TweetFollow Us on Twitter

Line Art Rotation
Volume Number:6
Issue Number:5
Column Tag:C Forum

Related Info: Quickdraw

Line Art Rotation

By Jeffrey J. Martin, College Station, TX

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

[ Jeff Martin is a student at Texas A&M University working on his bachelors in computer science. He has been a personal computer technician at the campus computer center, a system operator on the campus mainframes, and now freelances graphic work for various professors. He hopes that one day a motion picture computer animation company will take him away from all of this.]

This being my first stab at an article, I will try to keep it short while leaving in all of the essential vitamins and nutrients. In that spirit my user interface will bring back nostalgic thoughts to those past Apple II and TRS-80 users, and any PC people will feel right at home.

The essence of this program is to show how a seemingly complicated transformation and rotation can be applied to an array of points that form any arbitrary line art.

Of course to form a transformation on the array of points (e.g. offset the points to the left) we simply add some delta x(dx) and/or delta y(dy) to every point:

/* 1 */

for(i=0;i<numofpoints;i++)
  {points[i].h+=dx;points[i].v+=dy;}

Now rotation is a little harder, but to spare you the heartache, it can be shown that for rotation about the origin(fig 1):

So the trick of rotating about some arbitrary point is to first transform that pivot point to be the origin(transforming every other point by the save amount). Second, perform the rotation of all points by the angle theta. Third, transform the pivot back(once again transforming all other points as well).

Now all of this may seem to be a costly maneuver, but the fact is that we can roll all of these into a single matrix multiplication, using homogeneous coordinates:

where

form one matrix.

Fig. 2 shows the multiplication of a homogeneous coordinate and a translation matrix. Please verify that this results in (X+dx,Y+dy) (if unfamiliar with matrix multiplication see mult procedure in program).

Similarly figure 3 shows multiplication with a rotation matrix - an exact translation of our rotation equations in matix form.

So the translation, rotation, and inverse translation matrices are as shown in figure 4. Which forms one matrix to be multiplied times the vertices.

The following program allows the user to enter in points with the mouse until a key is pressed. At that time the user then uses the mouse to enter a pivot point. The program uses the pivot point to form the translation and inverse translation matrices(from the x and y coordinates). The program then forms a rotation matrix of a constant rotation angle(Π/20) and calculates the new vertices based on the values of the old ones. The program undraws the old lines and redraws the new and calculates again until the object has rotated through a shift of 4Π(2 rotations). press the mouse button again to exit program.

Once again, I point out that the code does not follow the user guidelines, but then it is not exactly meant to be an application in itself. Build your own program around it and see what you can do. One suggestion is to cancel the erasing of the object to achieve spirograph patterns. I think too many of the submissions to MacTutor contain an interface that we all know too well, and for those just interested in the algorithms it can mean a lot of extra work. Have Fun.

/* 2 */

#include<math.h>
int errno;

void mult();  /*out matrix mult proc*/
/*floating value of points to avoid roundoff*/
typedef struct rec {float h,v;} points;
main()
{
  int buttondown=0, /*flagg for mouse       */
      n=-1,         /*number of vertices    */
      keypressed=0, /*flagg for key         */
      flip=0,       /*to allow alternating  */
      flop=1,       /*vertices to be drawn  */
      i;            /*array counter         */
  float x,          /*angle counter         */
      T[3][3],      /*translation matrix    */
      Tinv[3][3],   /*translate back        */
      Rz[3][3],     /*rotate matrix         */
      c[3][3],      /*result of T&R         */
      d[3][3];      /*result of c&Tinv      */
  long curtick,     /*for delay loop        */
       lastick;     /*for delay loop        */
  EventRecord nextevent;/*to get mouse&key  */
  Point origin,dummy;   /*pivot and locator */
  points points[2][30];/*vertices(don’t draw Eiffel tower)  */
  WindowPtr scnwdw;    /*window pointer     */
  Rect      scnrect;   /*window rect        */
/*************************************
*  Set things up                     *
*************************************/
InitGraf(&thePort);
InitFonts();
InitWindows();
InitDialogs((Ptr)0L);
TEInit();
InitMenus();
scnrect=screenBits.bounds;
InsetRect(&scnrect,10,25);
scnwdw=NewWindow(0,&scnrect,”\p”,TRUE,dBoxProc, -1,FALSE,0);
SetPort(scnwdw);
InitCursor();
  
