TweetFollow Us on Twitter

March 94 - THE ZEN OF WINDOW ZOOMING

THE ZEN OF WINDOW ZOOMING

DEAN YU

[IMAGE Yu_final_rev1.GIF]

Window zooming is a feature of the Macintosh user interface that's rarely implemented correctly. Because a lot of calculation and pixel-tweaking is required toachieve the "perfect" window zoom, few applications go through the effort to properlyzoom their document windows. This article discusses proper zooming etiquette andprovides a routine that deals with all the details of zooming windows.

About once a year, I go on a tirade about how few programs zoom their windows properly. Most programs zoom to the full size of the main screen; other applications make the window only as big as they need to but still move it to the main screen, even if the window is on another screen. The System 7 Finder comes close to making me happy, but every once in a while it zips a window to the main screen for reasons known only to the Finder engineers.

As I was writing some application code recently, I took the opportunity to make it zoom windows the way I wish all other programs would zoom windows. The resulting code (which is on this issue's CD) is the basis for this article. The zooming behavior that this code implements reflects all the documentation Apple has ever published about window zooming, from the old Human Interface notes to the Window Manager chapter inInside Macintosh: Macintosh Toolbox Essentials .

THE ETIQUETTE OF ZOOMING

First let's look at the subtle effects of a user's actions on how a window should be zoomed. After some basic definitions, we'll go over a few rules that govern zooming behavior. If you couldn't care less about these preliminaries, you can skip to the section "The Zooming Code" (however, if you do this, you'll hurt the author's feelings, since he spent a perfect Saturday afternoon indoors to write this article).

THE STATES OF A WINDOW
A window is zoomed between two states, theuser state  and the standard state . The user state is any size and position in which the user can place the window on the desktop. The Window Manager updates the user state when it calls a WDEF to recalculate a window's regions.

The standard state of a window is defined to be the size that can best display the data contained in the window. For example, in word processing applications the standard state of a document window would most likely be the size of a printed page. For some types of windows the standard state depends on the window's contents and so is determined dynamically by the application when the user zooms the window. In the Finder, for instance, the standard state of a window in an icon view would be the smallest size that can display all the icons in that window. The position of a window in its standard state varies depending on the position of the user state when the window was zoomed and on other factors, as explained later.

Figure 1 shows the user state and standard state of a Finder window displayed in the "small icon" view.

[IMAGE Yu_final_rev2.GIF]

Figure 1 The User and Standard States of a Window

RULES OF THE ROAD
In addition, there are a few rules that govern how a window should be zoomed in different situations. These rules can be divided into two categories: rules on size and rules on position.

Rules on size. Although the standard state of a window is defined to be the best size for displaying the window's contents, this state is actually constrained by the size of the screen to which the window is being zoomed. If the ideal size for the standard state is larger than the destination screen, the window should be pinned to the size of the screen, minus some slop pixels. For example, Figure 2 shows the height of the standard state being pinned on the main screen. (Note that space was also left for the menu bar.)

If a window is being zoomed to the main screen and the ideal size for the standard state would take up the entire width of the screen, a strip of space should be left on the right side of the screen to let the first column of Finder icons show through.

[IMAGE Yu_final_rev3.GIF]

Figure 2 Pinning to the Screen Size


Rules on position. The basic guideline for positioning a window during a zoom is that the window should move as little as possible, to avoid distracting the user.

A window in its standard state should be positioned so that it's entirely on one screen. If a window straddles more than one screen in the user state and is subsequently zoomed to the standard state, it should be zoomed to the screen that contains the largest portion of the window's content region. (See Figure 3.)When a window is zoomed from the user state to the standard state, it should be anchored at its current top left corner if possible. If the standard state size will fit on the screen without moving the window, the window can simply be resized. If the standard state of the window cannot fit with the top left corner anchored, the window should be "nudged" so that the parts that were off the screen fall just on screen. (See Figure 4.)

THE ZOOMING CODE

This section goes through the window zooming code chunk by chunk, discussing the logic behind each step.

