TweetFollow Us on Twitter

Event Programming
Volume Number:8
Issue Number:6
Column Tag:Getting Started

Related Info: Event Manager

Event-Based Programming

How a Mac program communicates with the user.

By Dave Mark, MacTutor Regular Contributing Author

So far, you’ve learned how to call Macintosh Toolbox routines in both C and Pascal. You’ve also learned a bit about resource management, mastering the art of WIND based window creation. You’re now ready to take the next step towards Macintosh guru-dom.

Event-based Programming

Most the programs we’ve created together have one thing in common. Each performs its main function, then sits there waiting for a mouse click using this piece of code:

/* 1 */

while ( ! Button() )
 ;

This chunk of code represents the only mechanism the user has to communicate with the program. In other words, the only way a user can talk to one of our programs is to click the mouse to make the program disappear! This month’s program is going to change all that.

One of the most important parts of the Macintosh Toolbox is the Event Manager. The Event Manager tracks all user actions, translating these actions into a form that’s perfect for your program. Each action is packaged into an event record and each event record is placed on the end of the application’s event queue.

For example, when the user presses the mouse button, a mouseDown event record is created. The record describes the mouseDown in detail, including such information as the location, in screen coordinates, of the mouse when the click occurred, and the time of the event, in ticks (60ths of a second) since system startup. When the user releases the mouse button, a second event, called a mouseUp event is queued.

If the user presses a key, a keyDown event is queued, providing all kinds of information describing the key that was pressed. An autoKey event is queued when a key is held down longer than a pre-specified autoKey threshold.

Though there are lots of different events, this month we’re going to focus on four of them: mouseDown, mouseUp, keyDown, and autoKey. Next month we’ll look at some of the others.

Working With Events

Events are the lifeline between your user and your program. They let your program know what your user is up to. Programming with events requires a whole new way of thinking. Up until this point, our programs have been sequential. Initialize the Toolbox, load a WIND resource, show the window, draw in it, wait for a mouse click, then exit.

Event programming follows a more iterative path. Check out the flowchart in Figure 1. From now on, our programs will look like this. First, we’ll perform our program’s initialization. This includes initializing the Toolbox, loading any needed resources, perhaps even opening a window or two. Once initialized, your program will enter the main event loop.

Figure 1. The main event loop flowchart.

The Main Event Loop

In the main event loop, your program uses a Toolbox function named WaitNextEvent() to retrieve the next event from the event queue. Depending on the type of event retrieved, your program will respond accordingly. A mouseDown might be passed to a routine that handles mouse clicks, for example. A keyDown might be passed to a text handling routine. At some point, some event will signal that the program should exit. Typically, it will be a keyDown with the key sequence Q or a mouseDown with the mouse on the Quit menu item. If If it’s not time to exit the program yet, your program goes back to the top of the event loop and retrieves another event, starting the process all over again.

WaitNextEvent() returns an event in the form of an EventRecord struct:

/* 2 */

struct EventRecord
{
    short what;
    longmessage;
    longwhen;
    Point where;
    short modifiers;
};

The what field tells you what kind of event was returned. As I said before, this month we’ll only look at mouseDown, mouseUp, keyDown, and autoKey events, though there are lots more. Depending on the value of the what field, the message field contains four bytes of descriptive information. when tells you when the event occurred, and where tells you where the mouse was when the event occurred. Finally, the modifiers field tells you the state of the control, option, command and shift modifier keys when the event occurred.

EventMaster

This month’s program, EventMaster, displays four lines, one for each of the events we’ve covered so far. As EventMaster processes an event, it highlights that line. For example, Figure 1 shows EventMaster immediately after it processed a mouseDown event.

Figure 2. EventMaster in action.

EventMaster requires a single resource of type WIND. Create a folder called EventMaster in your Development folder. Next, open ResEdit and create a new resource file named EventMaster.Π.rsrc inside the EventMaster folder. Create a new WIND resource according to the specs shown in Figure 3. Make sure the resource ID is set to 128 and the Close Box checkbox is checked. Select Set ‘WIND’ Characteristics from the WIND menu and set the window title to EventMaster. Quit ResEdit, saving your changes.

