TweetFollow Us on Twitter

Object Lists
Volume Number:6
Issue Number:2
Column Tag:Jörg's Folder

Related Info: Quickdraw

C++ Object Lists

By Jörg Langowski, MacTutor Editorial Board

Note: Source code files accompanying article are located on MacTech CD-ROM or source code disks.

“C++ object lists in windows”

Our third example application in C++ deals with another common aspect of Macintosh programming: Documents that have several objects associated and on which some action has to be performed. One of the best known examples would be a MacDraw document, where a document can contain (almost) any number of lines, polygons, rectangles, etc. All these objects have to be drawn when the window is updated, have to be moved or changed otherwise when the mouse is clicked on them, etc.

The classical example of late binding in object-oriented programming is, in fact, just this type of program: a window is created that contains a number of objects. We don’t know which type of objects or how many the window will contain at run time; all we know is that they must be drawn somehow.

Linked lists and late binding

For this type of problem, one usually creates a linked list of objects which is associated with the window. New objects can be added to or removed from the list. Drawing the contents of the window simply means traversing the list from beginning to end and drawing every object that is found. And here run-time binding comes in: since we don’t know the exact type of the object myObj that we’ll find at any particular place in the list, we’ll simply write Draw->myObj and let the run time code decide which particular drawing method should be used.

The example is illustrated by a piece of code from listing 2:

// 1

void TListDoc::DrawWindow(void)
{TObjLink* temp;
 SetPort(fDocWindow);
 EraseRect(&fDocWindow->portRect);
 if (fObjList->NumObjs() != 0)
 for (temp = fObjList->Header(); 
 temp != nil; temp = temp->GetNext())
 { SysBeep(1);  // to let something happen
 temp->GetmyObj()->Draw(qd.gray);  }
} // DrawWindow

TListDoc (listing 2) is our document class, the window that contains the objects to be drawn. These objects are contained in a list fObjList of type TObjList (listing 3), which consists of list elements of type TObjLink. Each list element is an object that contains two instance variables: a pointer to the next element in the list, fNext, and a pointer to the element’s contents fmyObj. In our case, fmyObj is an object of type TDisplObj, with the subclasses TRect, TOval, and TRoundRect. Fig. 1 shows its structure.

Fig. 1: structure of the TObjList class

The contents of a list element are not accessible directly, and the public function GetMyObj() is provided for returning a pointer to the object referred to by a particular list element.

List elements can be easily inserted into and removed from structures such as TObjList by simply changing the fNext pointers. The AddObj and RemoveObj functions are provided for this purpose. The list is linear, only one link per list element is defined. If one wanted to create branched lists like those in Lisp, one would have to define two links, both of which might alternatively point to other list elements or to simple objects (‘atoms’). This is not what we want for our list of display objects, which will just be traversed from beginning to end; thus we create a simple linear list.

Traversing the list is achieved by the for() statement at the end of the function definition; the variable temp contains a pointer to successive list elements, and the end is reached when a list element has no successor (GetNext() returns nil). Each list element’s “draw object” is then drawn using temp->GetmyObj()->Draw(qd.gray). This assumes that the object returned by GetMyObj() has a Draw method; the generic object class TListObj must have such a method defined as virtual for implementation in one of the subclasses. If the subclass does not define Draw(), the parent class’ Draw() is called, causing an error message.

The objects that may be drawn have a fixed location in the window; they are defined in the TListDoc initializer and are added to or removed from each document’s display list according to choices from a three-item menu. The menu item strings are adjusted depending on whether the object can be added or removed.

In a ‘real’ application, you would add a DoContent() method to the definition of a display object which allows some specific behavior when the mouse is clicked inside the object’s rectangle. This method would be invoked from the document’s DoContent() method; one would traverse the display list as before, check which object, if any, the mouse is clicked in, and call its DoContent() method.

I have also provided a virtual DoIdle() method which you may call for periodic actions inside one of the objects, for instance a clock display or some blinking text.

