TweetFollow Us on Twitter

Animation Contest
Volume Number:1
Issue Number:5
Column Tag:Mousehole

Animation Contest

By David E. Smith

Last month we presented a complete application shell program in assembly that supported desk accessories, cut and past and “about” dialog boxes. But the application itself was rather boring, simply drawing nested boxes in the window. This month, we concentrate on the application itself. To eliminate confusion, we will use the simple shell program from the December issue of MacTutor that simply opens a window. This allows us to concentrate on the application, which is to animate a paddle and ball. Once we understand animation, we can combine our paddle and ball program with the shell program published last month to create a complete Mac game application. But first, the problem of animation.

Animation Contest

The Mousehole recently held a programming contest sponsored by MacTutor on the problem of moving a paddle with the mouse. “Brett” offered an interesting solution: “Have the user blink a lot and pretend!” Another interesting solution offered by “Lone Falcon” and “Chief Wizard” and expanded on by “The Jerk” was to make the cursor a paddle and constrain the cursor to a given rectangle. The trap call “_PinRect” can be used to change the rectangle in which the cursor is allowed to move. Or the rectangle can be poked into the global variable at $834 as mentioned by “The Jerk”. One problem with this solution is that of providing an “escape” for the cursor when you want to go to the menu bar to quit the game!

A simple technique to move the paddle is to draw the paddle rectange where the mouse now is and erase it from where the paddle used to be. The following example code shows how this might be done:

MOVEPADDLE:

; Copy current paddle to old paddle

LEApaddle, A0
LEAoldpaddle, A1
MOVE.W  0(A0), 0(A1) ;top of rect
MOVE.W  2(A0), 2(A1) ;left of rect
MOVE.W  4(A0), 4(A1) ;bottom 
MOVE.W  6(A0), 6(A1) ;right

; Update paddle position from mouse

; _GetMouse trap previously called
; and mouse coord. saved in Mouse.
; Since paddle moves vertically, only
; the top and bottom coordinates need
; be updated.

LEAMouse, A0;get mouse
LEApaddle, A1  ;get paddle
MOVE.W  (A0), (A1) ;update top
MOVE.W  (A0), D0 ;get top
ADD.W Paddlelength, D0  ;add length
MOVE.W  D0, 4(A1);update bottom

; Erase old paddle position

PEAoldpaddle;push old pad.
_EraseRect;erase it

; Draw new paddle

PEApaddle ;push paddle
PEAPaddlepattern ;push fill pat.
_FillRect ;draw paddle
RTS

The Paddle Blinks!

The problem with the above solution, and hence the contest, is that the paddle will blink as it moves up and down. The problem is to improve on the above technique to eliminate the blinking. The reason for the blinking is shown in figure 1.

As shown in figure 1, the paddle blinks because we are erasing and drawing part of the paddle that overlaps, causing it to blink on and off. The solution is to determine the non-overlapping part and erase only that part. One way to do this is to replace the bottom of the old paddle with the top of the new paddle. Then the modified old paddle rectange would be only the cross-hatched area shown in figure 1 as the non-over-lapping part. But that only works for the paddle moving down. If the paddle moves up, then the opposite condition applies as shown in the following code segment:

ERASEPADDLE:

; create difference rectange

LEApaddle, A0  ;new paddle
LEAoldpaddle, A1 ;old paddle
MOVE.W  (A0), D0 ;get new paddle
MOVE.W  (A1), D1 ;get old paddle
SUB.W D1, D0;top difference
BMIUP ;moving up?

DN: MOVE.W (A0), 4(A1)  ;update bottom
     JMP Eraseit

UP: MOVE.W 4(A0), (A1)  ;update top

Eraseit:  PEA oldpaddle
 _EraseRect

CONTEST WINNER!