Figure 3. The WIND resource specifications.

Running EventMaster

Launch THINK C and create a new project named EventMaster.Π in the EventMaster folder. Add MacTraps to the project. Select New from the File menu and type this source code in the window that appears:

/* 3 */

#include <Values.h>

#define kBaseResID 128
#define kMoveToFront (WindowPtr)-1L
#define kSleep   MAXLONG

#define kRowHeight 14
#define kFontSize9

#define kMouseDown 1
#define kMouseUp 2
#define kKeyDown 3
#define kAutoKey 4

/*************/
/*  Globals  */
/*************/

Boolean gDone;
short   gLastEvent = 0;

/***************/
/*  Functions  */
/***************/

void  ToolBoxInit( void );
void  WindowInit( void );
void  EventLoop( void );
void  DoEvent( EventRecord *eventPtr );
void  HandleMouseDown( EventRecord *eventPtr );
void  DrawContents( void );
void  SelectEvent( short eventType );
void  DrawFrame( short eventType );

/******************************** main *********/

void  main( void )
{
 ToolBoxInit();
 WindowInit();
 
 EventLoop();
}

/*********************************** ToolBoxInit */

void  ToolBoxInit( void )
{
 InitGraf( &thePort );
 InitFonts();
 InitWindows();
 InitMenus();
 TEInit();
 InitDialogs( nil );
 InitCursor();
}

/******************************** WindowInit *********/

void  WindowInit( void )
{
 WindowPtrwindow;
 
 window = GetNewWindow( kBaseResID, nil, kMoveToFront );
 
 if ( window == nil )
 {
 SysBeep( 10 );  /*  Couldn’t load the WIND resource!!!  */
 ExitToShell();
 }
 
 SetPort( window );
 TextSize( kFontSize );
 
 ShowWindow( window );
}

/******************************** EventLoop *********/

void  EventLoop( void )
{
 EventRecordevent;
 
 gDone = false;
 while ( gDone == false )
 {
 if ( WaitNextEvent( everyEvent, &event, kSleep, nil ) )
 DoEvent( &event );
 }
}

/************************************* DoEvent *********/

void  DoEvent( EventRecord *eventPtr )
{
 switch ( eventPtr->what )
 {
 case mouseDown:
 SelectEvent( kMouseDown );
 HandleMouseDown( eventPtr );
 break;
 case mouseUp:
 SelectEvent( kMouseUp );
 break;
 case keyDown:
 SelectEvent( kKeyDown );
 break;
 case autoKey:
 SelectEvent( kAutoKey );
 break;
 case updateEvt:
 BeginUpdate( (WindowPtr)eventPtr->message );
 DrawContents();
 EndUpdate( (WindowPtr)eventPtr->message );
 }
}

/******************************** HandleMouseDown *********/

void  HandleMouseDown( EventRecord *eventPtr )
{
 WindowPtrwindow;
 short  thePart;
 
 thePart = FindWindow( eventPtr->where, &window );
 
 if ( thePart == inGoAway )
 gDone = true;
}

/******************************** DrawContents *********/

void  DrawContents( void )
{
 short  i;
 WindowPtrwindow;
 
 window = FrontWindow();
 
 for ( i=1; i<=3; i++ )
 {
 MoveTo( 0, (kRowHeight * i) - 1 );
 LineTo( window->portRect.right,
 (kRowHeight * i) - 1 );
 }
 
 MoveTo( 4, 9 );
 DrawString( “\pmouseDown” );
 
 MoveTo( 4, 9 + kRowHeight );
 DrawString( “\pmouseUp” );
 
 MoveTo( 4, 9 + kRowHeight*2 );
 DrawString( “\pkeyDown” );
 