You should run the application and watch its behavior closely; note in particular that the order in which the three objects are drawn is different depending on the order in which the menu items were initially selected. This is plausible, because the objects are inserted into the list one before the other, and later drawn in the same order (last inserted, first drawn). Note also that update events are generated for the partially visible windows and that a beep accompanies the drawing of each object, even if that drawing takes place in a hidden part of a window and is therefore clipped.

Miscellaneous

We have now seen three examples of small Macintosh applications built around the application framework provided with the MPW C++ environment. Although this application framework is not MacApp, it implements a great deal of the basic functionality of a typical Macintosh application, and I like it for its simplicity. I was almost tempted to write ‘simplicity and speed’ there, but compiling this month’s example still takes me 3-5 minutes every time I make a change. MacApp might be still slower, but I’ll look into that in one of my next columns. The C++ environment allows working with the MacApp libraries, all the necessary header files are provided; so far I haven’t taken a closer look, but that will come soon.

[For fast compiling, one thing that Apple recommends is to include only the header files absolutely necessary for a piece of code, and control those includes through the use of compile-time variables, such as

#ifndef __TYPES__

#include <Types.h>

#endif

I haven’t systematically done this for my code, and probably could speed it up quite a bit that way].

Still, C++ is a change for someone used to the speed of a ‘compile-and-go’ environment like Mach2; I suppose when you give up a lot of the important features of C++, Think C 4.0 will allow you to do object-oriented programming in C with much shorter cycle times. A comparison of the relative merits of Think’s Object C and MPW C++ will follow in one of the next columns.

Also to follow: some more recent changes to the C++ definitions laid out in Stroustrup’s first book, ‘The C++ Programming Language’. The change from C++ 1.0 to C++ 2.0 included, among other things, the addition of protected fields to classes, and multiple inheritance. So far we have used mainly features that were already defined in C++ 1.0 (we did use protected fields, however). The next column will give some examples of the more advanced features.

At last, I have to apologize for a bug that was still present in my last example: when you tried to use the scroll bars’ arrows or page regions, the scroll bars would scroll with the rest of the window and thus disappear from underneath the mouse pointer! That can be funny to watch, but is not really what we want in an application. The reason was that I called SetOrigin too early, namely from within the control action procedure. So, to fix that bug, all you have to do is: 1. remove the calls to SetOrigin from the control action procedures HActionProc and VActionProc; 2. change the code after default: near the end of the definition of TMacTutorGrow:DoContent to:

//2

if ( control == fDocVScroll )
{
 value -= TrackControl(control, mouse, 
 (ProcPtr) VActionProc);
 SetOrigin(tRect.left,tRect.top-value);
}
else 
{
 value -= TrackControl(control, mouse,
 (ProcPtr) HActionProc);
 SetOrigin(tRect.left-value,tRect.top);
}
AdjustScrollSizes();
break;

and your scroll bars should work (approximately) correctly.

Listing 1: 


/*--------------------------------------------------
#DocListApp
#
#Examples for object lists associated with windows
#J. Langowski / MacTutor 1989
#----------------------------------------------------  */
#include <Types.h>
#include <QuickDraw.h>
#include <Fonts.h>
#include <Events.h>
#include <OSEvents.h>
#include <Controls.h>
#include <Windows.h>
#include <Menus.h>
#include <TextEdit.h>
#include <Dialogs.h>
#include <Desk.h>
#include <Scrap.h>
#include <ToolUtils.h>
#include <Memory.h>
#include <SegLoad.h>
#include <Files.h>
#include <OSUtils.h>
#include <Traps.h>
#include <StdLib.h>
#include “TDocument.h”
#include “TApplication.h”
#include “DocListApp.h”
#include “DisplList.h”
#include “ListDoc.h”

// Methods for our application class
// a few of them taken ‘as is’ from Apple’s example
// (see previous two columns)

TDocListApp::TDocListApp(void)
{
 Handle menuBar;

