TweetFollow Us on Twitter

Bitmapper
Volume Number:9
Issue Number:9
Column Tag:Getting Started

Related Info: Window Manager Color QuickDraw Graphics Devices Quickdraw

Flicker-Free Bitmap animation

You too can do those really cool graphics that are smooooth

By Dave Mark, MacTech Magazine Regular Contributing Author

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

Lately, I’ve been getting lots of mail asking about Macintosh animation. Since that was the topic of my presentation at the MacTech Magazine Live! session at this past MacWorld, I thought the time might be right for a series of articles discussing this deep, dark, Macintosh programming mystery. This column (which started life in an old issue of SPLAsh magazine, just in case it looks a little familiar) starts with the basics, covering black and white animation using quickdraw BitMaps. In later columns, once we cover color quickdraw, we’ll revisit this topic, expanding the techniques to include PixMap animation.

What the Heck is Bitmap Animation?

If you’ve ever written an arcade game, you’ve probably tried your hand at bitmap animation, where a bitmap image appears to move over a stationary background. Your Mac’s cursor is a perfect example. As the cursor moves around the screen, it appears to float over the background without flickering. Take a look at this sequence of pictures:

(a) (b) (c)

Figure (a) shows an arrow cursor partially obscuring my hard drive icon. Once the cursor moves, it leaves an area of the hard drive icon undrawn (b). Before this hole gets noticed, the System fills it back up with its previous contents (c).

Most programs deal with repainting the screen by responding to updateEvts generated by the Window Manager. When an area of a window that was previously obscured needs to be redrawn, the Window Manager adds the newly revealed area to the window’s update region and generates an updateEvt for the window.

The problem with this approach is that update events take time. It takes time for the Window Manager to calculate the update region and it takes time to post an event. More importantly, it takes time for your program to respond to an update event. If your program is busy responding to another event, the update event might sit in the queue for a while, leaving the window undrawn until you get around to fixing it.

When you’ve got a rocket ship shooting across a planet’s surface, you don’t want to leave any holes in the planet, waiting for your program to respond to an update event. You want to fill in the holes in real time, just like the System does when it handles your cursor.

The Off-Screen Bitmap Solution

The solution to this problem lies in the use of off-screen bitmaps. An off-screen bitmap is a bitmap that is drawn in memory, but does not appear on screen. In this month’s program, we’ll create three off-screen bitmaps. One of these will act as a master image, which we’ll constantly copy to a window that does appear on the screen. The second bitmap will hold a background image and the third will hold the foreground image. Our goal is to make the foreground image track the cursor, appearing to float on top of the background image.

Here’s a snapshot of our program in action:

The floating hand is our foreground image. The framed gray pattern is the background image. As you move the mouse, the hand appears to float over the gray background, just like a cursor. Here’s how this works.

The Basic Approach

We’ll start by creating the off-screen bitmaps for the foreground and background. Next, we create the master bitmap, which we’ll use to mix our foreground and background. In a loop, we copy the background to the mixer, then copy the foreground to the mixer, on top of the background. Still inside the loop, we copy the mixed image to the window. This loop continues until we click the mouse button.

Even though we are constantly updating the image in the window, there is a minimum of flicker. Why? Well, it helps to understand what causes flicker in the first place. Imagine if you tried to simulate the floating image by constantly drawing the background, then the foreground, images in an endless loop. For example, here’s a sequence using a black background and a white triangular foreground:

(a) (b) (c)

Figure (a) shows the triangle on the black background. Figure (b) shows the screen when you draw the background again. Finally, (c) shows the screen after you redrew the foreground again. The point here is that using this approach, every other image will be completely black. The foreground image will flicker in and out of view.

To convince yourself, write a program that draws a pair of PICTs in a window, in an endless loop. First draw one PICT, then the other, one on top of the other. Without off-screen bitmaps, you can minimize flicker, but there’s no way to avoid it altogether.

BitMapper

OK, let’s get on with the program. Create a folder named BitMapper inside your Development folder. Open up ResEdit and create a new resource file named BitMapper.Π.rsrc inside the BitMapper folder.

Next, create two PICT resources, numbered 128 and 129. PICT 128 will be the background image, so make it larger than PICT 129, which will serve as the foreground image. If you’ve got a graphics program like MacPaint or Canvas, create your background by drawing a nice frame, then pasting another image inside it. Copy the whole thing to the clipboard, then paste it inside ResEdit.