/*************************************
*  Get points                        *
*************************************/
  while(!keypressed)
  {
    buttondown=0;
    SystemTask();
    if(GetNextEvent(-1,&nextevent))
      if(nextevent.what==mouseDown) buttondown=1;
      else if(nextevent.what==keyDown) keypressed=1;
    if(buttondown) /*get a point and draw it*/ 
    {
      GetMouse(&dummy);
      points[0][++n].h=dummy.h;points[0][n].v=dummy.v; 
      if(n==0)
        MoveTo((int)points[0][0].h,(int)points[0][0].v);
      LineTo((int)points[0][n].h,(int)points[0][n].v);
    } /*end of get point*/
  }  /*end of get points*/
  
/*************************************
*  Get origin                        *
*************************************/
  buttondown=0;
  do
  {
    SystemTask();
    if(GetNextEvent(-1,&nextevent))
      if(nextevent.what==mouseDown) buttondown=1;
  }while(!buttondown);
  GetMouse(&origin);
  
/*************************************
*  Make translation matrix           *
*************************************/
  T[0][0]=1;T[0][1]=0;T[0][2]=0;
  T[1][0]=0;T[1][1]=1;T[1][2]=0;
  T[2][0]=-origin.h;T[2][1]=-origin.v;T[2][2]=1;
  Tinv[0][0]=1;Tinv[0][1]=0;Tinv[0][2]=0;
  Tinv[1][0]=0;Tinv[1][1]=1;Tinv[1][2]=0;
  Tinv[2][0]=origin.h;Tinv[2][1]=origin.v;Tinv[2][2]=1;
  Rz[0][2]=0;Rz[1][2]=0;Rz[2][0]=0;Rz[2][1]=0;Rz[2][2]=1;
/*************************************
*  Rotate                            *
*************************************/
  x=0.157;  /*rotation angle - about 9 degrees*/
  Rz[0][0]=Rz[1][1]=cos(x);Rz[0][1]=sin(x);
  Rz[1][0]=-Rz[0][1];
  mult(T,Rz,c);
  mult(c,Tinv,d);
  for(x=.157;x<=12.56;x+=0.157)
  {
    flip++;flip=flip%2;flop++;flop=flop%2;
    for(i=0;i<=n;i++)
    {
      points[flip][i].h=points[flop][i].h*d[0][0]
                    +points[flop][i].v*d[1][0]+1*d[2][0];
      points[flip][i].v=points[flop][i].h*d[0][1]
                    +points[flop][i].v*d[1][1]+1*d[2][1];
    }  /*end update points*/
    ForeColor(whiteColor);  /*undraw flop*/
    lastick=TickCount(); /*time delay for retace to improve animation*/
    do{curtick=TickCount();} while(lastick+1>curtick);
    MoveTo((int)points[flop][0].h,(int)points[flop][0].v);
    for(i=1;i<=n;i++) LineTo((int)points[flop][i].h,(int)points[flop][i].v);
    ForeColor(blackColor);  /*draw flip*/
    lastick=TickCount();    
    do{curtick=TickCount();} while(lastick+1>curtick);
    MoveTo((int)points[flip][0].h,(int)points[flip][0].v);
    for(i=1;i<=n;i++) LineTo((int)points[flip][i].h,(int)points[flip][i].v);
  }  /*end rotate*/
    
/*************************************
*  End everything                    *
*************************************/
  buttondown=0;
  do
  {
    SystemTask();
    if(GetNextEvent(-1,&nextevent))
      if(nextevent.what==mouseDown) buttondown=1;
  }while(!buttondown);
DisposeWindow(scnwdw);
}  /*program end*/

void mult(A,B,C)
  float A[][3],B[][3],C[][3];
{
  int i,j,k;
  
  for(i=0;i<=2;i++)
    for(j=0;j<=2;j++)
    {
      C[i][j]=0.0;
      for(k=0;k<=2;k++)
        C[i][j]+=A[i][k]*B[k][j];
    }
}  /*end mult*/

3D Modeling & Rotation

The main thrust of this exercise is to extend the line art rotation into 3D object rotation using the same techniques as the 2D, while also implementing parallel projection as our means of 3D modeling.