 // read menus into menu bar
 menuBar = GetNewMBar(rMenuBar);
 // install menus
 SetMenuBar(menuBar);
 DisposHandle(menuBar);
 // add DA names to Apple menu
 AddResMenu(GetMHandle(mApple), ‘DRVR’);
 DrawMenuBar();
 // create empty mouse region
 fMouseRgn = NewRgn();
 // create a single empty document
 DoNew();
}

// Tell TApplication class how much heap we need
long TDocListApp::HeapNeeded(void)
{return (kMinSize * 1024);}

unsigned long TDocListApp::SleepVal(void)
{
 unsigned long sleep;
 const long kSleepTime = 0x7fffffff; 
 sleep = kSleepTime;
 if ((!fInBackground))
 { sleep = GetCaretTime();}
 return sleep;
}

void TDocListApp::AdjustMenus(void)
{
 WindowPtrfrontmost;
 MenuHandle menu;
 Boolean undo,cutCopyClear,paste;

 TListDoc* fCurListDoc = (TListDoc*) fCurDoc;

 frontmost = FrontWindow();

 menu = GetMHandle(mFile);
 if ( fDocList->NumDocs() < kMaxOpenDocuments )
   EnableItem(menu, iNew);
   // New is enabled when we can open more documents 
 else DisableItem(menu, iNew);
 if ( frontmost != (WindowPtr) nil )
   EnableItem(menu, iClose);
   // Close is enabled when there is a window to close 
 else DisableItem(menu, iClose);

 undo = false; cutCopyClear = false; paste = false;
 
 if ( fCurListDoc == nil )
   {  // all editing is enabled for DA windows 
 undo = true;  cutCopyClear = true;
 paste = true;  }
   
 menu = GetMHandle(mEdit);
 if ( undo )EnableItem(menu, iUndo);
 else   DisableItem(menu, iUndo);
 
 if ( cutCopyClear )
   {  EnableItem(menu, iCut);
 EnableItem(menu, iCopy);
 EnableItem(menu, iClear);} 
 else
   {  DisableItem(menu, iCut);
 DisableItem(menu, iCopy);
 DisableItem(menu, iClear); }
   
 if ( paste )  EnableItem(menu, iPaste);
 else   DisableItem(menu, iPaste);
 
 menu = GetMHandle(myMenu);
 EnableItem(menu, item1); EnableItem(menu, item2);
 EnableItem(menu, item3);
 if (fCurListDoc->fItem1Set)
 SetItem(GetMHandle(myMenu),item1, “\pRoundRect-”);
 else SetItem(GetMHandle(myMenu),item1, “\pRoundRect+”);
 if (fCurListDoc->fItem2Set)
 SetItem(GetMHandle(myMenu),item2, “\pOval-”);
 else SetItem(GetMHandle(myMenu),item2, “\pOval+”);
 if (fCurListDoc->fItem3Set)
 SetItem(GetMHandle(myMenu),item3, “\pRect-”);
 else SetItem(GetMHandle(myMenu),item3, “\pRect+”);
} // AdjustMenus

void TDocListApp::DoMenuCommand(short menuID, short menuItem)
{short  itemHit; Str255 daName;
 short  daRefNum;WindowPtrwindow;
 TListDoc* fCurListDoc = (TListDoc*) fCurDoc;

