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();
};

 
AAPL
$111.78
Apple Inc.
-0.87
MSFT
$47.66
Microsoft Corpora
+0.14
GOOG
$516.35
Google Inc.
+5.25

MacTech Search:
Community Search:

Software Updates via MacUpdate

CleanApp 5.0.0 Beta 5 - Application dein...
CleanApp is an application deinstaller and archiver.... Your hard drive gets fuller day by day, but do you know why? CleanApp 5 provides you with insights how to reclaim disk space. There are... Read more
Monolingual 1.6.2 - Remove unwanted OS X...
Monolingual is a program for removing unnecesary language resources from OS X, in order to reclaim several hundred megabytes of disk space. It requires a 64-bit capable Intel-based Mac and at least... Read more
NetShade 6.1 - Browse privately using an...
NetShade is an Internet security tool that conceals your IP address on the web. NetShade routes your Web connection through either a public anonymous proxy server, or one of NetShade's own dedicated... Read more
calibre 2.13 - 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 librarian... Read more
Mellel 3.3.7 - Powerful word processor w...
Mellel is the leading word processor for OS X and has been widely considered the industry standard since its inception. Mellel focuses on writers and scholars for technical writing and multilingual... Read more
ScreenFlow 5.0.1 - Create screen recordi...
Save 10% with the exclusive MacUpdate coupon code: AFMacUpdate10 Buy now! ScreenFlow is powerful, easy-to-use screencasting software for the Mac. With ScreenFlow you can record the contents of your... Read more
Simon 4.0 - Monitor changes and crashes...
Simon monitors websites and alerts you of crashes and changes. Select pages to monitor, choose your alert options, and customize your settings. Simon does the rest. Keep a watchful eye on your... Read more
BBEdit 11.0.2 - Powerful text and HTML e...
BBEdit is the leading professional HTML and text editor for the Mac. Specifically crafted in response to the needs of Web authors and software developers, this award-winning product provides a... Read more
ExpanDrive 4.2.1 - Access cloud storage...
ExpanDrive builds cloud storage in every application, acts just like a USB drive plugged into your Mac. With ExpanDrive, you can securely access any remote file server directly from the Finder or... Read more
Adobe After Effects CC 2014 13.2 - Creat...
After Effects CC 2014 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). After Effects CS6 is still available... Read more

Latest Forum Discussions

See All

Make your own Tribez Figures (and More)...
Make your own Tribez Figures (and More) with Toyze Posted by Jessica Fisher on December 19th, 2014 [ permalink ] Universal App - Designed for iPhone and iPad | Read more »
So Many Holiday iOS Sales Oh My Goodness...
The holiday season is in full-swing, which means a whole lot of iOS apps and games are going on sale. A bunch already have, in fact. Naturally this means we’re putting together a hand-picked list of the best discounts and sales we can find in order... | Read more »
It’s Bird vs. Bird in the New PvP Mode f...
It’s Bird vs. Bird in the New PvP Mode for Angry Birds Epic Posted by Jessica Fisher on December 19th, 2014 [ permalink ] Universal App - Designed for iPhone and iPad | Read more »
Telltale Games and Mojang Announce Minec...
Telltale Games and Mojang Announce Minecraft: Story Mode – A Telltale Games Series Posted by Jessica Fisher on December 19th, 2014 [ permalink ] | Read more »
WarChest and Splash Damage Annouce Their...
WarChest and Splash Damage Annouce Their New Game: Tempo Posted by Jessica Fisher on December 19th, 2014 [ permalink ] WarChest Ltd and Splash Damage Ltd are teaming up again to work | Read more »
BulkyPix Celebrates its 6th Anniversary...
BulkyPix Celebrates its 6th Anniversary with a Bunch of Free Games Posted by Jessica Fisher on December 19th, 2014 [ permalink ] BulkyPix has | Read more »
Indulge in Japanese cuisine in Cooking F...
Indulge in Japanese cuisine in Cooking Fever’s new sushi-themed update Posted by Simon Reed on December 19th, 2014 [ permalink ] Lithuanian developer Nordcurrent has yet again updated its restaurant simulat | Read more »
Badland Daydream Level Pack Arrives to C...
Badland Daydream Level Pack Arrives to Celebrate 20 Million Downloads Posted by Ellis Spice on December 19th, 2014 [ permalink ] | Read more »
Far Cry 4, Assassin’s Creed Unity, Desti...
Far Cry 4, Assassin’s Creed Unity, Destiny, and Beyond – AppSpy Takes a Look at AAA Companion Apps Posted by Rob Rich on December 19th, 2014 [ permalink ] These day | Read more »
A Bunch of Halfbrick Games Are Going Fre...
A Bunch of Halfbrick Games Are Going Free for the Holidays Posted by Ellis Spice on December 19th, 2014 [ permalink ] Universal App - Designed for iPhone and iPad | Read more »

