TweetFollow Us on Twitter

Nov 92 Challenge
Volume Number:8
Issue Number:7
Column Tag:Programmers' Challenge

Programmers' Challenge

By Mike Scanlin, MacTutor Regular Contributing Author

November 92 Programming Challenge of the Month

Millions of Colors?

Ever wonder how many of the 16,777,216 possible colors are really used in a typical 24-bit color image? Do you really need to run in 24-bit mode to appreciate certain images? Could some images be accurately represented as indexed color images instead, without any loss of color? Hmmm... The first thing you’d need to know is how many unique RGB values there are in the image, which would tell you how big your color lookup table would need to be. Let’s try it.

This month’s challenge is to quickly determine how many unique RGB values there are in a given 24-bit color image. The input to your function will be the dimensions and base address of an interleaved ARGB image:

unsigned long UniqueRGBValues(baseAddress, numRows, numCols)
PtrbaseAddress;
short   numRows, numCols;

The byte pointed to by baseAddress is the alpha byte of the upper left pixel. Following that are bytes for red, green and blue, which are then followed by the next set of ARGB values. You can ignore the alpha bytes completely when calculating unique RGB values. If you feel the need to allocate an array of 16,777,216 bits then, yes, you can assume your routine will have at least 2.5MBs free memory when called to do so (but remember that the time to initialize such an array is non-zero; there may be faster methods...).

Let’s say the maximum value for numCols is 640 and for numRows it’s 480. Your routine should be very fast for the average case but also be able to deal with the worst case where you have 640x480 unique RGB values.

We goofed

No two ways about it. In our rush to get the October issue out the door we were a little too hasty in determining the winner of the August MacTutor Challenge. Not more than 48 hours after the issue had gone to press (but before the stated challenge deadline had passed) we received a solution that was better than the one declared to be the winner. Our apologies to Greg Landweber (Princeton, NJ) who was the actual winner (and will also be receiving the prize). In order to prevent this from happening again in the future, we have moved the deadline up (see below).

The “deadline has now passed” winner of the “How many ways can you spell ‘CAT’” challenge is Will Galway (Salt Lake City, UT) whose entry was the only non-recursive one received. Take note recursion fanatics: Although recursion is a Good Thing conceptually (and in many cases practically), these monthly challenges are primarily about speed. We don’t need to contribute to the large body of existing slow code; we need faster code. Take a couple of No-Doze and study Will’s non-recursive alternative.

Thanks to Bob Barnhart (San Diego, CA) for his entertaining animated solution. Too bad it wasn’t as fast as it was fun to watch. Bob’s entry brings up another point as well: Please use a column width of 79 characters or less in your code. AppleLink (or the internet-AppleLink gateway, I’m not sure which) breaks lines longer than 80 characters and it’s a pain to manually fix them up when I get them. Thanks.

Here are Greg’s winning solution to the August Challenge (the real winner) and Will’s winning solution to the September Challenge (some comments have been removed for space reasons. The complete sources are on the source code disk):

Banded Pegs

/* Solution to the August 1992 MacTutor
 * Programmers' Challenge
 *
 * by Greg Landweber
 */

/* The number of holes in a row or column. */
#define max 13

void BandedPegs (numPegs, pegsPtr, numEdgePegsPtr,
 edgePegsPtr, areaPtr)
short numPegs;
Point *pegsPtr;
short *numEdgePegsPtr;
Point *edgePegsPtr;
Fixed *areaPtr;
{
 /* leftmost and rightmost peg in each row */
    short   xLeft[max],xRight[max];
 /* top and bottom rows containing pegs */
    short   top,bottom;
 /* horizontal and vertical coords. of peg */
    short   x,y;
 /* used to compute twice the enclosed area */
    short   area;
 /* number of pegs on left and right side */
    short   numLeft,numRight;
 /* array of pegs on left and right */
    Point   leftPegs[max],rightPegs[max];
 /* general use array index */
    short   index;
 /* for stepping through arrays of Points */
    Point   *pegPtr1,*pegPtr2;
 