For the foreground, you’ll want something relatively small. Use whatever image you like, but be sure to make it resource ID 129. Note that both images should be black and white only, and not color or gray-scale. You can use a color image, but all colored pixels will be translated to black, so things might not come out as you planned them to.

Once your PICT images are in place, quit ResEdit, making sure you save your changes. Now launch THINK C and create a new project named BitMapper.Π in the BitMapper folder. Select New from the File menu and, when the new source code window appears, type in this source code:


/* 1 */

#define kMoveToFront (WindowPtr)-1L

const short kBackgroundPictID =    128;
const short kForegroundPictID =    129;


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

void    ToolboxInit( void );
WindowPtr WindowInit( void );
PicHandle LoadPicture( short resID );
GrafPtr CreateBitMap( const Rect *rPtr );


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

void  main( void )
{
 Rect   r;
 GrafPtrbackPortPtr, forePortPtr, mixerPortPtr;
 WindowPtrwindow;
 PicHandlebackPict, forePict;
 Point  p;
 
 ToolboxInit();
 window = WindowInit();
 
 backPict = LoadPicture( kBackgroundPictID );
 r = (**backPict).picFrame;
 OffsetRect( &r, -r.left, -r.top );
 
 /* Leaves backPortPtr as current port */
 backPortPtr = CreateBitMap( &r ); 
 DrawPicture( backPict, &r );
 
 /* Leaves mixerPortPtr as current port */
 mixerPortPtr = CreateBitMap( &r );
 
 forePict = LoadPicture( kForegroundPictID );
 r = (**forePict).picFrame;
 OffsetRect( &r, -r.left, -r.top );
 
 /* Leaves forePortPtr as current port */
 forePortPtr = CreateBitMap( &r );
 DrawPicture( forePict, &r );
 
 HideCursor();
 
 while ( !Button() )
 {
 CopyBits( &(backPortPtr->portBits),
 &(mixerPortPtr->portBits),
 &(backPortPtr->portBits.bounds),
 &(mixerPortPtr->portBits.bounds), srcCopy, nil );
 
 GetMouse( &p );
 SetPort( window );
 GlobalToLocal( &p );
 r = forePortPtr->portBits.bounds;
 OffsetRect( &r, p.h, p.v );
 
 CopyBits( &(forePortPtr->portBits), 
 &(mixerPortPtr->portBits),
 &(forePortPtr->portBits.bounds), &r,
 srcOr, nil );
 
 CopyBits( &(mixerPortPtr->portBits), &(window->portBits),
 &(mixerPortPtr->portBits.bounds), 
 &(window->portRect), srcCopy, nil );
 }
}


/****************** ToolboxInit *********************/

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


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

WindowPtr WindowInit( void )
{
 WindowPtrwindow;
 PicHandlepic;
 Rect   r;
 
 pic = LoadPicture( kBackgroundPictID );
 r = (**pic).picFrame;
 
 OffsetRect( &r, 20 - r.left, 50 - r.top );
 
 window = NewWindow( nil, &r, "\pBitMapper", true, 
 noGrowDocProc, kMoveToFront, false, 0L );
 
 return( window );
}


/****************** LoadPicture *********************/

PicHandle LoadPicture( short resID )
{
 PicHandlepicture;
 
 picture = GetPicture( resID );
 
 if ( picture == nil )
 {
 SysBeep( 10 );  /*  Couldn't load the PICT resource!!!  */
 ExitToShell();
 }
}


/****************** CreateBitMap *********************/

GrafPtr CreateBitMap( const Rect *rPtr )
{
 short  i;
 BitMap *bPtr;
 GrafPtrg;
 
 g = (GrafPtr)NewPtr( sizeof(GrafPort) );
 if ( g == nil )
 SysBeep(20);
 
 bPtr = (BitMap *)NewPtr( sizeof( BitMap ) );
 if ( bPtr == nil )
 SysBeep( 20 );
 bPtr->bounds = *rPtr;
 
 bPtr->rowBytes = (rPtr->right - rPtr->left + 7) /8;
 
 i = rPtr->bottom - rPtr->top;
 bPtr->baseAddr = NewPtr( bPtr->rowBytes * i );
 
 if ( bPtr->baseAddr == nil )
 SysBeep( 20 );
 
 OpenPort( g );
 SetPortBits( bPtr );
 
 return( g );
}

Once your source code is typed in, save it under the name BitMapper.c, then add the code to the project by selecting Add from the Source menu. Run BitMapper by selecting Run from the Project menu. Once your code compiles, a window should appear with your background PICT drawn in it. The window will be the exact size of the background PICT.