The above method works fine for a rectangular paddle moving up or down. But what about the ball? The winning solution to our animation contest was posted by “Don L.” in which he explained how regions could be used in a manner similar to what was done above for rectangles. Moreover, the toolbox has a special trap for finding the difference of two regions but does not have a similar trap for rectangles. The solution then is to form a union region of the old and new paddle regions, and then take the difference between the new paddle and this union region. The difference region is then erased and the paddle re-drawn. The result is a non-blinking paddle but using regions instead of rectangles.

In our example program we use “Don L.”’s method to move the ball as a region, and the rectangular method for moving the less complicated paddle rectangle. See the subroutine MOVEPADDLE for the rectangular implmentation discussed above and the subroutine MOVEBALL for the region solution submitted by Don. The tricky part is getting the regions properly defined with NewRgn, OpenRgn and CloseRgn.

Detecting Collisions

Once we have a moving paddle responding to the mouse, and a ball moving towards us, we need to detect if the ball has hit the paddle. A simple way to do this is to use the trap _RectInRgn, which tells if the given rectange intersects with the given region. We have used this trap by pushing the paddle rectange as the given rectange, and the ball region as the given region and tested the returning byte for true or false. If true, then the ball has “hit” the paddle, and we erase the ball and start a new one. If not, then the paddle has “missed” the ball and the game ends on a click of the mouse. Of course, in the final game, we really want the ball to “bounce” and move away from the paddle if there is a hit. We will leave the problem of bouncing for next month.

ANIMATE EXAMPLE

Our sample program includes all of the topics we’ve discussed this month in a complete program. To conserve space, none of the fancy user interface support we did last month is included. The program opens a window and displays our game field with a rectangular paddle, and launches a ball. If the user hits the ball, it disappears and another ball is launched. If the user misses the ball, the game stops until the button is pressed, at which point the finder is invoked. This is the basic animation required for a pinball type of game. Make note of the INITBALL routine that sets up the three temporary regions for use with the ball, and the MOVEBALL routine which erases the ball by only erasing the non-over-lapping region. Using these techniques, the paddle and ball should move smoothly over the shaded playing field.

BALL SPEED

The speed of the ball is determined by the increment used to update the ball region. The trap “_OffSetRgn” is used to incrementaly move the ball a small distance (dh, dv). In our example, dh is set at -1 and dv is zero, making the ball move horizontally one pixel left at a time. For a faster moving ball, the horiztonal increment should be doubled in a loop, until the user misses. Try this and see how fast the ball appears to move. Note that moving the paddle very quickly does produce an effect on the speed of the ball slightly.

In figure 2 we see the output from this month’s program. The white ball moves on a field of gray towards the black paddle. The white area was added in MacPaint to reduce the amount of gray, which does not print well.

Resources and Linker Files

The resource and linker files included are the minimum necessary to get an icon to pop up on the desktop. Our icon is shown at the top of the column header, and was produced using the Icon Converter Utility from issue 2 and “included” into our resource source code.

; EXAMPLE ASSEMBLY PROGRAM 
; ANIMATE (MacTutor 1-5)
; VERSION 27 FEB 1985
; (C) 1985 MacTutor by David E. Smith