 window = FrontWindow();
 switch ( menuID )
   {  case mApple:
 switch ( menuItem )
   {  case iAbout: // About box
 itemHit = Alert(rAboutAlert, nil);
 break;
 default: // DAs etc.
 GetItem(GetMHandle(mApple), menuItem, daName);
 daRefNum = OpenDeskAcc(daName);
 break; }
 break;
 case mFile:
 switch ( menuItem )
   {  case iNew: DoNew(); break;
 case iClose:
 if (fCurListDoc != nil)
   {  fDocList->RemoveDoc (fCurListDoc);
 delete fCurListDoc; }
 else CloseDeskAcc(((WindowPeek)
 fWhichWindow)->windowKind);
 break;
 case iQuit:Terminate();  break; }
 break;
 case mEdit:
 // call SystemEdit for DA editing & MultiFinder 
 if ( !SystemEdit(menuItem-1) )
   {  switch ( menuItem )
   {  case iCut: break;
 case iCopy: break;
 case iPaste: break;
 case iClear: break; }
   }
 break;
 case myMenu:
 if (fCurListDoc != nil) 
 { switch ( menuItem )
   {  case item1:
 if (fCurListDoc->fItem1Set)
fCurListDoc->fObjList->RemoveObj(fCurListDoc->obj1);
 else
fCurListDoc->fObjList->AddObj(fCurListDoc->obj1);
 fCurListDoc->fItem1Set = !fCurListDoc->fItem1Set;
 break;
 case item2:
 if (fCurListDoc->fItem2Set)
fCurListDoc->fObjList->RemoveObj(fCurListDoc->obj2);
 else
fCurListDoc->fObjList->AddObj(fCurListDoc->obj2);
 fCurListDoc->fItem2Set = !fCurListDoc->fItem2Set;
 break;
 case item3: 
 if (fCurListDoc->fItem3Set)
fCurListDoc->fObjList->RemoveObj(fCurListDoc->obj3);
 else
fCurListDoc->fObjList->AddObj(fCurListDoc->obj3);
 fCurListDoc->fItem3Set = !fCurListDoc->fItem3Set;
 break; }

 InvalRect(&(window->portRect));
 fCurListDoc->DoUpdate(); }
 break; }
 HiliteMenu(0);  } // DoMenuCommand

void TDocListApp::DoNew(void)
{TListDoc* tMyDoc;
 
 tMyDoc = new TListDoc(rDocWindow);
 if (tMyDoc != nil) fDocList->AddDoc(tMyDoc);
} // DoNew

void TDocListApp::Terminate(void)
{ExitLoop();} // Terminate

TDocListApp *gTheApplication;

int main(void)
{gTheApplication = new TDocListApp;
 if (gTheApplication == nil) return 0;
 gTheApplication->EventLoop();
 return 0;}
Listing 2: ListDoc.cp

#include <Types.h>
#include <QuickDraw.h>
#include <Fonts.h>
#include <Events.h>
#include <Controls.h>
#include <Windows.h>
#include <Menus.h>
#include <TextEdit.h>
#include <Dialogs.h>
#include <Desk.h>
#include <Scrap.h>
#include <ToolUtils.h>
#include <Memory.h>
#include <SegLoad.h>
#include <Files.h>
#include <OSUtils.h>
#include <Traps.h>
#include <StdLib.h>
#include “TDocument.h”
#include “DisplList.h”
#include “ListDoc.h”

// create and delete the document window
TListDoc::TListDoc(short resID) : (resID)
{Rect brect;
 fItem1Set = fItem2Set = fItem3Set = false;
 SetRect(&brect,10,100,70,140);
 obj1 = new TRoundRect(brect);
 SetRect(&brect,90,100,150,140);
 obj2 = new TOval(brect);
 SetRect(&brect,170,100,230,140);
 obj3 = new TRect(brect);
 fObjList = new TObjList();
 ShowWindow(fDocWindow);  }

TListDoc::~TListDoc(void)
{delete fObjList;
 HideWindow(fDocWindow);  }

void TListDoc::DoUpdate(void)
{BeginUpdate(fDocWindow); 
 if ( ! EmptyRgn(fDocWindow->visRgn) ) 
   {  DrawWindow();}
 EndUpdate(fDocWindow);   }

// Draw all objects contained in the list. 
void TListDoc::DrawWindow(void)
{TObjLink* temp;
 SetPort(fDocWindow);
 EraseRect(&fDocWindow->portRect);
 if (fObjList->NumObjs() != 0)
 for (temp = fObjList->Header(); 
 temp != nil; temp = temp->GetNext())
 { SysBeep(1);  // to let something happen
 temp->GetmyObj()->Draw(qd.gray);  }
} // DrawWindow
Listing 3: DisplList.cp