As you move the mouse, the foreground PICT should appear, following the mouse’s movement. Click the mouse to exit the program.

Walking Through the BitMapper Source Code

BitMapper starts off with a few constant definitions.

/* 2 */

#define kMoveToFront (WindowPtr)-1L

const short kBackgroundPictID =    128;
const short kForegroundPictID =    129;

These are followed by BitMapper’s function prototypes.

/* 3 */

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

void    ToolboxInit( void );
WindowPtr WindowInit( void );
PicHandle LoadPicture( short resID );
GrafPtr CreateBitMap( const Rect *rPtr );

main() starts off by initializing the Toolbox.

/* 4 */

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

void  main( void )
{
 Rect   r;
 GrafPtrbackPortPtr, forePortPtr, mixerPortPtr;
 WindowPtrwindow;
 PicHandlebackPict, forePict;
 Point  p;
 
 ToolboxInit();

Next, a window is created. The WindowPtr is returned and stored in the variable window.

/* 5 */

 window = WindowInit();

Next, the background PICT is loaded from the resource fork. The frame of the PICT (its bounding rectangle) is normalized, so its top and left are both 0.

/* 6 */

 backPict = LoadPicture( kBackgroundPictID );
 r = (**backPict).picFrame;
 OffsetRect( &r, -r.left, -r.top );

This normalized Rect is passed on to CreateBitMap(). CreateBitMap(), listed below, creates an off-screen GrafPort the size of the specified Rect. This GrafPort can be drawn in, just like a window’s GrafPort. You can use SetPort() on it, as well as all the standard Quickdraw routines such as DrawString() and DrawPicture(). While your drawing won’t appear on the screen, the drawing will affect the memory used to implement the GrafPort.

/* 7 */

 /* Leaves backPortPtr as current port */
 backPortPtr = CreateBitMap( &r );

CreateBitMap() returns a pointer to the newly created GrafPort. When CreateBitMap() returns, this port is made the current port. Next, DrawPicture() is called to draw the background PICT in the background GrafPort.

/* 8 */

 DrawPicture( backPict, &r );

Next, the master GrafPort is created. This GrafPort is used to merge the foreground PICT with the background PICT. Once again, when this call of CreateBitMap() returns, the new GrafPort is the current port.

/* 9 */

 /* Leaves mixerPortPtr as current port */
 mixerPortPtr = CreateBitMap( &r );

Just as we did with the background PICT, this next sequence of code loads the foreground PICT, creates a normalized bounding Rect, and finally creates a GrafPort for the foreground PICT.

/* 10 */

 forePict = LoadPicture( kForegroundPictID );
 r = (**forePict).picFrame;
 OffsetRect( &r, -r.left, -r.top );
 
 /* Leaves forePortPtr as current port */
 forePortPtr = CreateBitMap( &r );

The call of CreateBitMap() leaves forePortPtr as the current port. Next, DrawPicture() is used to draw the foreground picture in this newly created GrafPort.

/* 11 */

 DrawPicture( forePict, &r );

OK. That’s about all the preliminary stuff. Now we’re ready to animate. Before we do, we’ll use HideCursor() to make the cursor invisible.

/* 12 */

 HideCursor();

Next, we’ll enter a loop, waiting for the mouse button to be clicked.

/* 13 */

 while ( !Button() )
 {

At the heart of our program is the CopyBits() Toolbox routine. CopyBits() copies one Quickdraw BitMap to another. We’ll get into the BitMap data structure a bit later on. This call of CopyBits() copies the background BitMap into the mixer BitMap, using the bounding rectangle associated with each of the BitMaps. The srcCopy parameter specifies how the BitMap is copied. srcCopy tells CopyBits() to replace all bits in the destination BitMap’s rectangle with the bits in the source BitMap.

/* 14 */

 CopyBits( &(backPortPtr->portBits), 
 &(mixerPortPtr->portBits), 
 &(backPortPtr->portBits.bounds),
 &(mixerPortPtr->portBits.bounds), srcCopy, nil );

Next, we get the current position of the mouse, in global coordinates.