The first part of the exercise requires that we define an object in a structure that we can easily manipulate. Using a cube for simplicity, we will start by defining the center of the cube and an array of vertices, vertex[2][# of pts] (see GetPoints in program). Referring to fig. 1, each vertex corresponds to a corner of the cube. The second dimension of the array is to provide a destination for transformed vertices. Having both sets will allow us to undraw and immediately redraw the shape - minimizing the hangtime between redrawing allows for smoother animation.

Figure 1.

Next let us construct an array of lines connecting these vertices. Each element of the line array refers to the index of the beginning and ending vertex of that particular line. This array will never change. Think of when you roll a die - the edges still go between the same corners, but the position of the corners has changed.

The next construct is the translation and inverse translation matrixes. As in 2D rotation, we must transform our local center of rotation to the origin, rotate, then translate back.

The idea of homogeneous coordinates was introduced in the last article and is now extended into 3D by adding a fourth term. Fig. 2 shows our homogeneous coordinate as a 1x4 matrix times our translation matrix(4x4). The purpose of this multiplication is to add a dx, dy and dz to every point, in order to center our vertices about the origin. Please verify that the matrix multiplication results in X+dx,Y+dy,Z+dz (if unfamiliar with matrix multiplication see matmult in program).

Figure 2.

Now we once again reach the challenging concept of rotation. Although similar to 2D, we now have the option of rotating around the X and Y as well as the Z-axis.

The simplest, rotation about the z-axis, is just as in our 2D rotations, because none of the z-values change. If this is hard to understand, think about this: if you look straight down a pencil with the point a foot away from you and spin it a half turn, the point is still a foot away, but the writing is now on the other side. The equations for the changes in the X and Y are as follows:

  Xnew=XoldCos(Ø) + YoldSin(Ø)
  Ynew=-XoldSin(Ø) + YoldCos(Ø)

The 3D representation in matrix form with a vertex multiplication is in fig. 3. And the proof of all this is in that dusty old trigonometry book up on your shelf. (once again direct multiplication of fig. 3 will yield the preceding equations).

Figure 3.

Similarly rotation about the X axis changes none of the x-values, and rotation about Y changes none of the y-values. The transformation equations are given as follows:

Rotation about the X:

 Ynew=YoldCos(Ø) + ZoldSin(Ø)
 Znew=-YoldSin(Ø)+ZoldCos(Ø)

Rotation about the Y:

   Xnew=XoldCos(Ø) - ZoldSin(Ø)
 Znew=XoldSin(Ø) + ZoldCos(Ø)

The corresponding matrices are shown in figures 4 and 5.

Figure 4.

Figure 5.

Once again we will construct a new array of vertices from a single transformation matrix formed from the translation to the origin, rotation about an axis, and translation back. Therefore creating the new vertices:

 Vnew=Vold*T*Rz*Tinv

or after combining T*Rz*Tinv into a single Master Transformation(MT):

 Vnew=Vold*MT

Finally the trick of parallel projection when viewing an object from down the Z axis is that all you have to do is draw lines between the x,y components of the points (ignore the z). For those mathematically inclined, you will realize that this is just the projection of those 3D lines on the X-Y plane (see fig. 6).

Figure 6.

The particular stretch of code I’ve included implements this transformation on the cube for rotation along the X and Y axes of the center of the cube using the arrow keys. The successive transformations of the vertices are loaded into the flip of the array (vertex[flip][pnt.#]). Then the flop is undrawn while the flip is drawn as mentioned previously and flip and flop are changed to their corresponding 0 or 1.

After launching, the application immediately draws the cube and then rotates it in response to the arrows. The program exits after a single mouse click.

Once again the code is not intended to match up to the guidelines - but is intended for use with other code or simple instructional purposes. It is concise as possible and should be easy to type in. A quick change to numofpts and numoflines as well as your own vertex and and line definitions would allow you to spin your favorite initial into its most flattering orientation.

The inspiration for this program came from the floating couch problem presented in Dirk Gently’s Holistic Detective Agency, by Douglas Adams. If enough interest is shown, perhaps a future article would include hidden line removal and color rendering techniques. After all, it was a red couch.