ZoomTheWindow is the entry point to the window zooming code. It determines the best screen to zoom the window to, and nudges the window into position in case part of it falls off the edge of the screen. Applications should call this routine instead of calling the Toolbox routine ZoomWindow directly.

[IMAGE Yu_final_rev4.GIF]

Figure 3Zooming to the Best Screen

[IMAGE Yu_final_rev5.GIF]

Figure 4 Nudge Zooming

ZoomTheWindow has the following prototype:

void ZoomTheWindow(WindowPeek theWindow, short zoomState,
            CalcIdealDocumentSizeProcPtr calcRoutine);

The first two parameters, theWindow and zoomState, are identical to the first two parameters of ZoomWindow. The last parameter, calcRoutine, is an application-supplied callback routine that calculates the ideal size for the window without taking the user's screen configuration into consideration. The prototype of the CalcIdealDocumentSizeProcPtr function type is as follows:

typedef void (*CalcIdealDocumentSizeProcPtr)
            (WindowPtr theWindow, Rect *idealContentSize);

Given the window to be zoomed, the callback routine returns (in local coordinates) the ideal rectangle for the window in the idealContentSize parameter. The window will be the current graphics port when the callback routine is invoked.

ZoomTheWindow calls two utility routines, CalculateWindowAreaOnScreen and CalculateOffsetAmount. CalculateWindowAreaOnScreen calculates the area of a window on a screen. The screen that contains the largest portion of the window is the screen that the window will be zoomed to. If ZoomTheWindow determines that anchoring the window at its current top left corner will result in part of the window lying off the screen, it calls CalculateOffsetAmount to find out how many pixels the window needs to be nudged so that it's entirely on the screen. These utility routines are described in detail following the discussion of ZoomTheWindow below.

THE ZOOMDATA STRUCTURE
The ZoomData structure is used by ZoomTheWindow to hold information about the screen the window should be zoomed to. ZoomTheWindow uses DeviceLoop to find the screen containing the largest portion of the window. The DeviceLoop drawing procedure updates the ZoomData structure as DeviceLoop calls it for each active screen device.

struct ZoomData {
    GDHandle    screenWithLargestPartOfWindow;
    unsigned    long largestArea;
    Rect        windowBounds;
};
typedef struct ZoomData ZoomData, *ZoomDataPtr;

The screenWithLargestPartOfWindow field is a handle to the screen device that the window should be zoomed to. The largestArea field holds the area of the largest portion of the window encounteredso far, as DeviceLoop iterates through the screens. The windowBounds field is the portion of the window that's currently visible on the desktop.

THE ZOOMTHEWINDOW ROUTINE
About 90% of the code in ZoomTheWindow executes only when the window is to be zoomed to the standard state. The routine starts by setting up the current graphics port and getting some frequently used fields out of the window record.

void ZoomTheWindow(WindowPeek theWindow, short zoomState,
                    CalcIdealDocumentSizeProcPtr calcRoutine)
{
    ZoomData    zoomData;
    Rect        newStandardRect, scratchRect, screenRect, portRect;
    Rect        contentRegionBoundingBox, structureRegionBoundingBox;
    Rect        deviceLoopRect;
    GrafPtr     currentPort;
    RgnHandle   scratchRegion, contentRegion, structureRegion;
    GDHandle    mainDevice;
    short       horizontalAmountOffScreen, verticalAmountOffScreen;
    short       windowFrameTopSize, windowFrameLeftSize;
    short       windowFrameRightSize, windowFrameBottomSize;

    GetPort(&currentPort);
    SetPort((WindowPtr) theWindow);
    contentRegion = GetWindowContentRegion(theWindow);
    structureRegion = GetWindowStructureRegion(theWindow);
    GetWindowPortRect(theWindow, &portRect);
    contentRegionBoundingBox = (**contentRegion).rgnBBox;
    structureRegionBoundingBox = (**structureRegion).rgnBBox;
    windowFrameTopSize = contentRegionBoundingBox.top - 
                            structureRegionBoundingBox.top;
    windowFrameLeftSize = contentRegionBoundingBox.left - 
                            structureRegionBoundingBox.left;
    windowFrameRightSize = structureRegionBoundingBox.right - 
                            contentRegionBoundingBox.right;
    windowFrameBottomSize = structureRegionBoundingBox.bottom - 
                            contentRegionBoundingBox.bottom;