 MoveTo( 4, 9 + kRowHeight*3 );
 DrawString( “\pautoKey” );
 
 if ( gLastEvent != 0 )
 DrawFrame( gLastEvent );
}

/************************************* SelectEvent ********/

void  SelectEvent( short eventType )
{
 Rect   r;
 WindowPtrwindow;
 
 window = FrontWindow();
 r = window->portRect;
 
 if ( gLastEvent != 0 )
 {
 ForeColor( whiteColor );
 DrawFrame( gLastEvent );
 ForeColor( blackColor );
 }
 
 DrawFrame( eventType );
 
 gLastEvent = eventType;
}

/************************************* DrawFrame *********/

void  DrawFrame( short eventType )
{
 Rect   r;
 WindowPtrwindow;
 
 window = FrontWindow();
 r = window->portRect;
 
 r.top = kRowHeight * (eventType - 1);
 r.bottom = r.top + kRowHeight - 1;
 
 FrameRect( &r );
}

Once the source code is typed in, save the file as EventMaster.c. Select Add (not Add...) from the Source menu to add EventMaster.c to the project. Select Run from the Project menu to run EventMaster.

When the EventMaster appears, click the mouse in the window. The mouseDown line will highlight. When you let go of the mouse button, the mouseUp line will highlight. Try this a few times, till you can play the entire drum solo to “Wipeout” on your mouse.

Next, hit a key or two on your keyboard (try any key except one of the modifier keys control, option, shift or command). The keyDown line will highlight. Now press the key and hold it down for a while. After a brief delay, the autoKey line will highlight.

Once you’re done playing, click the mouse in the EventMaster window’s close box to exit the program.

Walking Through the EventMaster Source Code

EventMaster starts off by including the file <Values.h>, where the largest long, MAXLONG, is defined.

/* 4 */

#include <Values.h>

Next, a series of constants are defined. Some you know, some you don’t. The new ones will be explained as they are used in the code.

/* 5 */

#define kBaseResID 128
#define kMoveToFront (WindowPtr)-1L
#define kSleep   MAXLONG

#define kRowHeight 14
#define kFontSize9

#define kMouseDown 1
#define kMouseUp 2
#define kKeyDown 3
#define kAutoKey 4

The global gDone starts off with a value of false. When the mouse is clicked in the window’s close box, gDone will be set to true and the program will exit. gLastEvent keeps track of the last event that occurred, taking on a value of either kMouseDown, kMouseUp, kKeyDown, or kAutoKey. We do this so we can erase the old highlighting (if any) before we draw the new highlighting.

/* 6 */

Boolean gDone;
short   gLastEvent = 0;

As usual, our program includes a function prototype for all our functions.

/* 7 */

/***************/
/*  Functions  */
/***************/

void  ToolBoxInit( void );
void  WindowInit( void );
void  EventLoop( void );
void  DoEvent( EventRecord *eventPtr );
void  HandleMouseDown( EventRecord *eventPtr );
void  DrawContents( void );
void  SelectEvent( short eventType );
void  DrawFrame( short eventType );

main() starts by initializing the Toolbox and loading the WIND resource to build the EventMaster window.

/* 8 */

/******************************** main *********/

void  main( void )
{
 ToolBoxInit();
 WindowInit();

Next, we enter the main event loop.

/* 9 */

 EventLoop();
}

EventLoop() continuously loops on a call to WaitNextEvent(), waiting for something to set gDone to true. The first parameter to WaitNextEvent() tells you what kind of events you are interested in receiving. The constant everyEvent asks the system to send every event it handles. The second parameter is a pointer to an EventRecord. The third parameter tells the system how friendly your application is to other applications running at the same time. Basically, the number tells the system how many ticks you are willing to sleep while some other application gets some processing time. A high number is friendly. A low number makes you a processor hog. The last parameter specifies a home-base region for the mouse. If the mouse moves outside this region, the system will generate a special event, known as a mouse-moved event. Since we won’t be handling mouse-moved events, we’ll pass nil as this last parameter.

/* 10 */

/******************************** EventLoop *********/

void  EventLoop( void )
{
 EventRecordevent;
 
 gDone = false;
 while ( gDone == false )
 {

WaitNextEvent() will return true if it successfully retrieved an event from the event queue. In that case, we’ll process the event by passing it to DoEvent().