;    Macro subset for Toolbox stuff

MACRO _InitGraf =  DC.W $A86E|
MACRO _InitWind =DC.W $A912| 
MACRO _NewWindow = DC.W $A913|
MACRO _setport = DC.W $A873|
MACRO _InitFont =DC.W $A8FE|
MACRO _InitMenu =DC.W $A930|
MACRO _InitDialog =DC.W $A97B|
MACRO _TEInit   =DC.W $A9CC|
MACRO _Initpack =         DC.W $A9E5|
MACRO _FlushEvents = DC.W $A032|
MACRO _InitCursor =DC.W $A850|
MACRO _GetNextEvent =DC.W $A970|
MACRO _FrameRect = DC.W $A8A1|
MACRO _BackPat = DC.W $A87C|
MACRO _EraseRect = DC.W $A8A3|
MACRO _NewRgn =  DC.W $A8D8|
MACRO _OpenRgn = DC.W $A8DA|
MACRO _CloseRgn =DC.W $A8DB|
MACRO _FrameRgn =  DC.W $A8D2|
MACRO _FrameRoundRect =   DC.W $A8B0|
MACRO _FillRect =DC.W $A8A5|
MACRO _FillRgn = DC.W $A8D6|
MACRO _BeginUpdate = DC.W $A922|
MACRO _EndUpdate = DC.W $A923|
MACRO _ClipRect =  DC.W $A87B|
MACRO _GetMouse =  DC.W $A972|
MACRO _CopyRgn = DC.W $A8DC|
MACRO _OffsetRgn = DC.W $A8E0|
MACRO _OffsetRect =  DC.W $A8A8|
MACRO _UnionRgn =  DC.W $A8E5|
MACRO _DiffRgn = DC.W $A8E6|
MACRO _MoveTo =  DC.W $A893|
MACRO _DrawChar =  DC.W $A883|
MACRO _RectInRgn = DC.W $A8E9|

;      DECLARE LABELS EXTERNAL

XDEF  START           ; required for linker 
 
;     LOCAL EQUATES
 
MouseDown equ  1
AllEvents equ  $0000FFFF
UpdateEvt equ  6 

; SET UP MANAGERS

START:

PEA -4(A5);push qd global ptr
_InitGraf        ;init quickdraw global 
_InitFont        ; init font manager
_InitWind   ; init window manager
_InitMenu   ; init menu manager  
CLR.L -(SP) ; kill the restart 
_InitDialog ; init dialog manager
_TEInit ; init text edit (ROM) 
MOVE.W  #2,-(SP) ;  set-up
_Initpack ; init package mgr
MOVE.L  #AllEvents,D0    ;all events
_FlushEvents      ;flushed
_InitCursor      ; make cursor the arrow

;-- SET UP NEW WINDOW ON HEAP ----
 
CLR.L -(SP)          ;return window ptr
CLR.L -(SP)          ;window record ptr.
PEA WBOUNDS               ;window rectangle 
PEA WINDTITLE              ; window title
MOVE.W #$100,-(SP)   ; true = visible 
MOVE.W #0,-(SP)           ; doc type window
MOVE.L #-1,-(SP)          ; window in front
MOVE.W #$100,-(SP)   ; true=closebox
MOVE.L #0, -(SP)         ; reference value 
_NewWindow                ; make new window
 
; --  ACTIVATE THIS NEW WINDOW ------

LEA WPOINTER,A0         ; copy window ptr 
MOVE.L (SP),(A0)        ; to stacksave
_setport                  ;current window

;   INIT ALL VARIABLES

JSRINITVAR

; --EVENT LOOP ------------

GetEvent:

JSRDOGAME ;move paddle with mouse

CLR-(SP);returned event 
MOVE  #AllEvents,-(SP)    ;mask all events
PEAEventRecord   ; event record block
_GetNextEvent    ;go check the mouse 
MOVE  (SP)+,D0   ;get event result 
CMP#0,D0;if 0 then no event 
BEQGetEvent ;loop until it happens

 ; JUMP TABLE OF EVENT PROCESSING
 
MOVE  What,D0    ;what to do!
CMP#MouseDown,D0     ; button down?
BEQEXIT ;yes so exit...
CMP#UpdateEvt, D0;is it an update event?
BEQUPDATE ;yes, so do it
JMP    GetEvent  ;get next event

UPDATE:

; window needs refreshing

MOVE.L  WPOINTER,-(SP)  ;push window ptr
_BeginUpdate
MOVE.L  WPOINTER,-(SP)  ;push our window ptr.
_SetPort;restore our port
 ;least an update draw in
 ;the wrong window.
BSRQDSTUFF;re-draw everything
MOVE.L  WPOINTER,-(SP)
_EndUpdate
JMP   GetEvent

; ---------- END OF MAIN ----------
INITVAR:

;     INIT GAME VARIABLES 

LEAField.of.play(A5),A0 ;set-up appl. window 
MOVE.W #5,    (A0) ;Field.of.play TOP
MOVE.W #5,   2(A0) ;LEFT
MOVE.W #245, 4(A0) ;BOTTOM
MOVE.W #500, 6(A0) ;RIGHT

PEA Field.of.play(A5)
_ClipRect ;set clip region

LEAPaddle(A5),A0 ;set-up paddle
MOVE.W #6,    (A0) ;TOP
MOVE.W #8,   2(A0) ;LEFT
MOVE.W #40, 4(A0);BOTTOM
MOVE.W #15, 6(A0);RIGHT

LEAPaddlelength(A5),A1  ;update paddle bottom
MOVE.W  (A0),D0
MOVE.W  4(A0),D1
SUB.W   D0,D1
MOVE.W  D1, (A1)

;  set up regions for ball

CLR.L -(SP)
_NewRgn ;set new region
LEABallrgn(A5), A1 ;make ball a region
MOVE.L  (SP)+,(A1) ;save handle in ballrgn

CLR.L -(SP)
_NewRgn ;set new region
LEAoldballrgn(A5), A1;make old ball a region
MOVE.L  (SP)+,(A1) ;save handle in oldballrg 

CLR.L -(SP)
_NewRgn ;set new region
LEAunionrgn(A5), A1;make union ball a region
MOVE.L  (SP)+,(A1) ;save handle in unionrgn

JSRINITBALL ;set-up ball

RTS

; ------   init ball subroutine ------

INITBALL:

LEABall(A5),A0 ;set-up ball rect
MOVE.W #100,    (A0) ;TOP
MOVE.W #300,   2(A0) ;LEFT
MOVE.W #109, 4(A0) ;BOTTOM
MOVE.W #309, 6(A0) ;RIGHT

LEABallwide(A5),A0 ;set up rounded corners
MOVE.W #6, (A0)
LEABallhigh(A5), A0
MOVE.W #6, (A0)

_OpenRgn;init ball region
PEABall(A5)
MOVE.W  Ballwide(A5),-(SP)
MOVE.W  Ballhigh(A5),-(SP)
_FrameRoundRect
MOVE.L  Ballrgn(A5),A0
MOVE.L  A0,-(SP)
_CloseRgn

_OpenRgn;init oldball region
PEABall(A5)
MOVE.W  Ballwide(A5),-(SP)
MOVE.W  Ballhigh(A5),-(SP)
_FrameRoundRect
MOVE.L  oldballrgn(A5),A0
MOVE.L   A0,-(SP)
_CloseRgn

_OpenRgn;init union region
PEABall(A5)
MOVE.W  Ballwide(A5),-(SP)
MOVE.W  Ballhigh(A5),-(SP)
_FrameRoundRect
MOVE.L  unionrgn(A5),A0
MOVE.L  A0,-(SP)
_CloseRgn
RTS

DOGAME:

; update game field during null event

PEAmouse(A5)
_GetMouse 
LEAmouse(A5),A0  ;current mouse
LEAoldmouse(A5),A1 ;old mouse;find where mouse is
MOVE.W  (A0),D0  ;new mouse
MOVE.W  (A1),D1  ;old mouse
CMPD1,D0;has y mouse changed?
BEQstatck ;no, don’t update paddle
 ;yes, make new paddle
JSRMOVEPADDLE    ;update paddle position

statck:
JSRMOVEBALL ;advance ball
JSRBOUNCE ;change ball direction

RTS
; ----  MOVE PADDLE SUBROUTINE ----

MOVEPADDLE:

;      copy paddle position to oldpaddle

LEApaddle(A5), A0
LEAoldpaddle(A5), A1
MOVE.W  (A0), (A1) ;top
MOVE.W  2(A0), 2(A1) ;left
MOVE.W  4(A0), 4(A1) ;bottom
MOVE.W  6(A0), 6(A1) ;right