/* Fill xLeft[v] and xRight[v] with the h-coords
 * of the leftmost and rightmost pegs in row v.
 * If there are no pegs in row v, then set
 *  xLeft[v]  = max, and
 *      xRight[v] = -1.
 * Note that any pegs inbetween the leftmost and
 * rightmost pegs in a row will automatically be
 * in the interior of the rubber band polygon.
 * This reduces the maximum number of pegs to 26.
 */
 
    for ( index = 0; index < max; index++ ) {
        xLeft [index] = max;
        xRight[index] = -1;
    }
 
    pegPtr1 = pegsPtr;
    for ( index = numPegs; index > 0; index-- ) {
        y = pegPtr1->v;
        x = pegPtr1->h;
        if ( x < xLeft [y] )
            xLeft [y] = x;
        if ( x > xRight[y] )
            xRight[y] = x;
        pegPtr1++;
    }
 
/* Find the bottom (lowest v) and top
 * (highest v) rows containing pegs. */

    bottom = -1;
    while ( xLeft [++bottom] == max );
 
    top = max;
    while ( xLeft [--top] == max );
 
/* Fill leftPegs[] with a list of all the pegs
 * on the left side of the convex polygon from
 * the top (hi v) to the bottom (lo v), and put
 * the number of those pegs - 1 in numLeft. */

 /* leftPegs[0] is the topmost (highest v) */
    leftPegs[0].h = xLeft[top];
 /* point on the left side of the polygon. */
    leftPegs[0].v = top;
 /* Index of the last peg in leftPegs[]. */
    numLeft = 0;
 
 /* Add pegs from the top to the bottom. */
    for (y = top - 1; y >= bottom; y--)
    /* Check if there is a peg in row y. */
        if ( (x = xLeft[y]) != max ) {
        /* Note thatpegPtr2 is the current
        * peg in the list and pegPtr1 is the
        * next. */ 
            pegPtr1 = leftPegs;
            pegPtr2 = pegPtr1++;
            for ( index = 0; index < numLeft; index++ )
            /* Is the peg at {x,y} to the left of
             * the line from *pegPtr1 to *pegPtr2? */
                if ( ( (x - pegPtr1->h) 
                    (pegPtr2->v - pegPtr1->v) ) <
                    ( (pegPtr2->h - pegPtr1->h) *
                    (y  - pegPtr1->v) ) )
                /* If so, all the pegs from pegPtr1 on
                 * will be to the right of the line
                 * from {x,y} to *pegPtr2, and so we
                 * remove them from the left peg list. */
                    numLeft = index;
                else
                /* If not, we go on to the next peg. */
                    pegPtr2 = pegPtr1++;
            /* Tack {x,y} onto the end of the list. */
            numLeft++;
            pegPtr1->v = y;
            pegPtr1->h = x;
        }

/* Fill rightPegs[] with a list of all the pegs
 * on the right side of the convex polygon from
 * the top (hi v) to the bottom (lo v), and put
 * the number of those pegs - 1 in numRight.
 */
 
 /* rightPegs[0] is the topmost (highest v)
  * point on the right side of the polygon. */
    rightPegs[0].h = xRight[top];
    rightPegs[0].v = top;

 /* Index of the last peg in rightPegs[]. */
    numRight = 0;

 /* Add pegs from the top to the bottom. */
    for (y = top - 1; y >= bottom; y--)
    /* Check if there is a peg in row y. */
        if ( (x = xRight[y]) != max ) { 
        /* Note that pegPtr2is the current peg */
        /* in the list and pegPtr1 is the next. */
            pegPtr1 = rightPegs;        
            pegPtr2 = pegPtr1++;        
            for ( index = 0; index < numRight; index++ )
            /* Is the peg at {x,y} to the right of
             * the line from *pegPtr1 to *pegPtr2?*/
                if ( ( (x - pegPtr1->h) *
                    (pegPtr2->v - pegPtr1->v) ) >
                    ( (pegPtr2->h - pegPtr1->h) *
                    (y - pegPtr1->v) ) )
               /* If so, all the pegs from pegPtr1 on
                * will be to the left of the line
                * from {x,y} to *pegPtr2, and so we
                * remove them from the right peg list. */
                    numRight = index;   
                else
                /* If not, we go on to the next peg.*/
                    pegPtr2 = pegPtr1++;
            numRight++;                 
            /* Tack {x,y} onto the end of the list. */
            pegPtr1->v = y;
            pegPtr1->h = x;
        }
 