Determining the proper screen. The code then determines which screen contains the largest portion of the window, as follows:

// If the window is being zoomed to the standard state, calculate the
// best size to display the window's information.
mainDevice = GetMainDevice();
if (zoomState == inZoomOut) {
    zoomData.screenWithLargestPartOfWindow = mainDevice;
    zoomData.largestArea = 0;
    
    // Get the portion of the window that's on the desktop. 
    scratchRegion = NewRgn();
    SectRgn(GetGrayRgn(), contentRegion, scratchRegion);
    if (EmptyRgn(scratchRegion))
        zoomData.windowBounds = structureRegionBoundingBox;
    else
        zoomData.windowBounds = contentRegionBoundingBox;
    
    // Use DeviceLoop to walk through all the active screens to find
    // the one with the largest portion of the zoomed window.
    deviceLoopRect = zoomData.windowBounds;
    GlobalToLocal((Point *)&deviceLoopRect);
    GlobalToLocal((Point *)&deviceLoopRect.bottom);
    RectRgn(scratchRegion, &deviceLoopRect);
    DeviceLoop(scratchRegion, &CalcWindowAreaOnScreen,
         (long) &zoomData, (DeviceLoopFlags) singleDevices);
    DisposeRgn(scratchRegion);
    screenRect = (**(zoomData.screenWithLargestPartOfWindow)).gdRect;
    
    // If the window will be zoomed to the main screen, change the
    // top of the usable screen area so that the window's title bar
    // won't be placed under the menu bar.
    if (zoomData.screenWithLargestPartOfWindow == mainDevice)
        screenRect.top += GetMBarHeight();

ZoomTheWindow sets up default values in the ZoomData structure so that the window will zoom to the main screen by default. Normally, the content area of the window is used to determine the area of the window that's on each screen. However, if the user has the window positioned such that only the title bar (or a portion of the title bar) is visible on the desktop, the structure region of the window is used to determine the screen that contains the largest portion of the title bar.

One of the little-known facts about the universe is that inspiration actually comes from subatomic particles flying around in deep space. These particles occasionally hit a sentient brain, resulting in a flash of inspiration. One of these events resulted in the use of DeviceLoop to iterate through the list of active screen devices. (Of course, this means that the zooming code requires System 7; for a System 6 alternative to DeviceLoop, see "Graphical Truffles: Multiple Screens Revealed" indevelop Issue 10.) The CalcWindowAreaOnScreen routine is the DeviceLoop drawing procedure. The ZoomData structure is passed to DeviceLoop as the userData value, and the DeviceLoop flags are set so that DeviceLoop will call its drawing procedure for each screen device.

Determining the ideal size for the window. After determining the proper screen to zoom to, the application's callback routine is called to get back the ideal content size for the window. This rectangle is then anchored at the window's current top left corner and expanded to include the window frame.

 
    // Figure out the perfect size for the window as if we had an
    // infinitely large screen.
    (*calcRoutine)((WindowPtr) theWindow, &newStandardRect);
    
    // Anchor the new rectangle at the current top left corner of the
    // window.
    OffsetRect(&newStandardRect, -newStandardRect.left,
                -newStandardRect.top);
    OffsetRect(&newStandardRect, contentRegionBoundingBox.left,
                contentRegionBoundingBox.top);
    
    // Add the window frame to the ideal content rect.
    newStandardRect.top -= windowFrameTopSize;
    newStandardRect.left -= windowFrameLeftSize;
    newStandardRect.right += windowFrameRightSize;
    newStandardRect.bottom += windowFrameBottomSize;

Fitting the ideal size onto the screen. This is the tedious part of the code. At this point, newStandardRect holds the ideal size for the window being zoomed. Since a window in its standard state must be entirely on one screen, we ensure that the window fits on the screen, maintaining its ideal size if possible.