; update paddle position

LEAmouse(A5),A0  ;get current mouse position
LEApaddle(A5),A1 ;update paddle position
MOVE.W  (A0), (A1) ;update TOP
MOVE.W  (A0),D0  ;calculate BOTTOM
ADD.W Paddlelength(A5),D0
MOVE.W  D0,4(A1) ;update BOTTOM

;   draw new paddle

PEApaddle(A5)
PEAPaddlePat
_FillRect

;    calculate difference rectangle

LEApaddle(A5),A0 ;current paddle
LEAoldpaddle(A5),A1;old paddle
CLR.L   D0
CLR.L   D1
MOVE.W  (A0), D0
MOVE.W  (A1),D1
LEApaddle(A5), A0
LEAoldpaddle(A5), A1
SUB.W D1, D0
BMIup
dn:   MOVE.W(A0), 4(A1) ;moved down
      BRA wipeout
up: MOVE.W4(A0), (A1);moved up
    BRA wipeout
    
wipeout:
PEAoldpaddle(A5)
PEABackPat0
_FillRect

; update mouse

LEAmouse(A5),A0  ;current mouse
LEAoldmouse(A5),A1 ;old mouse
MOVE.L  (A0),(A1);update old mouse
RTS

; ----      MOVE BALL SUBROUTINE ------
MOVEBALL:

;      copy Ballrgn to oldballrgn

MOVE.L  Ballrgn(A5),A0
MOVE.L  A0,-(SP)
MOVE.L  oldballrgn(A5),A0
MOVE.L  A0,-(SP)
_CopyRgn

; move ball region

MOVE.L  Ballrgn(A5),A0
MOVE.L  A0,-(SP)
MOVE.W  dh,-(SP) ;horiz. increment
MOVE.W  dv, -(SP);vert. increment
_OffsetRgn;offset ball rgn

;   draw new BALL

MOVE.L  Ballrgn(A5),A0
MOVE.L  A0,-(SP)
PEABallPat
_FillRgn

; erase old ball difference

MOVE.L  Ballrgn(A5),A0
MOVE.L  oldballrgn(A5),A1
MOVE.L  unionrgn(A5),A3
MOVE.L  A0,-(SP)
MOVE.L  A1,-(SP)
MOVE.L  A3,-(SP)
_Unionrgn

MOVE.L  unionrgn(A5),A0
MOVE.L  Ballrgn(A5),A1
MOVE.L  unionrgn(A5),A3
MOVE.L  A0,-(SP)
MOVE.L  A1,-(SP)
MOVE.L  A3,-(SP)
_Diffrgn

MOVE.L  unionrgn(A5),A0
MOVE.L  A0,-(SP)
PEABackPat0
_FillRgn

RTS

; ---------- BOUNCE BALL --------
BOUNCE:

CLR.B -(SP)
PEAPaddle(A5)    ;push rect
MOVE.L  Ballrgn(A5), A0
MOVE.L  A0, -(SP);push rgn handle
_RectInRgn
MOVE.B  (SP)+, D0
CMP#0, D0 ;false?
BEQRETBOUNCE;yes...

MOVE.L  Ballrgn(A5),A0  ;no...
MOVE.L  A0,-(SP) ;erase ball
PEABackPat0
_FillRgn
JSR INITBALL;start new ball

RETBOUNCE:
RTS

; ------ QDSTUFF SUBROUTINE ----
QDSTUFF:

;       DRAW GAME FIELD

_PenNormal

PEABACKPAT0
_BackPat
PEA Field.of.play(A5)   ;frame rectangle
_EraseRect
PEA Field.of.play(A5)
_FrameRect;draw game rectangle

;      DRAW PADDLE

PEAPaddle(A5)
PEAPaddlePat
_FillRect
PEAPaddle(A5)
_FrameRect

RTS
; ---- RETURN TO FINDER --------

EXIT:        RTS      ; return to finder

; ----LOCAL DATA AREA ----------

WPOINTER: DC.L     0      ;store window pt
WBOUNDS:DC.W   40  ;rectangle top 
 DC.W    2;left
 DC.W    335;bottom
 DC.W    508;right
WINDTITLE:     DC.B    24        ; title length
                 DC.B    ‘BALL AND PADDLE EXAMPLE ‘,0      