/* Copy the contents of numLeft[] and
 * numRight[] into edgePegsPtr. */
    pegPtr2 = edgePegsPtr;

    pegPtr1 = leftPegs + 1;
    for ( index = numLeft - 1; index > 0; index-- )
        *(pegPtr2++) = *(pegPtr1++);

/* Do the pegs all lie on the same line?
 * If so, the left and right are the same.  */
    if ( *( (long *)leftPegs + 1 ) !=
        *( (long *)rightPegs + 1 ) ) {
        pegPtr1 = rightPegs + 1;
        for ( index = numRight - 1; index > 0; index-- )
            *(pegPtr2++) = *(pegPtr1++);
    }
 
/* Put all the pegs in the top and bottom
 * rows into edgePegsPtr. */
    pegPtr1 = pegsPtr;
    for ( index = numPegs; index > 0; index-- ) {
        if ( (pegPtr1->v == top) || (pegPtr1->v == bottom) )
            *(pegPtr2++) = *pegPtr1;
        pegPtr1++;
    }
 
/* Figure out how many pegs there are touching
 * the edge of the polygon. */
    *numEdgePegsPtr = pegPtr2 - edgePegsPtr;
 
/* Compute twice the area to the left of the
 * right side of the polygon. */
    area = 0;
 
/* The area of a trapezoid with height h and\
 * parallel sides of length a and b is h*(a+b)/2.
 * Here we have h = pegPtr2->v - pegPtr1->v,
 * a = pegPtr2->h, and  b = pegPtr1->h. */
    pegPtr1 = rightPegs;

/* Loop through all of the line segments on
 * the right side of the convex polygon. */        
    for ( index = numRight; index > 0; index-- ) {
        pegPtr2 = pegPtr1++;        
        area += (pegPtr2->v - pegPtr1->v) *
            (pegPtr2->h + pegPtr1->h);
    }
 
/* Subtract twice the area to the left of the
 * left side of the polygon. */
    pegPtr1 = leftPegs;             

/* Loop through all of the line segments on
 * the left side of the convex polygon. */
    for ( index = numLeft; index > 0; index-- ) {
        pegPtr2 = pegPtr1++;        
        area -= (pegPtr2->v - pegPtr1->v) *
            (pegPtr2->h + pegPtr1->h);
    }
 
/* Finally, divide by two and convert the
 * result to type Fixed. */
    *areaPtr = FixRatio( area, 2 );
}

How Many ways can you spell ’CAT‘

/* count-paths.h:  Declarations for count-paths.c
 *
 * Copyright (C) 1992,  William F. Galway
 *
 * Anyone can do what they like with this code,
 * as long as they acknowledge its author,
 * and include this message in their code.
 */
 
typedef int BOOL;
 
#define TRUE 1
#define FALSE 0
 
/* Possible target systems/compilers...  */
#define ThinkC 0
#define GnUnix 1
 
#if !defined(TARGET)
#define TARGET ThinkC
#endif
 
#if !defined(DEBUG)
#define DEBUG FALSE
#endif
 
#if !defined(VERBOSE)
#define VERBOSE FALSE
#endif
 
/* Maximum dimensions of the "matrix". */
#define MAXORDER 10
 
#if (TARGET==GnUnix)
/* This is the "Mac" StringPtr type.  The first
 * byte gives the length, the rest of the bytes
 * make up the string. */
typedef unsigned char Str255[256], *StringPtr;
 