/* 15 */

 GetMouse( &p );

Next, set the port to the BitMapper window, then convert the mouse position to the window’s local coordinates.

/* 16 */

 SetPort( window );
 GlobalToLocal( &p );

Next, the foreground BitMap’s bounding rectangle is copied to a local variable, r, and offset by the mouse’s position. Basically, r is the same size as the foreground BitMap (the pointing hand), positioned on the background BitMap (which is the same size as the window) according to the current location of the mouse.

/* 17 */

 r = forePortPtr->portBits.bounds;
 OffsetRect( &r, p.h, p.v );

Next, the foreground BitMap is copied to the mixer BitMap, using r as the destination bounding rectangle. Notice the use of srcOr instead of srcCopy. This makes the foreground BitMap transparent. To see the effect this has, try changing the srcOr to srcCopy.

/* 18 */

 CopyBits( &(forePortPtr->portBits), 
 &(mixerPortPtr->portBits), 
 &(forePortPtr->portBits.bounds), &r,
 srcOr, nil );

Finally, the mixer BitMap is copied to the window. The loop works like this: Build the window’s image off-screen, copy the combined image to the window.

/* 19 */

 CopyBits( &(mixerPortPtr->portBits), &(window->portBits),
 &(mixerPortPtr->portBits.bounds), 
 &(window->portRect), srcCopy, nil );
 }
}

ToolboxInit() is the same as it ever was...

/* 20 */

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

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

WindowInit() loads the background PICT, copying its framing rectangle into r.

/* 21 */

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

WindowPtr WindowInit( void )
{
 WindowPtrwindow;
 PicHandlepic;
 Rect   r;
 
 pic = LoadPicture( kBackgroundPictID );
 r = (**pic).picFrame;

r is normalized, then offset 20 pixels from the left and 50 pixels from the top. r will be used to create a window the same size as the background PICT.

/* 22 */

 OffsetRect( &r, 20 - r.left, 50 - r.top );

NewWindow() is used to create the BitMapper window, using r as a bounding rectangle.

/* 23 */

 window = NewWindow( nil, &r, "\pBitMapper", true, 
 noGrowDocProc, kMoveToFront, false, 0L );

The WindowPtr is returned to the calling routine.

/* 24 */

 return( window );
}

LoadPicture() loads the specified PICT resource.

/* 25 */

/****************** LoadPicture *********************/

PicHandle LoadPicture( short resID )
{
 PicHandlepicture;
 
 picture = GetPicture( resID );

If the PICT wasn’t found, beep once, then exit.

 if ( picture == nil )
 {
 SysBeep( 10 );  /*  Couldn't load the PICT resource!!!  */
 ExitToShell();
 }
}

CreateBitMap() will create a new GrafPort() the size of the specified Rect. A BitMap is a Quickdraw data structure designed to hold a bitmap of an image one pixel deep (black and white). The BitMap is described in Inside Macintosh, Volume I, page 144, and in Inside Macintosh: Overview, page 91.

/* 26 */

/****************** CreateBitMap *********************/

GrafPtr CreateBitMap( const Rect *rPtr )
{
 short  i;
 BitMap *bPtr;
 GrafPtrg;

First, a new GrafPort is allocated using NewPtr(). If the memory couldn’t be allocated, beep once.

/* 27 */

 g = (GrafPtr)NewPtr( sizeof(GrafPort) );
 if ( g == nil )
 SysBeep(20);

Next, a BitMap data structure is allocated. Again, if the memory was not allocated, beep once. These beeps aren’t really effective. They’re put in place as a weak substitute for error checking. You’ll want to weave memory allocation failure into your overall error handling scheme.

/* 28 */

 bPtr = (BitMap *)NewPtr( sizeof( BitMap ) );
 if ( bPtr == nil )
 SysBeep( 20 );

Next, the specified rectangle is copied into the BitMap’s bounds field. This field specifies the coordinates bounding the BitMap.

/* 29 */

 bPtr->bounds = *rPtr;

The rowBytes field specifies how many bytes are used to store one row of the BitMap. For example, 0 through 8 pixels can be stored in 1 byte, 9 through 16 pixels in 2 bytes, etc.

/* 30 */

 bPtr->rowBytes = (rPtr->right - rPtr->left + 7) /8;

Next, i is set to the number of rows in the bounding rectangle, and i * rowBytes bytes are allocated for the bit image itself.