One last suggestion for those truly interested is to pull your shape definition in from a 3D cad program that will export in text format, such as Super 3D or AutoCad.

Anyway, on with the show

/* 3 */

#include<math.h>
/* Following is inline macro for drawing lines */
#define viewpts(s) {for(i=0;i<numoflns;i++)  \
                     { MoveTo((int)vertex[s][line[i].v1].x,  \
                       (int)vertex[s][line[i].v1].y); \
                       LineTo((int)vertex[s][line[i].v2].x, \
                       (int)vertex[s][line[i].v2].y); }}  
 
#define numofpts 8 /* A cube has eight vertices */
#define numoflns 12    /* lines for every face. */

/* the following are the data structs for vertices and lines*/ typedef 
struct rec1 {float x,y,z;} point3d;
typedef struct rec2 {int v1,v2;} edge;
void mult();/* Matrices multiplication */

main()
{
  point3d vertex[2][8], /* array of 3D pts   */
          center;/* centroid of cube */
  edge    line[12];/* array of lines */
  int     buttondown=0, /* mousedwn flag(for prog end)*/
          keypressed=0,       /* keydwn flg(for arrows)     */
          flip=0,             /* This is index for vertex so*/
          flop=1,             /* can undraw flip & draw flop*/
          i,                  /* counter           */
          rot=0; /* Flag for direction of rotat*/
  long    low;   /* low word of keydwn message */
  float   a,/* Particular angle of rotat     */
          R[4][4], /* Rotation matrix*/
          c[4][4], /* Product of trans & rot mats*/
          d[4][4], /* Product of c and inv trans */
          T[4][4],Tinv[4][4], /* Translation & inv trans    */
          x=0.087266;/* Algle of rot in rad  */
  EventRecord nextevent;
  KeyMap    thekeys;
  WindowPtr scnwdw;
  Rect      scnrect;
/*********************************************
*  Set things up *
*********************************************/
InitGraf(&thePort);
InitFonts();
FlushEvents(everyEvent,0);
InitWindows();
InitMenus();
TEInit();
InitDialogs(0);
InitCursor();
scnrect=screenBits.bounds;
InsetRect(&scnrect,50,50);
scnwdw=NewWindow(0,&scnrect,”\p”,TRUE,dBoxProc,-1,FALSE,0);
  
/*********************************************
*  Get points. Arbitrary cube.*
*********************************************/
center.x=300;center.y=200;center.z=120;
vertex[0][0].x=280;vertex[0][0].y=220;vertex[0][0].z=100;
vertex[0][1].x=320;vertex[0][1].y=220;vertex[0][1].z=100;
vertex[0][2].x=320;vertex[0][2].y=180;vertex[0][2].z=100;
vertex[0][3].x=280;vertex[0][3].y=180;vertex[0][3].z=100;
vertex[0][4].x=280;vertex[0][4].y=220;vertex[0][4].z=140;
vertex[0][5].x=320;vertex[0][5].y=220;vertex[0][5].z=140;
vertex[0][6].x=320;vertex[0][6].y=180;vertex[0][6].z=140;
vertex[0][7].x=280;vertex[0][7].y=180;vertex[0][7].z=140;
line[0].v1=0;line[0].v2=1;
line[1].v1=1;line[1].v2=2;
line[2].v1=2;line[2].v2=3;
line[3].v1=3;line[3].v2=0;
line[4].v1=0;line[4].v2=4;
line[5].v1=1;line[5].v2=5;
line[6].v1=2;line[6].v2=6;
line[7].v1=3;line[7].v2=7;
line[8].v1=4;line[8].v2=5;
line[9].v1=5;line[9].v2=6;
line[10].v1=6;line[10].v2=7;
line[11].v1=7;line[11].v2=4;
T[0][0]=1;T[0][1]=0;T[0][2]=0;T[0][3]=0;
T[1][0]=0;T[1][1]=1;T[1][2]=0;T[1][3]=0;
T[2][0]=0;T[2][1]=0;T[2][2]=1;T[2][3]=0;
T[3][0]=-center.x;T[3][1]=-center.y;T[3][2]=-center.z;T[3][3]=1;
Tinv[0][0]=1;Tinv[0][1]=0;Tinv[0][2]=0;Tinv[0][3]=0;
Tinv[1][0]=0;Tinv[1][1]=1;Tinv[1][2]=0;Tinv[1][3]=0;
Tinv[2][0]=0;Tinv[2][1]=0;Tinv[2][2]=1;Tinv[2][3]=0;
Tinv[3][0]=center.x;Tinv[3][1]=center.y;Tinv[3][2]=center.z;Tinv[3][3]=1;