/* 11 */


 if ( WaitNextEvent( everyEvent, &event, kSleep, nil ) )
 DoEvent( &event );
 }
}

WaitNextEvent() is described in detail in Inside Macintosh, Volume VI, on page 5-29. If you get a chance, read chapter 5, which describes the Event Manager in detail. You might also want to refer to Chapter 4 in the 2nd edition of the Macintosh C Programming Primer.

DoEvent() switches on eventPtr->what, sending the appropriate constant to the routine SelectEvent(), which highlights the appropriate line in the EventMaster window.

/* 12 */

/************************************* DoEvent *********/

void  DoEvent( EventRecord *eventPtr )
{
 switch ( eventPtr->what )
 {

In the case of a mouseDown, we also pass the event on to our HandleMouseDown() routine, which will check for a mouseDown in the window’s close box.

/* 13 */

 case mouseDown:
 SelectEvent( kMouseDown );
 HandleMouseDown( eventPtr );
 break;
 case mouseUp:
 SelectEvent( kMouseUp );
 break;
 case keyDown:
 SelectEvent( kKeyDown );
 break;
 case autoKey:
 SelectEvent( kAutoKey );
 break;

OK, I know I promised we were only going to handle four event types this month, but I couldn’t help but sneak this one in here. An update event is generated by the system when the contents of your window need to be redrawn. We’ll get to updateEvt next month. In the meantime, if you want to force this code to execute, try triggering your screen dimmer, or cover the EventMaster window with another window and then uncover it..

/* 14 */

 case updateEvt:
 BeginUpdate( (WindowPtr)eventPtr->message );
 DrawContents();
 EndUpdate( (WindowPtr)eventPtr->message );
 }
}

HandleMouseDown() calls FindWindow() to find out in which window, and in which part of the window, the mouse was clicked.

/* 15 */

/******************************** HandleMouseDown *********/

void  HandleMouseDown( EventRecord *eventPtr )
{
 WindowPtrwindow;
 short  thePart;
 
 thePart = FindWindow( eventPtr->where, &window );

If the mouse was clicked in the close box (also known as the goaway box), set gDone to true.

/* 16 */

 if ( thePart == inGoAway )
 gDone = true;
}

DrawContents() draws the contents of the EventMaster window. Notice that the highlighting routine DrawFrame() is only called if a previous event has been handled.

/* 17 */

/******************************** DrawContents *********/

void  DrawContents( void )
{
 short  i;
 WindowPtrwindow;
 
 window = FrontWindow();
 
 for ( i=1; i<=3; i++ )
 {
 MoveTo( 0, (kRowHeight * i) - 1 );
 LineTo( window->portRect.right,
 (kRowHeight * i) - 1 );
 }
 
 MoveTo( 4, 9 );
 DrawString( “\pmouseDown” );
 
 MoveTo( 4, 9 + kRowHeight );
 DrawString( “\pmouseUp” );
 
 MoveTo( 4, 9 + kRowHeight*2 );
 DrawString( “\pkeyDown” );
 
 MoveTo( 4, 9 + kRowHeight*3 );
 DrawString( “\pautoKey” );
 
 if ( gLastEvent != 0 )
 DrawFrame( gLastEvent );
}

SelectEvent() erases the old highlighting (if it existed) and then draws the new highlighting.

/* 18 */

/************************************* SelectEvent  */

void  SelectEvent( short eventType )
{
 Rect   r;
 WindowPtrwindow;
 
 window = FrontWindow();
 r = window->portRect;
 
 if ( gLastEvent != 0 )
 {
 ForeColor( whiteColor );
 DrawFrame( gLastEvent );
 ForeColor( blackColor );
 }
 
 DrawFrame( eventType );
 
 gLastEvent = eventType;
}

DrawFrame() draws the highlighting rectangle.