 
    // If the new rectangle falls off the edge of the screen, nudge it
    // so that it's just on the screen. CalculateOffsetAmount
    // determines how much of the window is off the screen.
    SectRect(&newStandardRect, &screenRect, &scratchRect); 
    if (!EqualRect(&newStandardRect, &scratchRect)) {
        horizontalAmountOffScreen = CalculateOffsetAmount(
                            newStandardRect.left,
                            newStandardRect.right,
                            scratchRect.left, scratchRect.right,
                            screenRect.left, screenRect.right);
        verticalAmountOffScreen = CalculateOffsetAmount(
                            newStandardRect.top,
                            newStandardRect.bottom,
                            scratchRect.top, scratchRect.bottom,
                            screenRect.top, screenRect.bottom);
        OffsetRect(&newStandardRect, horizontalAmountOffScreen,
                            verticalAmountOffScreen);
    }
        
    // If we're still falling off the edge of the screen, the perfect
    // size is larger than the screen, so shrink the standard size.
    SectRect(&newStandardRect, &screenRect, &scratchRect);
    if (!EqualRect(&newStandardRect, &scratchRect)) {
    // First shrink the width. If the window is wider than the screen
    // it's being zoomed to, just pin the standard rectangle to the
    // edges of the screen, leaving some slop; otherwise, we know we 
    // just nudged the window into position, so do nothing.
        if ((newStandardRect.right - newStandardRect.left) >
                (screenRect.right - screenRect.left)) {
            newStandardRect.left = screenRect.left + kNudgeSlop;
            newStandardRect.right = screenRect.right - kNudgeSlop;
        
            if ((zoomData.screenWithLargestPartOfWindow == 
                    mainDevice) &&
                (newStandardRect.right >
                   (screenRect.right - kIconSpace)))
                newStandardRect.right =
                    screenRect.right - kIconSpace;
        }
    
    // Move in the top of the window. As with the width of the 
    // window, do nothing unless the window is taller than the 
    // height of the screen.
    if ((newStandardRect.bottom - newStandardRect.top) >
            (screenRect.bottom - screenRect.top)) {
        newStandardRect.top = screenRect.top + kNudgeSlop;
        newStandardRect.bottom = screenRect.bottom - kNudgeSlop;
        }
    }

    // We've got the best possible window position. Remove the
    // frame, slam it into the WStateData record and let ZoomWindow
    // take care of the rest.
    newStandardRect.top += windowFrameTopSize;
    newStandardRect.left += windowFrameLeftSize;
    newStandardRect.right -= windowFrameRightSize;
    newStandardRect.bottom -= windowFrameBottomSize;
    SetWindowStandardState(theWindow, &newStandardRect);
} // if (zoomState == inZoomOut)
else
    GetWindowUserState(theWindow, &newStandardRect);

We call CalculateOffsetAmount to determine how much to nudge the window if it falls off the edge of the screen in its ideal size. After nudging the window, we double check to see if the window is entirely on the screen. If it still isn't, that means that the ideal size of the window is larger than the screen that it's zooming to, so the window has to be shrunk to fit on the screen. The code shrinks the window so that there's a small area of slop space between the edge of the window and the screen boundary. Additionally, if the screen that the window is zooming to is the main screen, space is left for the menu bar and a column of Finder icons. After all that, newStandardRect contains the best size for the window for that screen. After we remove the window frame, the stdState field of the WStateData record can be filled with this rectangle.

There's also the simple case of zooming to the user state. Since the Window Manager takes care of keeping the userState field of the WStateData record up to date, that rectangle is easy to get.

Zooming the window. Finally, all that's left to do is to actually zoom the window. One final optimization that can be performed is that if the top left corner of the window hasn't moved, SizeWindow can be called instead of ZoomWindow, reducing the amount of redrawing that needs to be done. The window's clipping region is reset to be the size of the window to ensure that the window's contents are entirely erased before ZoomWindow is called.