EventRecord:
 
 What:  DC.W     0 ; what event
 Message: DC.L     0 ; ptr. to msg
 When:  DC.L     0
 Point:   DC.L     0
 Modify:  DC.W     0

BackPat0: DC.L $AA55AA55  ;playing field
 DC.L $AA55AA55

BallPat:DC.L$00000000
 DC.L $00000000
 
PaddlePat:DC.L $FFFFFFFF
 DC.L $FFFFFFFF

dh:DC.W -1;BALL INCREMENTS
dv:DC.W 0
 
; ------   APPLICATION GLOBALS  ----
 
Field.of.play: DS.W1 ;frame size storage
 DS.W 1 ;for game field rectangle
 DS.W 1
 DS.W 1
 
Paddle: DS.W1  ;frame size storage
 DS.W 1 ;for paddle rectangle
 DS.W 1
 DS.W 1
 
oldpaddle:DS.W 1 ;frame size storage
 DS.W 1 ;for paddle rectangle
 DS.W 1
 DS.W 1
 
Paddlelength:  DS.W1
 
Ball:   DS.W1  ;frame size storage
 DS.W 1 ;for ball rectangle
 DS.W 1
 DS.W 1 
 
Ballwide: DS.W 1
Ballhigh: DS.W 1

Ballrgn:DS.L1  ;ball region handle
oldballrgn: DS.L 1 ;old ball region handle
unionrgn: DS.L 1 ;temp region

mouse:  DS.L1
oldmouse: DS.L 1


; ------   END OF PROGRAM -------


!START
[
)
/OUTPUT Animate Example

Animate

/TYPE ‘APPL’ ‘ANIM’
/BUNDLE
/RESOURCES
Animate_rscs

$



;ANIMATE_rscs.asm
; resource file for the animate example
; created using the assembler
; signiture is creator tag 
;
RESOURCE ‘ANIM’ 0 ‘IDENTIFICATION’

 DC.B 30, ‘animate example--Feb. 27, 1985’
 
.ALIGN 2
RESOURCE ‘BNDL’ 128 ‘BUNDLE’

 DC.L ‘ANIM’;NAME OF SIGNATURE
 DC.W 0,1 ;DATA (DOESN’T CHANGE)
 DC.L ‘ICN#’;ICON MAPPINGS
    DC.W0 ;NUMBER OF MAPPINGS-1
    DC.W 0,128 ;MAP 0 TO ICON 128
    
 DC.L ‘FREF’;FREF MAPPINGS
    DC.W0 ;NUMBER OF MAPPINGS-1
    DC.W 0,128 ;MAP 0 TO FREF 128

RESOURCE ‘FREF’ 128 ‘FREF 1’
 
 DC.B ‘APPL’, 0, 0, 0
 
.ALIGN 2
RESOURCE ‘ICN#’ 128 ‘MY ICON’

; FIRST APPLICATION ICON BIT MAP

INCLUDE animate.icon.asm

 
AAPL
$102.47
Apple Inc.
+2.71
MSFT
$44.88
Microsoft Corpora
+0.80
GOOG
$526.54
Google Inc.
+5.70

MacTech Search:
Community Search:

Software Updates via MacUpdate

RapidWeaver 6.0 - Create template-based...
RapidWeaver is a next-generation Web design application to help you easily create professional-looking Web sites in minutes. No knowledge of complex code is required, RapidWeaver will take care of... Read more
NTFS 12.0.39 - Provides full read and wr...
Paragon NTFS breaks down the barriers between Windows and OS X. Paragon NTFS effectively solves the communication problems between the Mac system and NTFS, providing full read and write access to... Read more
RestoreMeNot 2.0.3 - Disable window rest...
RestoreMeNot provides a simple way to disable the window restoration for individual applications so that you can fine-tune this behavior to suit your needs. Please note that RestoreMeNot is designed... Read more
Macgo Blu-ray Player 2.10.9.1750 - Blu-r...
Macgo Mac Blu-ray Player can bring you the most unforgettable Blu-ray experience on your Mac. Overview Macgo Mac Blu-ray Player can satisfy just about every need you could possibly have in a Blu-ray... Read more
Apple iOS 8.1 - The latest version of Ap...
The latest version of iOS can be downloaded through iTunes. Apple iOS 8 comes with big updates to apps you use every day, like Messages and Photos. A whole new way to share content with your family.... Read more
TechTool Pro 7.0.5 - 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
PDFKey Pro 4.0.2 - Edit and print passwo...
PDFKey Pro can unlock PDF documents protected for printing and copying when you've forgotten your password. It can now also protect your PDF files with a password to prevent unauthorized access and/... Read more
Yasu 2.9.1 - System maintenance app; per...
Yasu was originally created with System Administrators who service large groups of workstations in mind, Yasu (Yet Another System Utility) was made to do a specific group of maintenance tasks... Read more
Hazel 3.3 - Create rules for organizing...
Hazel is your personal housekeeper, organizing and cleaning folders based on rules you define. Hazel can also manage your trash and uninstall your applications. Organize your files using a... Read more
Autopano Giga 3.7 - Stitch multiple imag...
Autopano Giga allows you to stitch 2, 20, or 2,000 images. Version 3.0 integrates impressive new features that will definitely make you adopt Autopano Pro or Autopano Giga: Choose between 9... Read more

Latest Forum Discussions

See All

Ghost Blade (Games)
Ghost Blade 1.1 Device: iOS Universal Category: Games Price: $4.99, Version: 1.1 (iTunes) Description: Get the most outstanding 3D Action Game from App Store NOW! For those who dare pursue dreams. Masterpiece of Yu Shi Game ---China... | Read more »
Fiete – A Day on a Farm Review
Fiete – A Day on a Farm Review By Amy Solomon on October 21st, 2014 Our Rating: :: A MEMORABLE EXPERIENCEUniversal App - Designed for iPhone and iPad Fiete – A day on a farm in an interactive app for young children full of... | Read more »
Tilt to Live: Gauntlet’s Revenge is Almo...
Tilt to Live: Gauntlet’s Revenge is Almost Here Posted by Jessica Fisher on October 21st, 2014 [ permalink ] One Man Left has announced the official release date of Tilt to Live: Gauntlet’s Re | Read more »
Sago Mini Monsters Celebrates Halloween...
Sago Mini Monsters Celebrates Halloween with Fun Costumes and Special Treats. Posted by Jessica Fisher on October 21st, 2014 [ permal | Read more »
Inferno 2 Review
Inferno 2 Review By Andrew Fisher on October 21st, 2014 Our Rating: :: TWIN STICK GOODNESSUniversal App - Designed for iPhone and iPad With tight controls and awesome, stark visuals, Inferno 2 is loads of fun.   | Read more »
Clips Review
Clips Review By Jennifer Allen on October 21st, 2014 Our Rating: :: CONVENIENT PASTINGUniversal App - Designed for iPhone and iPad Making copying and pasting more powerful than usual, Clips is a great way to move stuff around.   | Read more »
MonSense Review
MonSense Review By Jennifer Allen on October 21st, 2014 Our Rating: :: ORGANIZED FINANCESiPhone App - Designed for the iPhone, compatible with the iPad Organize your finances with the quick and easy to use, MonSense.   | Read more »
This Week at 148Apps: October 13-17, 201...
Expert App Reviewers   So little time and so very many apps. What’s a poor iPhone/iPad lover to do? Fortunately, 148Apps is here to give you the rundown on the latest and greatest releases. And we even have a tremendous back catalog of reviews; just... | Read more »
Angry Birds Transformers Review
Angry Birds Transformers Review By Jennifer Allen on October 20th, 2014 Our Rating: :: TRANSFORMED BIRDSUniversal App - Designed for iPhone and iPad Transformed in a way you wouldn’t expect, Angry Birds Transformers is a quite... | Read more »
GAMEVIL Announces the Upcoming Launch of...
GAMEVIL Announces the Upcoming Launch of Mark of the Dragon Posted by Jessica Fisher on October 20th, 2014 [ permalink ] Mark of the Dragon, by GAMEVIL, put | Read more »