/* Native is the type most naturally addressed,
 * roughly speaking...  */
typedef void Native;
#endif

#if (TARGET==ThinkC)
/* Native is the type most naturally addressed,
 * roughly speaking...  */
typedef char Native;
#endif
 
typedef struct locnode {
  /* Next node in list for a given character. */
    struct locnode *next;
} LocNode;
 
typedef struct {
    /* Number of entries per row...  */
    long dy;

    /* Vector of LocNodes indexed by
     * character code, giving first location
     * of character. */
    LocNode char_index[256];

    /* "Matrix" of LocNodes giving further
     * locations of each character. */
    LocNode index_matrix[(2+MAXORDER)*(2+MAXORDER)];
} Index;
 
/* BuildIndex builds up index for matrix of
 * given order. */
void BuildIndex(long order, const char *matrix,
 Index *index);
 
/* count_paths counts paths using previously
 * built index. */
long count_paths(const Index *index,
 const StringPtr word);
 
/* CountPaths is the "top level" path counting
 * routine. */
long CountPaths(short order, char *matrix,
 const StringPtr inputWordPtr);
 
/*-----------------------------------------*/
 
/* count-paths.c
 *
 * Copyright (C) 1992,  William F. Galway
 *
 * Anyone can do what they like with this code,
 * as long as they acknowledge its author,
 * and include this message in their code.
 */
 
/* The algorithm used by this implementation
 * avoids "combinatorial blowup" by working
 * backwards through the input word, keeping a
 * "count table" showing the number of paths for
 * the substring at each node.  For example, for
 * the string "CAR" we would get the following
 * counts (count tables) at each stage:
 *  -for "r":
 *     0  0  0
 *     0  1  0
 *     0  0  0
 *  -for "ar":
 *     0  0  0
 *     1  0  1
 *     0  1  0
 *  -for "car":
 *     1  0  1
 *     0  0  0
 *     0  0  2
 * giving a total of 4 solutions found at the
 * final stage. (This non-recursive approach is
 * reminiscent of the iterative versus the
 * recursive method of computing Fibonacci
 * numbers.)
 *
 * We actually keep two count tables around, one
 * giving counts for the "previous stage" (the
 * "previous table"), and one being built up for
 * the "current stage" (the "current table"). We
 * build the current table by locating occurrences
 * of the leading character of the substring, and
 * then summing the counts from the four
 * neighboring locations in the previous table. 
 * To ease the problem of dealing with the edges
 * of the tables, we allocate "dummy" rows and
 * columns at the edges of our count tables. The
 * counts at the edges always remain zero, while
 * the interesting stuff goes on in the interior
 * of the tables.
 *
 * To simplify (and speed up) the task of locating
 * occurrences of characters in the matrix, we
 * first build an "index" for the matrix which is
 * basically a linked list of pointers and then
 * index into the index (!) by the character that
 * we need the location(s) of. The index needs
 * building only once for a given matrix, after
 * which the count_paths routine may be called
 * (see how CountPaths invokes count_paths below).
 *
 * Other points to note:
 *
 *  -- Use of "Native" pointers for less "pointer
 *     arithmetic".
 *  -- The result returned by CountPaths is more
 *     properly interpreted as an unsigned long
 *     rather than as a signed long.
 *  -- These routines are not robust when called
 *     with matrices of order outside the range
 *     1..MAXORDER.
 */
 
#include "count-paths.h"
#include <stdio.h>
 
/* Build up index for matrix of given order.  */
void BuildIndex(long order, const char *matrix,
 Index *index)
{
    register unsigned char *chrp;
    register LocNode *spot, *spot2;
    long i,j;
 
    /* Zero out the char_index (256 entries).  */
    spot = index->char_index;
    spot2 = spot+256;
    do {
        (spot++)->next = NULL;
    } while (spot < spot2);
 