    // If the window is still anchored at the current top left corner,
    // just resize it.
    if ((newStandardRect.left == contentRegionBoundingBox.left) &&
            (newStandardRect.top == contentRegionBoundingBox.top)) {
        OffsetRect(&newStandardRect, -newStandardRect.left,
                    -newStandardRect.top);
        SizeWindow((WindowPtr) theWindow, newStandardRect.right,
                    newStandardRect.bottom, true);
    }
    else {
        scratchRegion = NewRgn();
        GetClip(scratchRegion);
        ClipRect(&portRect);
        EraseRect(&portRect);
        ZoomWindow((WindowPtr) theWindow, zoomState, false);
        SetClip(scratchRegion);
        DisposeRgn(scratchRegion);
    }
    SetPort(currentPort);
}

THE CALCWINDOWAREAONSCREEN ROUTINE
CalcWindowAreaOnScreen, the DeviceLoop drawing procedure for the zooming code, doesn't actually do any drawing, but instead simply calculates the area of the window that's on a screen. If there's more content area on one screen than any of the other screens that have been encountered so far, CalcWindowAreaOnScreen saves the GDHandle of this screen in the ZoomData structure as the potential screen to zoom the window to.

pascal void CalcWindowAreaOnScreen(short depth, short deviceFlags,
GDHandle targetDevice, long userData)
{
#pragma unused (depth, deviceFlags)
    ZoomDataPtr     zoomData = (ZoomDataPtr) userData;
    unsigned long   windowAreaOnScreen;
    Rect            windowPortionOnScreen;
    
    // Find the rectangle that encloses the intersection of the
    // screen and the document window.
    SectRect(&(zoomData->windowBounds), &((**targetDevice).gdRect),
    &windowPortionOnScreen);
    
    // Offset this rectangle so that its right and bottom are also
    // its width and height.
    OffsetRect(&windowPortionOnScreen, -windowPortionOnScreen.left,
                -windowPortionOnScreen.top); 

    // Calculate the area of the part of the window that is on this 
    // screen.
    windowAreaOnScreen = windowPortionOnScreen.right *
    windowPortionOnScreen.bottom;
    
    // If this is the largest area that has been encountered so far,
    // remember this screen as the potential screen to zoom to.
    if (windowAreaOnScreen > zoomData->largestArea) {
        zoomData->largestArea = windowAreaOnScreen;
        zoomData->screenWithLargestPartOfWindow = targetDevice;
    }
}

THE CALCULATEOFFSETAMOUNT ROUTINE
The zooming code calls the CalculateOffsetAmount routine to calculate the number of pixels the window needs to be nudged to be entirely on the screen. This routine works in one dimension at a time, so ZoomTheWindow calls it twice, once for the width of a window and once for the window's height. If CalculateOffsetAmount determines that the window is larger than the screen, it returns 0 for the offset, since the window will be resized later.

short CalculateOffsetAmount(short idealStartPoint,
        short idealEndPoint, short idealOnScreenStartPoint,
        short idealOnScreenEndPoint, short screenEdge1,
        short screenEdge2)
{
    short offsetAmount;
    
    // Check to see if the window fits on the screen in this
    // dimension.
    if ((idealStartPoint < screenEdge1) &&
            (idealEndPoint > screenEdge2))
        offsetAmount = 0;
    else {
        // Find out how much of the window lies off this screen by 
        // subtracting the amount of the window that's on the screen
        // from the size of the entire window in this dimension. If
        // the window is completely off-screen, offset the window so
        // that it's placed just on the screen.
        if ((idealOnScreenStartPoint - idealOnScreenEndPoint) == 0) {
            // See if the window is lying to the left or above the
            // screen.
            if (idealEndPoint < screenEdge1)
                offsetAmount =
                    screenEdge1 - idealStartPoint + kNudgeSlop;
            else
                // Otherwise, it's below or to the right of the
                // screen.
                offsetAmount =
                    screenEdge2 - idealEndPoint - kNudgeSlop;
        }
        else {
            offsetAmount = (idealEndPoint - idealStartPoint) -
                            (idealOnScreenEndPoint -
                                idealOnScreenStartPoint);
                            
            // If we're nudging, add slop pixels.
            if (offsetAmount != 0)
                offsetAmount += kNudgeSlop;