#include <Types.h>
#include <QuickDraw.h>
#include <Events.h>
#include <StdLib.h>
#include “DisplList.h”

TObjLink::TObjLink(TObjLink *n, TDisplObj *v)
{fNext = n; fmyObj = v;   }

TObjList::TObjList(void)
{fHeader = nil; fNumObjs = 0; }

void TObjList::AddObj(TDisplObj* obj)
{if (obj != nil)
 { TObjLink* temp;
 temp = new TObjLink(fHeader,obj);
 fHeader = temp;
 fNumObjs++;}
}

void TObjList::RemoveObj(TDisplObj* obj)
{if (obj != nil)
 { TObjLink* temp;
 TObjLink* last;
 last = nil;
 for (temp = fHeader; temp != nil; 
 temp = temp->GetNext())
   if (temp->GetmyObj() == obj)
 {  if (last == nil) 
 // if first item in list, just set first
 fHeader = temp->GetNext();
   else last->SetNext(temp->GetNext());
   delete temp;  // free the TObjLink
   fNumObjs--;   return;  }
   else last = temp; }
}

TDisplObj::TDisplObj(Rect r)  { fBoundRect = r; }

TRoundRect::TRoundRect(Rect r) : (r)
 // Calls base class constructor
{fOvalWidth = 20;
 fOvalHeight = 15; }

void TRoundRect::Draw(Pattern pat)
{PenNormal();
 FillRoundRect(&fBoundRect, fOvalWidth, fOvalHeight, pat);
 FrameRoundRect(&fBoundRect, fOvalWidth, fOvalHeight);   }

void TRoundRect::Erase()
{EraseRoundRect(&fBoundRect, fOvalWidth, fOvalHeight);   }

TRect::TRect(Rect r) : (r) {}

void TRect::Draw(Pattern pat)
{PenNormal();
 FillRect(&fBoundRect, pat);
 FrameRect(&fBoundRect);  }

void TRect::Erase()
{EraseRect(&fBoundRect);  }

TOval::TOval(Rect r) : (r) {}

void TOval::Draw(Pattern pat)
{PenNormal();
 FillOval(&fBoundRect, pat);
 FrameOval(&fBoundRect);  }

void TOval::Erase()
{EraseOval(&fBoundRect);  }
Listing 4: Header Files

DocListApp.h

// Constants, resource definitions, etc.
 // basically the same as in last month’s example
#define kErrStrings 129

/* The following are indicies into STR# resources. */
#define eNoMemory1
#define eNoWindow2

#define kMinSize 48 // min heap needed in K

#define rMenuBar 128 /* application’s menu bar */
#define rAboutAlert128  /* about alert */
#define rDocWindow 128  /* application’s window */

#define mApple 128 /* Apple menu */
#define iAbout 1
#define mFile  129 /* File menu */
#define iNew1
#define iClose 4
#define iQuit  12
#define mEdit  130 /* Edit menu */
#define iUndo  1
#define iCut3
#define iCopy  4
#define iPaste 5
#define iClear 6
#define myMenu 131   /* Sample menu */
#define item1  1
#define item2  2
#define item3  3

class TDocListApp : public TApplication {
public:
 TDocListApp(void);// Our constructor
private:
 // routines from TApplication we are overriding
 long HeapNeeded(void);
 unsigned long SleepVal(void);
 void AdjustMenus(void);
 void DoMenuCommand(short menuID, short menuItem);
 // our own routines
 void DoNew(void);
 void Terminate(void);
};

const short kMaxOpenDocuments = 4;

ListDoc.h

// List document class
//
class TListDoc : public TDocument {
  protected:
 void DrawWindow(void);
 public:
   Boolean fItem1Set,fItem2Set,fItem3Set;
 TDisplObj  *obj1,*obj2,*obj3;
 TObjList*fObjList;// list of objects to be drawn
 TListDoc(short resID);
 ~TListDoc(void);
 