    /* Build up the index... The c'th entry in
     * char_index points to a chain of pointers
     * residing in index_matrix...  Note that
     * "edge" rows and columns are allowed to
     * contain nonsense. */

    spot = index->index_matrix+order+3;
    chrp = (unsigned char *)matrix;
    i = order;
    do {
        j = order;
        do {
            /* char_index[char] points to head of
             * chain for char. Set spot pointed at
             * to point to "next" spot with ch in
             * it (as previously stored in
             * char_index). */
            spot2 = &index->char_index[*chrp++];
            spot->next = spot2->next;
            spot2->next = spot++;
        } while (--j);

        /* Skip last & first columns of row. */
        spot += 2;
    } while (--i);
  
    index->dy = order+2;
 
    return;
}
 
/* Count paths using previously built index. */
long count_paths(const Index *index, const StringPtr word)
{
    register unsigned char *chrp;
    register long dyoffset;

    /* tbl_offset gives offset from "current
     * counts" table to "previous counts" table. 
     * i.e., previous_counts =
     * current_counts+tbl_offset. */
    long tbl_offset;

    /* current_offset, previous_offset give
     * offset from index->index_matrix to
     * current/previous count tables. */
    register long current_offset;
    register long previous_offset;
    LocNode *spot;
    long *countp;
    register long total;
    long count_tables[2*(2+MAXORDER)*(2+MAXORDER)];
 
    /* Point chrp to last char of word. */
    chrp = word + *word;
 
    /* Initialize misc offsets, pointers. */
    dyoffset = index->dy*sizeof(long);

    /* (short) avoids subroutine call for
     * multiply for some systems. */
    tbl_offset = (short)(index->dy)*(short)dyoffset;
    current_offset = (Native *)count_tables-
        (Native *)(index->index_matrix);
    previous_offset = tbl_offset+current_offset;
 
    /* Zero out the count tables. */
    countp=count_tables;
    do {
        *countp++ = 0;
    } while (countp < (long *)((Native *)
        count_tables+2*tbl_offset));
  
    total = 0;
 
    /* Initialize counts for "previous table".
     * (It will soon be previous!) */
    for (spot=(index->char_index)[*chrp].next;
        spot!=NULL; spot=spot->next) {
        *(long *)((Native *)spot+previous_offset) = 1;
        total++;
    }
 
    if (total==0 || --chrp<=word)
        return total;
 
    while (TRUE) {
        total = 0;
        for (spot=(index->char_index)[*chrp].next;
            spot!=NULL; spot=spot->next) {
            countp = (long *)((Native *)spot +
                previous_offset);

            /* Hairy expression avoids variable,
             * may free up register... */
            total += *(long *)((Native *)spot +
                current_offset) = *(countp-1) +
                *(countp+1) + *(long *)((Native *)
                countp-dyoffset) + *(long *)
                ((Native*)countp+dyoffset);
        }

        if (total==0 || --chrp<=word)
            return total;
 
      /* Swap "current" and "previous" count
       * tables. */
        current_offset += tbl_offset;
        previous_offset -= tbl_offset;
        tbl_offset = - tbl_offset;
         /* Zero out current counts, only need
         * touch non-zero entries. */
        for (spot=(index->char_index)[*(chrp+2)].next;
            spot!=NULL; spot=spot->next) {
            *(long *)((Native *)spot + current_offset) = 0;
        }
    }
}


long CountPaths(short order, char *matrix,
 const StringPtr inputWordPtr)
{
    long ord=order;
    Index index;
 
    /* Problem statement restricts word length to
     * be >0, but be paranoid since
     * count_paths(...) is not robust for 0 length
     * words. Return 0 if empty (zero length)
     * word. */
    if (*inputWordPtr == 0) {
        return 0;
    } else if (*inputWordPtr == 1) {
        /* Avoid work of building index, etc. for
         * length one words. */
        register char ch=(char)inputWordPtr[1];
        char *chrp = matrix;
        long total=0;
 
        do {
            if (ch == *chrp++) {
                total++;
            }
        } while (chrp < matrix+order*order);
        return total;
    } else {
        /* Invoke count_paths after building the
         * index... */
        BuildIndex(ord, matrix, &index);
        return count_paths(&index, inputWordPtr);
    }
}
 