            // Check to see which side of the screen the window was
            //  fallingoff of, so that it can be nudged in the
            // opposite direction.
            if (idealEndPoint > screenEdge2)
                offsetAmount = -offsetAmount;
        }
    }
    return offsetAmount;
}
CalculateOffsetAmount determines the nudge amount by calculating the amount of overlap of two line segments. The first line segment, described by the idealStartPoint and idealEndPoint parameters, is the width or height of the window being zoomed. The second line segment, described by the idealOnScreenStartPoint and idealOnScreenEndPoint parameters, is the part of the window's width or height that is on the screen the window will be zoomed to. The number of pixels the window will be nudged is the difference between the lengths of these two line segments, plus some slop. If the length of the second line segment is 0, the window is entirely off the screen that it will be zoomed to. In this case, CalculateOffsetAmount will return the number of pixels the window will have to be nudged to be just on the screen. A third line segment, describing the screen width or height, is used to check whether the window is larger than the screen and to determine the direction to nudge the window.

ZOOMING AWAY

The code presented in this article takes care of most of the work of zooming windows. All your application needs to do is supply the code that determines the ideal size for your windows. Hopefully, many more applications will implement proper zooming behavior in the near future. This will make the people in the offices around me especially happy, since it's one less thing I'll have to complain about.

RECOMMENDED READING

  • "DeviceLoop Meets the Interface Designer" by John Powers, develop  Issue 13. How to use DeviceLoop the correct way.
  • Making It Macintosh: The Macintosh Human Interface Guidelines Companion  (Apple Computer, 1993). Anyone who wants to write programs on the Macintosh should be required to go through this CD first. APDA #R0450LL/A.
  • Sourcery  by Terry Pratchett (Signet, 1989). Find out about inspiration particles, magicons, and other subatomic particles and how they interact with ducks.

A lot of people think the Window Manager has some magic value stashed away in a dark corner that tells it whether a window is in its user state or its standard state. In reality, it's not that sophisticated. It's actually the WDEF that does all the work, since it's the thing that really needs to know which state a window is in. To make this decision, the standard document WDEF takes a window's portRect, converts it to global coordinates, and then compares it with the user and standard state rectangles to determine which state the window is in. *

If the structure region is always used to calculate the screen containing most of the window, there's actually a scenario in which the code will zoom to the wrong screen. If the user has a multiscreen setup and places a window so that it sits across two screens, with only the title bar showing on one screen but a sliver of the content region showing on the other, and there's more title bar than content showing, the window will zoom to the first screen. However, since there is content area on the second screen, the window should zoom to that screen. *

DEAN YU recently went on a cross-country road trip in his new car. In retrospect, he decided that the time off wasn't worth the emotional trauma of being pelted by marble-sized hail in Cheyenne, Wyoming, being salt-blasted in the Utah salt flats, being nearly blown off the road as an 18-wheeler passed him at 95 miles an hour in the dead of night, and having his windshield chipped by gravel falling off a dump truck. Dean didn't even get the satisfaction of finding out exactly how fast he can drive without getting pulled over for speeding in Nebraska. Sympathy notes and donations for getting his car repaired can be sent to Dean in care of develop .*

THANKS TO OUR TECHNICAL REVIEWERS C. K. Haun, Elizabeth Moller, Dave Owens, Craig Prouse *

 
AAPL
$116.47
Apple Inc.
+0.16
MSFT
$47.98
Microsoft Corpora
-0.72
GOOG
$537.50
Google Inc.
+2.67

MacTech Search:
Community Search:

Software Updates via MacUpdate

Cobook 3.0.7 - Intelligent address book....
Cobook Contacts is an intuitive, engaging address book. Solve the problem of contact management with Cobook Contacts and its simple interface and powerful syncing and integration possibilities.... Read more
StatsBar 1.9 - Monitor system processes...
StatsBar gives you a comprehensive and detailed analysis of the following areas of your Mac: CPU usage Memory usage Disk usage Network and bandwidth usage Battery power and health (MacBooks only)... Read more
Cyberduck 4.6 - FTP and SFTP browser. (F...
Cyberduck is a robust FTP/FTP-TLS/SFTP browser for the Mac whose lack of visual clutter and cleverly intuitive features make it easy to use. Support for external editors and system technologies such... Read more
Maya 2015 - Professional 3D modeling and...
Maya is an award-winning software and powerful, integrated 3D modeling, animation, visual effects, and rendering solution. Because Maya is based on an open architecture, all your work can be scripted... Read more
Evernote 6.0.1 - Create searchable notes...
Evernote allows you to easily capture information in any environment using whatever device or platform you find most convenient, and makes this information accessible and searchable at anytime, from... Read more
calibre 2.11 - Complete e-library manage...
Calibre is a complete e-book library manager. Organize your collection, convert your books to multiple formats, and sync with all of your devices. Let Calibre be your multi-tasking digital... Read more
Herald 5.0.1 - Notification plugin for M...
Note: Versions 2.1.3 (for OS X 10.7), 3.0.6 (for OS X 10.8), and 4.0.8 (for OS X 10.9) are no longer supported by the developer. Herald is a notification plugin for Mail.app, Apple's Mac OS X email... Read more
Firetask 3.7 - Innovative task managemen...
Firetask uniquely combines the advantages of classical priority-and-due-date-based task management with GTD. Stay focused and on top of your commitments - Firetask's "Today" view shows all relevant... Read more
TechTool Pro 7.0.6 - Hard drive and syst...
TechTool Pro is now 7, and this is the most advanced version of the acclaimed Macintosh troubleshooting utility created in its 20-year history. Micromat has redeveloped TechTool Pro 7 to be fully 64... Read more
PhotoDesk 3.0.1 - Instagram client for p...
PhotoDesk lets you view, like, comment, and download Instagram pictures/videos! (NO Uploads! / Image Posting! Instagram forbids that! AND you *need* an *existing* Instagram account). But you can do... Read more

Latest Forum Discussions

See All

Ubisoft Gives Everyone Two New Ways to E...
Ubisoft Gives Everyone Two New Ways to Earn In-Game Stuff for Far Cry 4 Posted by Jessica Fisher on November 21st, 2014 [ permalink ] | Read more »
Golfinity – Tips, Tricks, Strategies, an...
Dig this: Would you like to know what we thought of being an infinite golfer? Check out our Golfinity review! Golfinity offers unlimited ways to test your skills at golf. Here are a few ways to make sure your score doesn’t get too high and your... | Read more »
Dark Hearts, The Sequel to Haunting Meli...
Dark Hearts, The Sequel to Haunting Melissa, is Available Now Posted by Jessica Fisher on November 21st, 2014 [ permalink ] Universal App - Designed for iPhone and iPad | Read more »
Meowza! Toyze Brings Talking Tom to Life...
Meowza! | Read more »
Square Enix Announces New Tactical RPG f...
Square Enix Announces New Tactical RPG for Mobile, Heavenstrike Rivals. Posted by Jessica Fisher on November 21st, 2014 [ permalink ] With their epic stories and gorgeous graphics, | Read more »
Quest for Revenge (Games)
Quest for Revenge 1.0.0 Device: iOS Universal Category: Games Price: $4.99, Version: 1.0.0 (iTunes) Description: The great Kingdom of the west has fallen. The gods ignore the prayers of the desperate. A dark warlord has extinguished... | Read more »
Threadz is a New Writing Adventure for Y...
Threadz is a New Writing Adventure for You and Your Friends Posted by Jessica Fisher on November 21st, 2014 [ permalink ] In the tradition of round-robin storytelling, | Read more »
SteelSeries Stratus XL Hardware Review
Made by: SteelSeries Price: $59.99 Hardware/iOS Integration Rating: 4 out of 5 stars Usability Rating: 4.5 out of 5 stars Reuse Value Rating: 4.25 out of 5 stars Build Quality Rating: 4.5 out of 5 stars Overall Rating: 4.31 out of 5 stars | Read more »
ACDSee (Photography)
ACDSee 1.0.0 Device: iOS iPhone Category: Photography Price: $1.99, Version: 1.0.0 (iTunes) Description: Capture, perfect, and share your photos with ACDSee. The ACDSee iPhone app combines an innovative camera, a powerful photo... | Read more »
ProTube for YouTube (Entertainment)
ProTube for YouTube 2.0.2 Device: iOS Universal Category: Entertainment Price: $1.99, Version: 2.0.2 (iTunes) Description: ProTube is the ultimate, fully featured YouTube app. With it's highly polished design, ProTube offers ad-free... | Read more »

