content isn't something I have a lot of patience for (though I suspect that's a reflection more of how little I am (perhaps naïvely) concerned about it).
Thanks again for following up with the link!