AAPL
$104.83
Apple Inc.
+1.84
MSFT
$45.02
Microsoft Corpora
+0.64
GOOG
$543.98
Google Inc.
+11.27

MacTech Search:
Community Search:

Software Updates via MacUpdate

Delicious Library 3.3.2 - Import, browse...
Delicious Library allows you to import, browse, and share all your books, movies, music, and video games with Delicious Library. Run your very own library from your home or office using our... Read more
Art Text 2.4.8 - Create high quality hea...
Art Text is an OS X application for creating high quality textual graphics, headings, logos, icons, Web site elements, and buttons. Thanks to multi-layer support, creating complex graphics is no... Read more
Live Interior 3D Pro 2.9.6 - Powerful an...
Live Interior 3D Pro is a powerful yet very intuitive interior designing application. View Video Tutorials It has every feature of Live Interior 3D Standard, plus some exclusive ones: Create multi... Read more
The Hit List 1.1.7 - Advanced reminder a...
The Hit List manages the daily chaos of your modern life. It's easy to learn - it's as easy as making lists. And it's powerful enough to let you plan, then forget, then act when the time is right.... Read more
jAlbum Pro 12.2.4 - Organize your digita...
jAlbum Pro has all the features you love in jAlbum, but comes with a commercial license. With jAlbum, you can create gorgeous custom photo galleries for the Web without writing a line of code!... Read more
jAlbum 12.2.4 - Create custom photo gall...
With jAlbum, you can create gorgeous custom photo galleries for the Web without writing a line of code! Beginner-friendly, with pro results Simply drag and drop photos into groups, choose a design... Read more
ExpanDrive 4.1.7 - Access remote files o...
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
OmniOutliner Pro 4.1.3 - Pro version of...
OmniOutliner Pro is a flexible program for creating, collecting, and organizing information. Give your creativity a kick start by using an application that's actually designed to help you think. It'... Read more
Evernote 5.6.2 - Create searchable notes...
Evernote allows you to easily capture information in any environment using whatever device or platform you find most convenient, and makes this information accessible and searchable at anytime, from... Read more
OmniOutliner 4.1.3 - Organize your ideas...
OmniOutliner is a flexible program for creating, collecting, and organizing information. Give your creativity a kick start by using an application that's actually designed to help you think. It's... Read more

Latest Forum Discussions

See All

Toca Boo (Education)
Toca Boo 1.0.2 Device: iOS Universal Category: Education Price: $2.99, Version: 1.0.2 (iTunes) Description: BOO! Did I scare you!? My name is Bonnie and my family loves to spook! Do you want to scare them back? Follow me and I'll... | Read more »
Intuon (Games)
Intuon 1.1 Device: iOS Universal Category: Games Price: $.99, Version: 1.1 (iTunes) Description: Join the battle with your intuition in a new hardcore game Intuon! How well do you trust your intuition? Can you find a needle in a... | Read more »
Ravenous Rampage (Games)
Ravenous Rampage 1.0 Device: iOS Universal Category: Games Price: $.99, Version: 1.0 (iTunes) Description: | Read more »
Partia 2 (Games)
Partia 2 1.0.1 Device: iOS Universal Category: Games Price: $5.99, Version: 1.0.1 (iTunes) Description: Partia 2 is a SRPG (Strategy Role-playing) video game inspired by Fire Emblem and Tear Ring Saga series. In a high fantasy... | Read more »
Puzzle to the Center of the Earth Review
Puzzle to the Center of the Earth Review By Campbell Bird on October 23rd, 2014 Our Rating: :: SPELUNKING PUZZLESUniversal App - Designed for iPhone and iPad Do some puzzles to make some platforms in this smart and fun free-to-play... | Read more »
Sleep Attack TD Review
Sleep Attack TD Review By Jennifer Allen on October 23rd, 2014 Our Rating: :: A TRUE TWISTUniversal App - Designed for iPhone and iPad Sleep Attack TD is a tower defense game with a difference – you can rotate the layout – and it’s... | Read more »
Mecanic (Education)
Mecanic 1.0 Device: iOS Universal Category: Education Price: $1.99, Version: 1.0 (iTunes) Description: Plates, screws, wheels ... Everything you need to achieve whatever you want... MECHANICWith 'MECANIC' kids will have fun... | Read more »
Earn Your Master Camper Badge in Camp Po...
Earn Your Master Camper Badge in Camp Pokemon Posted by Jessica Fisher on October 23rd, 2014 [ permalink ] Universal App - Designed for iPhone and iPad | Read more »
Garruk Gets His Revenge in a New Magic 2...
Garruk Gets His Revenge in a New Magic 2015 Expansion, Coming This November Posted by Jessica Fisher on October 23rd, 2014 [ permalink ] | Read more »
Sentinels of the Multiverse Review
Sentinels of the Multiverse Review By Rob Thomas on October 23rd, 2014 Our Rating: :: SENTINELS ASSEMBLEiPad Only App - Designed for the iPad Greater Than Games’ tabletop classic, Sentinels of the Multiverse swoops in to save the... | Read more »