/*********************************************
*  Rotate *
*********************************************/
viewpts(flip);   /* This draws first set of pts*/
  while(!buttondown) /* Mini event loop*/
  {
    keypressed=0;
    SystemTask();
    if(GetNextEvent(-1,&nextevent))
      if(nextevent.what==mouseDown) buttondown=1;
      else if(nextevent.what==keyDown) keypressed=1;
      else if(nextevent.what==autoKey) keypressed=1;
    if(keypressed) /* Find out which one     */
    {
      keypressed=0;
      low=LoWord(nextevent.message);
      low=BitShift(low,-8);
      if(low==126) {rot=1;a=-x;} /* Set dir flag and-*/
      if(low==124) {rot=2;a=-x;} /* angle(pos or neg */
      if(low==125) {rot=3;a=x;}
      if(low==123) {rot=4;a=x;}
      switch(rot)
      {
        case 1:/* Both of these are rot about the X axis */
        case 3: R[0][0]=1;R[0][1]=0;R[0][2]=0;R[0][3]=0;
 R[1][0]=0;R[1][1]=cos(a);R[1][2]=sin(a);R[1][3]=0;
 R[2][0]=0;R[2][1]=-sin(a);R[2][2]=cos(a);R[2][3]=0;
 R[3][0]=0;R[3][1]=0;R[3][2]=0;R[3][3]=1;break;
        case 2:/* Both of these are rot about the Y axis */
        case 4: 
 R[0][0]=cos(a);
 R[0][1]=0;R[0][2]=-sin(a);R[0][3]=0;
       R[1][0]=0;R[1][1]=1;R[1][2]=0;R[1][3]=0;
       R[2][0]=sin(a);R[2][1]=0;R[2][2]=cos(a);R[2][3]=0;
       R[3][0]=0;R[3][1]=0;R[3][2]=0;R[3][3]=1;break;
      }  /*end switch*/
      mult(T,R,c); /* Combine trans & rotation */
      mult(c,Tinv,d);/* Combine that and inv trans */
      flip++;flip=flip%2;flop++;flop=flop%2; /* flip flop   */
      /* The following actually calculates new vert of rotat*/
      for(i=0;i<numofpts;i++)
      {
        vertex[flip][i].x=vertex[flop][i].x*d[0][0]
                    +vertex[flop][i].y*d[1][0]
                    +vertex[flop][i].z*d[2][0]
                    +1*d[3][0];
        vertex[flip][i].y=vertex[flop][i].x*d[0][1]
                    +vertex[flop][i].y*d[1][1]
                    +vertex[flop][i].z*d[2][1]
                    +1*d[3][1];
        vertex[flip][i].z=vertex[flop][i].x*d[0][2]
                    +vertex[flop][i].y*d[1][2]
                    +vertex[flop][i].z*d[2][2]
                    +1*d[3][2];
       }
       ForeColor(whiteColor);
       viewpts(flop);/* Undraw*/
       ForeColor(blackColor);
       viewpts(flip);/* Draw*/
    }  /*end update points*/
  }

/*********************************************
*  End everything*
*********************************************/
DisposeWindow(scnwdw);
}  /*program end*/

void mult(A,B,C)
  float A[][4],B[][4],C[][4];
{
  int i,j,k;
  
  for(i=0;i<=3;i++)
    for(j=0;j<=3;j++)
    {
      C[i][j]=0.0;
      for(k=0;k<=3;k++)
        C[i][j]+=A[i][k]*B[k][j];
    }
}  /*end mult*/

 
AAPL
$501.11
Apple Inc.
+2.43
MSFT
$34.64
Microsoft Corpora
+0.15
GOOG
$898.03
Google Inc.
+16.02