Price Scanner via MacPrices.net

Save up to $400 with Apple refurbished 2014 1...
The Apple Store has restocked Apple Certified Refurbished 2014 15″ Retina MacBook Pros for up to $400 off the cost of new models. An Apple one-year warranty is included with each model, and shipping... Read more
New 13-inch 1.4GHz MacBook Air on sale for $8...
 Adorama has the 2014 13″ 1.4GHz/128GB MacBook Air on sale for $899.99 including free shipping plus NY & NJ tax only. Their price is $100 off MSRP. B&H Photo has the 13″ 1.4GHz/128GB MacBook... Read more
Apple Expected to Reverse Nine-Month Tablet S...
Apple and Samsung combined accounted for 62 percent of the nearly 36 million branded tablets shipped in 3Q 2014, according to early vendor shipment share estimates from market intelligence firm ABI... Read more
Stratos: 30 Percent of US Smartphone Owners t...
Stratos, Inc., creator of the Bluetooth Connected Card Platform, has announced results from its 2014 Holiday Mobile Payments Survey. The consumer survey found that nearly one out of three (30 percent... Read more
2014 1.4GHz Mac mini on sale for $449, save $...
 B&H Photo has lowered their price on the new 1.4GHz Mac mini to $449.99 including free shipping plus NY tax only. Their price is $50 off MSRP, and it’s the lowest price available for this new... Read more
Check Apple prices on any device with the iTr...
MacPrices is proud to offer readers a free iOS app (iPhones, iPads, & iPod touch) and Android app (Google Play and Amazon App Store) called iTracx, which allows you to glance at today’s lowest... Read more
64GB iPod touch on sale for $249, save $50
Best Buy has the 64GB iPod touch on sale for $249 on their online store for a limited time. Their price is $50 off MSRP. Choose free shipping or free local store pickup (if available). Sale price for... Read more
15″ 2.2GHz Retina MacBook Pro on sale for $17...
 B&H Photo has the 2014 15″ 2.2GHz Retina MacBook Pro on sale for $1799.99 for a limited time. Shipping is free, and B&H charges NY sales tax only. B&H will also include free copies of... Read more
New Logitech AnyAngle Case/Stand Brings Flexi...
Logitec has announced the newest addition to its suite of tablet products — the Logitech AnyAngle. A protective case with an any-angle stand for iPad Air 2 and all iPad mini models, AnyAngle is the... Read more
Notebook PC Shipments Rise Year-Over-Year as...
According to preliminary results from the upcoming DisplaySearch Quarterly Mobile PC Shipment and Forecast Report, the global notebook PC market grew 10 percent year-over-year in Q3’14 to 49.4... Read more

Jobs Board

*Apple* Solutions Consultant (ASC) - Apple (...
**Job Summary** The ASC is an Apple employee who serves as an Apple brand ambassador and influencer in a Reseller's store. The ASC's role is to grow Apple Read more
*Apple* Solutions Consultant (ASC)- Retail S...
**Job Summary** The ASC is an Apple employee who serves as an Apple brand ambassador and influencer in a Reseller's store. The ASC's role is to grow Apple Read more
Project Manager, *Apple* Financial Services...
**Job Summary** Apple Financial Services (AFS) offers consumers, businesses and educational institutions ways to finance Apple purchases. We work with national and Read more
*Apple* Store Leader Program - College Gradu...
Job Description: Job Summary As an Apple Store Leader Program agent, you can continue your education as you major in the art of leadership at the Apple Store. You'll Read more
*Apple* Retail - Multiple Positions (US) - A...
Sales Specialist - Retail Customer Service and Sales Transform Apple Store visitors into loyal Apple customers. When customers enter the store, you're also the Read more
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.