/* 19 */

/************************************* DrawFrame *********/

void  DrawFrame( short eventType )
{
 Rect   r;
 WindowPtrwindow;
 
 window = FrontWindow();
 r = window->portRect;
 
 r.top = kRowHeight * (eventType - 1);
 r.bottom = r.top + kRowHeight - 1;
 
 FrameRect( &r );
}

Some Homework

To understand more about events, read the Event Manager chapters in Inside Macintosh, Volumes I and VI. You may have noticed that EventMaster left a lot of room on the right side of each of its event lines. Use this space as a scratch pad, drawing information culled from the EventRecord each time you process an event.

As an example, try writing out the contents of the when and where fields. How about pulling the character and key codes out of the message field of a keyDown event. Think of EventMaster as an event playground. Play. Learn.

Next Month and Pascal

Next month, we’ll dig into some events designed specifically for the Window Manager: update and activate events. Till then, I’ll leave you with a Pascal translation of the EventMaster program. See you next month...

program EventMaster;
 const
  kBaseResID = 128;
  kSleep = $FFFFFFFF;
  kRowHeight = 14;
  kFontSize = 9;
  kMouseDown = 1;
  kMouseUp = 2;
  kKeyDown = 3;
  kAutoKey = 4;

 var
  gDone: BOOLEAN;
  gLastEvent: INTEGER;

{----------------> DrawFrame<--}

 procedure DrawFrame (eventType: INTEGER);
  var
   r: Rect;
   window: WindowPtr;
 begin
  window := FrontWindow;
  r := window^.portRect;

  r.top := kRowHeight * (eventType - 1);
  r.bottom := r.top + kRowHeight - 1;

  FrameRect(r);
 end;

{----------------> SelectEvent<--}

 procedure SelectEvent (eventType: INTEGER);
  var
   r: Rect;
   window: WindowPtr;
 begin
  window := FrontWindow;
  r := window^.portRect;

  if gLastEvent <> 0 then
  begin
   ForeColor(whiteColor);
   DrawFrame(gLastEvent);
   ForeColor(blackColor);
  end;

  DrawFrame(eventType);

  gLastEvent := eventType;
 end;

{----------------> DrawContents  <--}

 procedure DrawContents;
  var
   i: INTEGER;
   window: WindowPtr;
 begin
  window := FrontWindow;

  for i := 1 to 3 do
  begin
   MoveTo(0, (kRowHeight * i) - 1);
   LineTo(window^.portRect.right, (kRowHeight * i) - 1);
  end;

  MoveTo(4, 9);
  DrawString(‘mouseDown’);

  MoveTo(4, 9 + kRowHeight);
  DrawString(‘mouseUp’);

  MoveTo(4, 9 + kRowHeight * 2);
  DrawString(‘keyDown’);

  MoveTo(4, 9 + kRowHeight * 3);
  DrawString(‘autoKey’);

  if gLastEvent <> 0 then
   DrawFrame(gLastEvent);
 end;

{----------------> HandleMouseDown <--}

 procedure HandleMouseDown (event: EventRecord);
  var
   window: WindowPtr;
   thePart: INTEGER;
 begin
  thePart := FindWindow(event.where, window);

  if thePart = inGoAway then
   gDone := true;
 end;

{----------------> DoEvent<--}

 procedure DoEvent (event: EventRecord);
 begin
  case event.what of
   mouseDown: 
   begin
    SelectEvent(kMouseDown);
    HandleMouseDown(event);
   end;
   mouseUp: 
    SelectEvent(kMouseUp);
   keyDown: 
    SelectEvent(kKeyDown);
   autoKey: 
    SelectEvent(kAutoKey);
   updateEvt: 
   begin
    BeginUpdate(WindowPtr(event.message));
    DrawContents;
    EndUpdate(WindowPtr(event.message));
   end;
  end;
 end;

{----------------> EventLoop<--}

 procedure EventLoop;
  var
   event: EventRecord;
 begin
  gDone := FALSE;

  while gDone = FALSE do
  begin
   if WaitNextEvent(everyEvent, event, kSleep, nil) then
    DoEvent(event);
  end;
 end;

{----------------> WindowInit <--}

 procedure WindowInit;
  var
   window: WindowPtr;
 begin
  window := GetNewWindow(kBaseResID, nil, WindowPtr(-1));

  if window = nil then
  begin
   SysBeep(10);
   ExitToShell;
  end;

  SetPort(window);
  TextSize(kFontSize);

  ShowWindow(window);
 end;

{----------------> EventMaster<--}

begin
 gLastEvent := 0;

 WindowInit;

 EventLoop;
end.