Price Scanner via MacPrices.net

The Apple Store offering free next-day shippi...
The Apple Store is now offering free next-day shipping on all in stock items if ordered before 12/23/14 at 10:00am PT. Local store pickup is also available within an hour of ordering for any in stock... Read more
It’s 1992 Again At Sony Pictures, Except For...
Techcrunch’s John Biggs interviewed a Sony Pictures Entertainment (SPE) employee, who quite understandably wished to remain anonymous, regarding post-hack conditions in SPE’s L.A office, explaining “... Read more
Holiday sales this weekend: MacBook Pros for...
 B&H Photo has new MacBook Pros on sale for up to $300 off MSRP as part of their Holiday pricing. Shipping is free, and B&H charges NY sales tax only: - 15″ 2.2GHz Retina MacBook Pro: $1699... Read more
Holiday sales this weekend: MacBook Airs for...
B&H Photo has 2014 MacBook Airs on sale for up to $120 off MSRP, for a limited time, for the Thanksgiving/Christmas Holiday shopping season. Shipping is free, and B&H charges NY sales tax... Read more
Holiday sales this weekend: iMacs for up to $...
B&H Photo has 21″ and 27″ iMacs on sale for up to $200 off MSRP including free shipping plus NY sales tax only. B&H will also include a free copy of Parallels Desktop software: - 21″ 1.4GHz... Read more
Holiday sales this weekend: Mac minis availab...
B&H Photo has new 2014 Mac minis on sale for up to $80 off MSRP. Shipping is free, and B&H charges NY sales tax only: - 1.4GHz Mac mini: $459 $40 off MSRP - 2.6GHz Mac mini: $629 $70 off MSRP... Read more
Holiday sales this weekend: Mac Pros for up t...
B&H Photo has Mac Pros on sale for up to $500 off MSRP. Shipping is free, and B&H charges sales tax in NY only: - 3.7GHz 4-core Mac Pro: $2599, $400 off MSRP - 3.5GHz 6-core Mac Pro: $3499, $... Read more
Save up to $400 on MacBooks with Apple Certif...
The Apple Store has Apple Certified Refurbished 2014 MacBook Pros and MacBook Airs available for up to $400 off the cost of new models. An Apple one-year warranty is included with each model, and... Read more
Save up to $300 on Macs, $30 on iPads with Ap...
Purchase a new Mac or iPad at The Apple Store for Education and take up to $300 off MSRP. All teachers, students, and staff of any educational institution qualify for the discount. Shipping is free,... Read more
iOS and Android OS Targeted by Man-in-the-Mid...
Cloud services security provider Akamai Technologies, Inc. has released, through the company’s Prolexic Security Engineering & Research Team (PLXsert), a new cybersecurity threat advisory. The... Read more

Jobs Board

*Apple* Store Leader Program (US) - Apple, I...
…Summary Learn and grow as you explore the art of leadership at the Apple Store. You'll master our retail business inside and out through training, hands-on experience, 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* 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
*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
*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
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.