MacTech Search:
Community Search:

Software Updates via MacUpdate

Paperless 2.3.1 - Digital documents mana...
Paperless is a digital documents manager. Remember when everyone talked about how we would soon be a paperless society? Now it seems like we use paper more than ever. Let's face it - we need and we... Read more
Apple HP Printer Drivers 2.16.1 - For OS...
Apple HP Printer Drivers includes the latest HP printing and scanning software for Mac OS X 10.6, 10.7 and 10.8. For information about supported printer models, see this page.Version 2.16.1: This... Read more
Yep 3.5.1 - Organize and manage all your...
Yep is a document organization and management tool. Like iTunes for music or iPhoto for photos, Yep lets you search and view your documents in a comfortable interface, while offering the ability to... Read more
Apple Canon Laser Printer Drivers 2.11 -...
Apple Canon Laser Printer Drivers is the latest Canon Laser printing and scanning software for Mac OS X 10.6, 10.7 and 10.8. For information about supported printer models, see this page.Version 2.11... Read more
Apple Java for Mac OS X 10.6 Update 17 -...
Apple Java for Mac OS X 10.6 delivers improved security, reliability, and compatibility by updating Java SE 6.Version Update 17: Java for Mac OS X 10.6 Update 17 delivers improved security,... Read more
Arq 3.3 - Online backup (requires Amazon...
Arq is online backup for the Mac using Amazon S3 and Amazon Glacier. It backs-up and faithfully restores all the special metadata of Mac files that other products don't, including resource forks,... Read more
Apple Java 2013-005 - For OS X 10.7 and...
Apple Java for OS X 2013-005 delivers improved security, reliability, and compatibility by updating Java SE 6 to 1.6.0_65. On systems that have not already installed Java for OS X 2012-006, this... Read more
DEVONthink Pro 2.7 - Knowledge base, inf...
Save 10% with our exclusive coupon code: MACUPDATE10 DEVONthink Pro is your essential assistant for today's world, where almost everything is digital. From shopping receipts to important research... Read more
VirtualBox 4.3.0 - x86 virtualization so...
VirtualBox is a family of powerful x86 virtualization products for enterprise as well as home use. Not only is VirtualBox an extremely feature rich, high performance product for enterprise customers... Read more
Merlin 2.9.2 - Project management softwa...
Merlin is the only native network-based collaborative Project Management solution for Mac OS X. This version offers many features propelling Merlin to the top of Mac OS X professional project... Read more

Briquid Gets Updated with New Undo Butto...
Briquid Gets Updated with New Undo Button, Achievements, and Leaderboards, on Sale for $0.99 Posted by Andrew Stevens on October 16th, 2013 [ | Read more »
Halloween – iLovecraft Brings Frightenin...
Halloween – iLovecraft Brings Frightening Stories From Author H.P. | Read more »
The Blockheads Creator David Frampton Gi...
The Blockheads Creator David Frampton Gives a Postmortem on the Creation Process of the Game Posted by Andrew Stevens on October 16th, 2013 [ permalink ] Hey, a | Read more »
Sorcery! Enhances the Gameplay in Latest...
Sorcery! | Read more »
It Came From Australia: Tiny Death Star
NimbleBit and Disney have teamed up to make Star Wars: Tiny Death Star, a Star Wars take on Tiny Tower. Right now, the game is in testing in Australia (you will never find a more wretched hive of scum and villainy) but we were able to sneak past... | Read more »
FIST OF AWESOME Review
FIST OF AWESOME Review By Rob Rich on October 16th, 2013 Our Rating: :: TALK TO THE FISTUniversal App - Designed for iPhone and iPad A totalitarian society of bears is only the tip of the iceberg in this throwback brawler.   | Read more »
PROVERBidioms Paints English Sayings in...
PROVERBidioms Paints English Sayings in a Picture for Users to Find Posted by Andrew Stevens on October 16th, 2013 [ permalink ] | Read more »
OmniFocus 2 for iPhone Review
OmniFocus 2 for iPhone Review By Carter Dotson on October 16th, 2013 Our Rating: :: OMNIPOTENTiPhone App - Designed for the iPhone, compatible with the iPad OmniFocus 2 for iPhone is a task management app for people who absolutely... | Read more »
Ingress – Google’s Augmented-Reality Gam...
Ingress – Google’s Augmented-Reality Game to Make its Way to iOS Next Year Posted by Andrew Stevens on October 16th, 2013 [ permalink ] | Read more »
CSR Classics is Full of Ridiculously Pre...
CSR Classics is Full of Ridiculously Pretty Classic Automobiles Posted by Rob Rich on October 16th, 2013 [ permalink ] | Read more »