Price Scanner via MacPrices.net

Select MacBook Airs $100 off MSRP, free shipp...
B&H Photo has 2014 a couple of MacBook Airs on sale for $100 off MSRP. Shipping is free, and B&H charges NY sales tax only. They also include free copies of Parallels Desktop and LoJack for... Read more
13-inch 2.5GHz MacBook Pro on sale for $100 o...
B&H Photo has the 13″ 2.5GHz MacBook Pro on sale for $999.99 including free shipping plus NY sales tax only. Their price is $100 off MSRP. Read more
Strong iPhone, Mac And App Store Sales Drive...
Apple on Monday announced financial results for its fiscal 2014 fourth quarter ended September 27, 2014. The Company posted quarterly revenue of $42.1 billion and quarterly net profit of $8.5 billion... Read more
Apple Posts How-To For OS X Recovery
OS X 10.7 Lion and later include OS X Recovery. This feature includes all of the tools you need to reinstall OS X, repair your disk, and even restore from a Time Machine backup. OS X Recovery... Read more
Mac OS X Versions (Builds) Supported By Vario...
Apple Support has posted a handy resource explaining which Mac OS X versions (builds) originally shipped with or are available for your computer via retail discs, downloads, or Software Update. Apple... Read more
Deals on 2011 13-inch MacBook Airs, from $649
Daily Steals has the Mid-2011 13″ 1.7GHz i5 MacBook Air (4GB/128GB) available for $699 with a 90 day warranty. The Mid-2011 13″ 1.7GHz i5 MacBook Air (4GB/128GB SSD) is available for $649 at Other... Read more
2013 15-inch 2.0GHz Retina MacBook Pro availa...
B&H Photo has leftover previous-generation 15″ 2.0GHz Retina MacBook Pros now available for $1599 including free shipping plus NY sales tax only. Their price is $400 off original MSRP. B&H... Read more
Updated iPad Prices
We’ve updated our iPad Air Price Tracker and our iPad mini Price Tracker with the latest information on prices and availability from Apple and other resellers, including the new iPad Air 2 and the... Read more
Apple Pay Available to Millions of Visa Cardh...
Visa Inc. brings secure, convenient payments to iPad Air 2 and iPad mini 3as well as iPhone 6 and 6 Plus. Starting October 20th, eligible Visa cardholders in the U.S. will be able to use Apple Pay,... Read more
Textkraft Pocket – the missing TextEdit for i...
infovole GmbH has announced the release and immediate availability of Textkraft Pocket 1.0, a professional text editor and note taking app for Apple’s iPhone. In March 2014 rumors were all about... Read more

Jobs Board

Senior Event Manager, *Apple* Retail Market...
…This senior level position is responsible for leading and imagining the Apple Retail Team's global event strategy. Delivering an overarching brand story; in-store, Read more
*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
Project Manager / Business Analyst, WW *Appl...
…a senior project manager / business analyst to work within our Worldwide Apple Fulfillment Operations and the Business Process Re-engineering team. This role will work Read more
*Apple* Retail - Multiple Positions (US) - A...
Job Description: Sales Specialist - Retail Customer Service and Sales Transform Apple Store visitors into loyal Apple customers. When customers enter the store, Read more
Position Opening at *Apple* - Apple (United...
…customers purchase our products, you're the one who helps them get more out of their new Apple technology. Your day in the Apple Store is filled with a range of Read more
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.