 // methods from TDocument we override
 void DoUpdate(void);
};

const int kMinDocDim = 40;

DisplList.h

class TDisplObj {
  public:
 virtual void Draw(Pattern) 
 {DebugStr(“\pCall to TDisplObj::Draw”);}
 virtual void Erase()  
 {DebugStr(“\pCall to TDisplObj::Erase”);}
 virtual void DoContent()
 {DebugStr(“\pCall to TDisplObj::DoContent”);}
 virtual void DoIdle() { /* do nothing by default*/ }
  protected:
 // Only accessible to public descendants
 TDisplObj(Rect r);
 Rect fBoundRect;
  private:
 Boolean HiLiteState;// true : highlighted
};
class TObjLink {
 friend class TObjList;
  // TObjList may access our private members
 TObjLink*fNext; // the link to the next object
 TDisplObj* fmyObj;// the object this link refers to
 // our constructor can take args for convenience;
 // they default to nil.
 TObjLink(TObjLink *n = nil, TDisplObj *v = nil);
  public:
 inline TObjLink*GetNext() { return fNext; };
 inline TDisplObj* GetmyObj() { return fmyObj; };
 inline voidSetNext(TObjLink* aLink) { fNext = aLink; };
 inline void   SetmyObj(TDisplObj* aObj) { fmyObj = aObj; };
};
class TObjList {
 TObjLink*fHeader; // the first link in our list
 int  fNumObjs;  // the number of elements in the list
public:
 TObjList(void); // our constructor
 inline TObjLink* Header() { return fHeader; }
 inline int NumObjs() { return fNumObjs; }
 void AddObj(TDisplObj* obj);
 void RemoveObj(TDisplObj* obj);
};
class TRoundRect : public TDisplObj {
  public:
 TRoundRect(Rect r);
 virtual void Draw(Pattern);
 virtual void Erase();
  private:
 short fOvalWidth, fOvalHeight;
 // curvature of rounded corners 
};
class TOval : public TDisplObj {
  public:
 TOval(Rect r);
 virtual void Draw(Pattern);
 virtual void Erase();
};
class TRect : public TDisplObj {
  public:
 TRect(Rect r);
 virtual void Draw(Pattern);
 virtual void Erase();
};

 

Community Search:
MacTech Search:

Software Updates via MacUpdate

Adobe InDesign CC 2018 13.0.0.125 - Prof...
InDesign CC 2018 is available as part of Adobe Creative Cloud for as little as $19.99/month (or $9.99/month if you're a previous InDesign customer). Adobe InDesign CC 2018 is part of Creative Cloud.... Read more
Adobe Illustrator CC 2018 22.0.0 - Profe...
Illustrator CC 2018 is available as part of Adobe Creative Cloud for as little as $19.99/month (or $9.99/month if you're a previous Illustrator customer). Adobe Illustrator CC 2018 is the industry... Read more
Adobe After Effects CC 2018 15.0 - Creat...
After Effects CC 2018 is available as part of Adobe Creative Cloud for as little as $19.99/month (or $9.99/month if you're a previous After Effects customer). The new, more connected After Effects CC... Read more
Adobe Premiere Pro CC 2018 12.0.0 - Digi...
Premiere Pro CC 2018 is available as part of Adobe Creative Cloud for as little as $19.99/month (or $9.99/month if you're a previous Premiere Pro customer). Adobe Premiere Pro CC 2018 lets you edit... Read more
Adobe Dreamweaver CC 2018 18.0.0.10136 -...
Dreamweaver CC 2018 is available as part of Adobe Creative Cloud for as little as $19.99/month (or $9.99/month if you're a previous Dreamweaver customer). Adobe Dreamweaver CC 2018 allows you to... Read more
Adobe Lightroom 20170919-1412-ccb76bd] -...
Adobe Lightroom is available as part of Adobe Creative Cloud for as little as $9.99/month bundled with Photoshop CC as part of the photography package. Lightroom 6 is also available for purchase as a... Read more
Adobe Photoshop CC 2018 19.0.0 - Profess...
Photoshop CC 2018 is available as part of Adobe Creative Cloud for as little as $19.99/month (or $9.99/month if you're a previous Photoshop customer). Adobe Photoshop CC 2018, the industry standard... Read more
Adobe Muse CC 2017 2018.0.0 - Design and...
Muse CC 2018 is available as part of Adobe Creative Cloud for as little as $14.99/month (or $9.99/month if you're a previous Muse customer). Adobe Muse 2018 enables designers to create websites as... Read more
Adobe Animate CC 2017 18.0.0.107 - Anima...
Animate CC 2018 is available as part of Adobe Creative Cloud for as little as $19.99/month (or $9.99/month if you're a previous Flash Professional customer). Animate CC 2018 (was Flash CC) lets you... Read more
Hopper Disassembler 4.3.0- - Binary disa...
Hopper Disassembler is a binary disassembler, decompiler, and debugger for 32- and 64-bit executables. It will let you disassemble any binary you want, and provide you all the information about its... Read more