 
AAPL
$102.76
Apple Inc.
+0.51
MSFT
$44.91
Microsoft Corpora
+0.03
GOOG
$569.77
Google Inc.
+0.57

MacTech Search:
Community Search:

Software Updates via MacUpdate

VueScan 9.4.41 - Scanner software with a...
VueScan is a scanning program that works with most high-quality flatbed and film scanners to produce scans that have excellent color fidelity and color balance. VueScan is easy to use, and has... Read more
Cloud 3.0.0 - File sharing from your men...
Cloud is simple file sharing for the Mac. Drag a file from your Mac to the CloudApp icon in the menubar and we take care of the rest. A link to the file will automatically be copied to your clipboard... Read more
LibreOffice 4.3.1.2 - Free Open Source o...
LibreOffice is an office suite (word processor, spreadsheet, presentations, drawing tool) compatible with other major office suites. The Document Foundation is coordinating development and... Read more
SlingPlayer Plugin 3.3.20.505 - Browser...
SlingPlayer is the screen interface software that works hand-in-hand with the hardware inside the Slingbox to make your TV viewing experience just like that at home. It features an array of... Read more
Get Lyrical 3.8 - Auto-magically adds ly...
Get Lyrical auto-magically add lyrics to songs in iTunes. You can choose either a selection of tracks, or the current track. Or turn on "Active Tagging" to get lyrics for songs as you play them.... Read more
Viber 4.2.2 - Send messages and make cal...
Viber lets you send free messages and make free calls to other Viber users, on any device and network, in any country! Viber syncs your contacts, messages and call history with your mobile device,... Read more
Cocktail 7.6 - General maintenance and o...
Cocktail is a general purpose utility for OS X that lets you clean, repair and optimize your Mac. It is a powerful digital toolset that helps hundreds of thousands of Mac users around the world get... Read more
LaunchBar 6.1 - Powerful file/URL/email...
LaunchBar is an award-winning productivity utility that offers an amazingly intuitive and efficient way to search and access any kind of information stored on your computer or on the Web. It provides... Read more
Maya 2015 - Professional 3D modeling and...
Maya is an award-winning software and powerful, integrated 3D modeling, animation, visual effects, and rendering solution. Because Maya is based on an open architecture, all your work can be scripted... Read more
BBEdit 10.5.12 - Powerful text and HTML...
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