Price Scanner via MacPrices.net

Apple Store Canada offers refurbished 11-inch...
 The Apple Store Canada has Apple Certified Refurbished 2013 11″ MacBook Airs available starting at CDN$ 849. Save up to $180 off the cost of new models. An Apple one-year warranty is included with... Read more
Updated MacBook Price Trackers
We’ve updated our MacBook Price Trackers with the latest information on prices, bundles, and availability on MacBook Airs, MacBook Pros, and the MacBook Pros with Retina Displays from Apple’s... Read more
13-inch Retina MacBook Pros on sale for up to...
B&H Photo has the 13″ 2.5GHz Retina MacBook Pro on sale for $1399 including free shipping. Their price is $100 off MSRP. They have the 13″ 2.6GHz Retina MacBook Pro on sale for $1580 which is $... Read more
AppleCare Protection Plans on sale for up to...
B&H Photo has 3-Year AppleCare Warranties on sale for up to $105 off MSRP including free shipping plus NY sales tax only: - Mac Laptops 15″ and Above: $244 $105 off MSRP - Mac Laptops 13″ and... Read more
Apple’s 64-bit A7 Processor: One Step Closer...
PC Pro’s Darien Graham-Smith reported that Canonical founder and Ubuntu Linux creator Mark Shuttleworth believes Apple intends to follow Ubuntu’s lead and merge its desktop and mobile operating... Read more
MacBook Pro First, Followed By iPad At The En...
French site Info MacG’s Florian Innocente says he has received availability dates and order of arrival for the next MacBook Pro and the iPad from the same contact who had warned hom of the arrival of... Read more
Chart: iPad Value Decline From NextWorth
With every announcement of a new Apple device, serial upgraders begin selling off their previous models – driving down the resale value. So, with the Oct. 22 Apple announcement date approaching,... Read more
SOASTA Survey: What App Do You Check First in...
SOASTA Inc., the leader in cloud and mobile testing announced the results of its recent survey showing which mobile apps are popular with smartphone owners in major American markets. SOASTA’s survey... Read more
Apple, Samsung Reportedly Both Developing 12-...
Digitimes’ Aaron Lee and Joseph Tsai report that Apple and Samsung Electronics are said to both be planning to release 12-inch tablets, and that Apple is currently cooperating with Quanta Computer on... Read more
Apple’s 2011 MacBook Pro Lineup Suffering Fro...
Appleinsider’s Shane Cole says that owners of early-2011 15-inch and 17-inch MacBook Pros are reporting issues with those models’ discrete AMD graphics processors, which in some cases results in the... Read more

Jobs Board

*Apple* Retail - Manager - Apple (United Sta...
Job SummaryKeeping an Apple Store thriving requires a diverse set of leadership skills, and as a Manager, youre a master of them all. In the stores fast-paced, dynamic Read more
*Apple* Support / *Apple* Technician / Mac...
Apple Support / Apple Technician / Mac Support / Mac Set up / Mac TechnicianMac Set up and Apple Support technicianThe person we are looking for will have worked Read more
Senior Mac / *Apple* Systems Engineer - 318...
318 Inc, a top provider of Apple solutions is seeking a new Senior Apple Systems Engineer to be based out of our Santa Monica, California location. We are a Read more
*Apple* Retail - Manager - Apple Inc. (Unite...
Job Summary Keeping an Apple Store thriving requires a diverse set of leadership skills, and as a Manager, you’re a master of them all. In the store’s fast-paced, Read more
*Apple* Solutions Consultant - Apple (United...
**Job Summary** Apple Solutions Consultant (ASC) - Retail Representatives Apple Solutions Consultants are trained by Apple on selling Apple -branded products Read more
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.