The best new games we played this week -...
We've made it, folks. Another weekend is upon us. It's time to sit back and relax with the best new releases of the week. Puzzles, strategy RPGs, and arcade games abound this week. There's a lot of quality stuff to unpack this week, so let's hop... | Read more »
Wheels of Aurelia (Games)
Wheels of Aurelia 1.0.1 Device: iOS Universal Category: Games Price: $3.99, Version: 1.0.1 (iTunes) Description: | Read more »
Halcyon 6: Starbase Commander guide - ti...
Halcyon 6 is a well-loved indie RPG with stellar tactical combat and some pretty good writing, too. It's now landed on the App Store, so mobile fans, if you're itching for a good intergalactic adventure, here's your game. Being a strategy RPG, the... | Read more »
Game of Thrones: Conquest guide - how to...
Fans of base building games might be excited to know that yet another entry in the genre has materialized - Game of Thrones: Conquest. Yes, you can now join the many kingdoms of the famed book series, or create your own, as you try to conquer... | Read more »
Halcyon 6: Starbase Commander (Games)
Halcyon 6: Starbase Commander 1.4.2.0 Device: iOS Universal Category: Games Price: $6.99, Version: 1.4.2.0 (iTunes) Description: An epic space strategy RPG with base building, deep tactical combat, crew management, alien diplomacy,... | Read more »
Legacy of Discord celebrates its 1 year...
It’s been a thrilling first year for fans of Legacy of Discord, the stunning PvP dungeon-crawling ARPG from YOOZOO Games, and now it’s time to celebrate the game’s first anniversary. The developers are amping up the festivities with some exciting... | Read more »
3 reasons to play Thunder Armada - the n...
The bygone days of the Battleship board game might have past, but naval combat simulators still find an audience on mobile. Thunder Armada is Chinese developer Chyogames latest entry into the genre, drawing inspiration from the explosive exchanges... | Read more »
Experience a full 3D fantasy MMORPG, as...
Those hoping to sink their teeth into a meaty hack and slash RPG that encourages you to fight with others might want to check out EZFun’s new Eternity Guardians. Available to download for iOS and Android, Eternity Guardians is an MMORPG that lets... | Read more »
Warhammer Quest 2 (Games)
Warhammer Quest 2 1.0 Device: iOS Universal Category: Games Price: $4.99, Version: 1.0 (iTunes) Description: Dungeon adventures in the Warhammer World are back! | Read more »
4 of the best Halloween updates for mobi...
Halloween is certainly one of our favorite times for mobile game updates. Many popular titles celebrate this spooky season with fun festivities that can stretch from one week to even the whole month. As we draw closer and closer to Halloween, we'... | Read more »