Latest Forum Discussions

See All

Stupeflix Has Released a Major Update fo...
Stupeflix Has Released a Major Update for Replay Posted by Jessica Fisher on August 29th, 2014 [ permalink ] iPhone App - Designed for the iPhone, compatible with the iPad | Read more »
ALONE… Review
ALONE… Review By Jennifer Allen on August 29th, 2014 Our Rating: :: MINIMALISTIC AND TOUGHUniversal App - Designed for iPhone and iPad Tough yet satisfying, ALONE… is a challenging endless flyer with some suitably sensitive... | Read more »
Hyperlapse Review
Hyperlapse Review By Jennifer Allen on August 28th, 2014 Our Rating: :: SPEEDY VIDEO SNAPSUniversal App - Designed for iPhone and iPad Want to make a great time-lapse video quickly? Hyperlapse is perfect for that.   | Read more »
Back To Bed Review
Back To Bed Review By Jennifer Allen on August 28th, 2014 Our Rating: :: STYLISH BUT LIMITEDUniversal App - Designed for iPhone and iPad It looks gorgeous, but Back to Bed is actually a fairly simple and uneventful puzzle game.   | Read more »
New Cars, New Locations, and a New Seaso...
New Cars, New Locations, and a New Season in Asphalt 8: Airborne Update Posted by Jessica Fisher on August 28th, 2014 [ permalink ] Universal App - Designed for iPhone and iPad | Read more »
Award Winning Children’s Book Bedtime fo...
Bedtime for Sarah Sullivan is a children’s storybook that emphasizes the importance of going to bed, dreams, and those magical moments right before being tucked in. Now Kelly Paniagua, author of the award-winning children’s book, is planning to... | Read more »
Happy Cube Death Arena Review
Happy Cube Death Arena Review By Jordan Minor on August 28th, 2014 Our Rating: :: CUBEDUniversal App - Designed for iPhone and iPad Happy Cube Death Arena is adorably violent, but very, very shallow.   | Read more »
8bit Doves, the New Game from Icebreaker...
8bit Doves, the New Game from Icebreaker Developers Nitrome, is Now Available – and in Four Colours Posted by Ellis Spice on August 28th, 2014 [ | Read more »
Ace Ferrara and the Dino Menace Review
Ace Ferrara and the Dino Menace Review By Nadia Oxford on August 28th, 2014 Our Rating: :: DINO-MYTEUniversal App - Designed for iPhone and iPad Ace Ferrara and the Dino Menace combines space combat and weird humor into a fun game... | Read more »
Draw Stuff, Win Prizes. Glorkian Warrior...
Draw Stuff, Win Prizes. | Read more »

Price Scanner via MacPrices.net

New 21″ 1.4GHz iMac on sale again for $999, s...
Best Buy has the new 21″ 1.4GHz iMac on sale for $999.99 on their online store. Their price is $100 off MSRP. Choose free shipping or free local store pick up. Price is for online orders only, in-... Read more
Smartphone Outlook Remains Strong for 2014, U...
According to a new mobile phone forecast from the International Data Corporation (IDC) Worldwide Quarterly Mobile Phone Tracker, more than 1.25 billion smartphones will be shipped worldwide in 2014,... Read more
Save up to $60 with Apple refurbished iPod to...
The Apple Store has Apple Certified Refurbished 5th generation iPod touches available starting at $149. Apple’s one-year warranty is included with each model, and shipping is free. Many, but not all... Read more
12-Inch MacBook Air Coming in 4Q14 or 2015 –...
Digitimes’ Aaron Lee and Joseph Tsai report that according to Taiwan-based upstream supply chain insiders, Apple plans to launch a thinner MacBook model either at year end 2014 or in 2015, and that... Read more
Sapphire Screen “Most Wanted” iPhone 6 New Fe...
According to the ‘uSell.com iPhone Most Wanted Survey’ — a representative survey of 1,000 U.S. smartphone users conducted by used iPhone marketplace uSell.com — close to half of all smartphone users... Read more
The iPad’s Real Competitive Challenger (Not S...
It’s been my contention for some time that the iPad is suffering from something of an identity crisis, and I suspect that may be a factor in slackening sales this year. Apple can’t seem to decide... Read more
13-inch 2.6GHz/256GB Retina MacBook Pro on sa...
B&H Photo has the 13″ 2.6GHz/256GB Retina MacBook Pro on sale for $1379 including free shipping plus NY sales tax only. Their price is $120 off MSRP. Read more
Life Inventory iOS Apps – Learn to Know Thyse...
James Hollender’s Life Inventory apps s are now on sale with 20% off thru Labor Day, 09/01/2014. This is a great opportunity to get started on that Moral Inventory you’ve been putting off doing for... Read more
Pocket Watch, LLC. Reveals Cloud Server For P...
Beaumont, Texas based Pocket Watch, LLC. has announced the availability of its new ActivePrint Cloud Server Powered by Raspberry Pi. With this small standalone box almost any USB printer or available... Read more
902it Simplifies Area Code Changes For Nova S...
The east coast Canadian provinces of Nova Scotia and Prince Edward Island are phasing in 10 digit telephone dialing, to be fully in place by November, in order to accommodate a second area code to... Read more

Jobs Board

*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
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
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.