Price Scanner via MacPrices.net

Save up to $125 on Retina MacBook Pros
B&H Photo has the new 2014 13″ and 15″ Retina MacBook Pros on sale for up to $125 off MSRP. Shipping is free, and B&H charges NY sales tax only. They’ll also include free copies of Parallels... Read more
Apple refurbished Time Capsules available sta...
The Apple Store has certified refurbished Time Capsules available for up to $60 off MSRP. Apple’s one-year warranty is included with each Time Capsule, and shipping is free: - 2TB Time Capsule: $255... Read more
Textilus New Word, Notes and PDF Processor fo...
Textilus is new word-crunching, notes, and PDF processor designed exclusively for the iPad. I haven’t had time to thoroughly check it out yet, but it looks great and early reviews are positive.... Read more
WD My Passport Pro Bus-Powered Thunderbolt RA...
WD’s My Passport Pro RAID solution is powered by an integrated Thunderbolt cable for true portability and speeds as high as 233 MB/s. HighlightsOverviewSpecifications Transfer, Back Up And Edit In... Read more
Save with Best Buy’s College Student Deals
Take an additional $50 off all MacBooks and iMacs at Best Buy Online with their College Students Deals Savings, valid through November 1st. Anyone with a valid .EDU email address can take advantage... Read more
iPad Air 2 & iPad mini 3 Best Tablets Yet...
The new iPads turned out to be pretty much everything I’d been hoping for and more than I’d expected.”More” particularly in terms of a drinking-from-a-firehose choice of models and configurations,... Read more
Drafts 4 Reinvents iOS Productivity App
N Richland Hills, Texas based Agile Tortoise has announced the release of Drafts 4 for iPhone and iPad. Drafts is a quick capture note taking app with flexible output actions. Drafts 4 scales from... Read more
AT&T accepting preorders for new iPads fo...
AT&T Wireless is accepting preorders for the new iPad Air 2 and iPad mini 3, cellular models, for $100 off MSRP with a 2-year service agreement: - 16GB iPad Air 2 WiFi + Cellular: $529.99 - 64GB... Read more
Apple offering refurbished Mac Pros for up to...
The Apple Store is offering Apple Certified Refurbished 2013 Mac Pros for up to $600 off the cost of new models. An Apple one-year warranty is included with each Mac Pro, and shipping is free. The... Read more
Select MacBook Airs $100 off MSRP, free shipp...
B&H Photo has 2014 a couple of MacBook Airs on sale for $100 off MSRP. Shipping is free, and B&H charges NY sales tax only. They also include free copies of Parallels Desktop and LoJack for... Read more

Jobs Board

*Apple* Solutions Consultant - Apple Inc. (U...
…important role that the ASC serves is that of providing an excellent Apple Customer Experience. Responsibilities include: * Promoting Apple products and solutions 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
*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.