Price Scanner via MacPrices.net

9″ iPads on sale for $30 off, starting at $29...
MacMall has 9″ iPads on sale for $30 off including free shipping: – 9″ 32GB iPad: $299 – 9″ 128GB iPad: $399 Read more
Apple restocks full line of refurbished 13″ M...
Apple has restocked a full line of Apple Certified Refurbished 2017 13″ MacBook Pros for $200-$300 off MSRP. A standard Apple one-year warranty is included with each MacBook, and shipping is free.... Read more
13″ 3.1GHz/256GB MacBook Pro on sale for $167...
Amazon has the 2017 13″ 3.1GHz/256GB Space Gray MacBook Pro on sale today for $121 off MSRP including free shipping: – 13″ 3.1GHz/256GB Space Gray MacBook Pro (MPXV2LL/A): $1678 $121 off MSRP Keep an... Read more
13″ MacBook Pros on sale for up to $120 off M...
B&H Photo has 2017 13″ MacBook Pros in stock today and on sale for up to $120 off MSRP, each including free shipping plus NY & NJ sales tax only: – 13-inch 2.3GHz/128GB Space Gray MacBook... Read more
15″ MacBook Pros on sale for up to $200 off M...
B&H Photo has 15″ MacBook Pros on sale for up to $200 off MSRP. Shipping is free, and B&H charges sales tax in NY & NJ only: – 15″ 2.8GHz MacBook Pro Space Gray (MPTR2LL/A): $2249, $150... Read more
Roundup of Apple Certified Refurbished iMacs,...
Apple has a full line of Certified Refurbished 2017 21″ and 27″ iMacs available starting at $1019 and ranging up to $350 off original MSRP. Apple’s one-year warranty is standard, and shipping is free... Read more
Sale! 27″ 3.8GHz 5K iMac for $2098, save $201...
Amazon has the 27″ 3.8GHz 5K iMac (MNED2LL/A) on sale today for $2098 including free shipping. Their price is $201 off MSRP, and it’s the lowest price available for this model (Apple’s $1949... Read more
Sale! 10″ Apple WiFi iPad Pros for up to $100...
B&H Photo has 10.5″ WiFi iPad Pros in stock today and on sale for $50-$100 off MSRP. Each iPad includes free shipping, and B&H charges sales tax in NY & NJ only: – 10.5″ 64GB iPad Pro: $... Read more
Apple iMacs on sale for up to $130 off MSRP w...
B&H Photo has 21-inch and 27-inch iMacs in stock and on sale for up to $130 off MSRP including free shipping. B&H charges sales tax in NY & NJ only: – 27″ 3.8GHz iMac (MNED2LL/A): $2179 $... Read more
2017 3.5GHz 6-Core Mac Pro on sale for $2799,...
B&H Photo has the 2017 3.5GHz 6-Core Mac Pro (MD878LL/A) on sale today for $2799 including free shipping plus NY & NJ sales tax only . Their price is $200 off MSRP. Read more

Jobs Board

*Apple* Retail - Multiple Positions - Apple,...
Job Description: Sales Specialist - Retail Customer Service and Sales Transform Apple Store visitors into loyal Apple customers. When customers enter the store, Read more
Commerce Engineer, *Apple* Media Products -...
Commerce Engineer, Apple Media Products (New York City) Job Number: 113028813New York City, New York, United StatesPosted: Sep. 20, 2017Weekly Hours: 40.00 Job Read more
US- *Apple* Store Leader Program - Apple (Un...
US- Apple Store Leader Program Job Number: VariousUnited StatesPosted: Oct. 19, 2017Retail Store Job Summary Learn and grow as you explore the art of leadership at Read more
Product Manager - *Apple* Pay on the *Appl...
Job Summary Apple is looking for a talented product manager to drive the expansion of Apple Pay on the Apple Online Store. This position includes a unique Read more
*Apple* Retail - Multiple Positions - Farmin...
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.