/* 31 */

 i = rPtr->bottom - rPtr->top;
 bPtr->baseAddr = NewPtr( bPtr->rowBytes * i );

Again, if the memory was not allocated, beep once.

/* 32 */

 if ( bPtr->baseAddr == nil )
 SysBeep( 20 );

Next, OpenPort() is called to initialize the new GrafPort, which is pointed to by g. OpenPort() leaves g as the current port. SetPortBits() ties the specified BitMap to the current port.

/* 33 */

 OpenPort( g );
 SetPortBits( bPtr );

Finally, we return a pointer to the newly allocated GrafPort.

/* 34 */

 return( g );
}

Till Next Month...

This sample code should get you on your way to successful bitmap animation. Once you’ve mastered this technique, you’re ready to tackle color animation by using PixMaps and the Toolbox routine CopyPixMap(). These are described in Inside Macintosh, Volume V. As I mentioned at the beginning of the column, we’ll eventually go over PixMap animation, but first we’ll have to cover the basics of programming with color quickdraw.

In next month’s column, we’ll take a break from the Toolbox and explore some of the differences between C and C++. In the meantime, I’ll be busy trying to catch up with Daniel. Oh, how those little feet can fly...

 

Community Search:
MacTech Search:

Software Updates via MacUpdate

Skype 7.5.0.738 - Voice-over-internet ph...
Skype allows you to talk to friends, family and co-workers across the Internet without the inconvenience of long distance telephone charges. Using peer-to-peer data transmission technology, Skype... Read more
PushPal 3.0 - Mirror Android notificatio...
PushPal is a client for Pushbullet, which automatically shows you all of your phone's notifications right on your computer. This means you can see who's calling or read text messages even if your... Read more
Logic Pro X 10.1.1 - Music creation and...
Apple Logic Pro X is the most advanced version of Logic ever. Sophisticated new tools for professional songwriting, editing, and mixing are built around a modern interface that's designed to get... Read more
VLC Media Player 2.2.0 - Popular multime...
VLC Media Player is a highly portable multimedia player for various audio and video formats (MPEG-1, MPEG-2, MPEG-4, DivX, MP3, OGG, ...) as well as DVDs, VCDs, and various streaming protocols. It... Read more
Sound Studio 4.7.8 - Robust audio record...
Sound Studio lets you easily record and professionally edit audio on your Mac. Easily rip vinyls and digitize cassette tapes, or record lectures and voice memos. Prepare for live shows with live... Read more
LibreOffice 4.4.1.2 - Free, open-source...
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
VueScan 9.5.03 - 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
Freeway Pro 7.0.3 - Drag-and-drop Web de...
Freeway Pro lets you build websites with speed and precision... without writing a line of code! With its user-oriented drag-and-drop interface, Freeway Pro helps you piece together the website of... Read more
Cloud 3.3.0 - 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
Cyberduck 4.6.5 - FTP and SFTP browser....
Cyberduck is a robust FTP/FTP-TLS/SFTP browser for the Mac whose lack of visual clutter and cleverly intuitive features make it easy to use. Support for external editors and system technologies such... Read more

The first ever action 3D card battler Al...
On the other hand, you probably haven’t played an action 3D card battler – until now. Step forward, All Star Legion. All Star Legion is a 3D QTE-based action RPG card battler, but fear not – the game itself isn’t as convoluted as its description.... | Read more »
Travel Back to the 1980s With the Making...
Headup Games has released a hilarious making of video for its upcoming title, Pixel Heroes: Byte & Magic. The game is a RPG/Roguelike where you control three heroes set to save the township of Pixton from an evil cult called The Sons of Dawn.... | Read more »
Heavenstrike Rivals Review
Heavenstrike Rivals Review By Campbell Bird on March 2nd, 2015 Our Rating: :: HEAVENLY STRATEGICUniversal App - Designed for iPhone and iPad Despite a few flaws, this free-to-play strategy game is a fun mix of new and old strategy... | Read more »
Get The Whole Story – Lone Wolf Complete...
Get The Whole Story – Lone Wolf Complete is Now Available and On Sale Posted by Jessica Fisher on February 27th, 2015 [ permalink ] Universal App - Designed for iPhone and iPad | Read more »
Who Wore it Best? The Counting Dead vs....
Like it or not, the “clicker” genre, popularized by cute distractions like Candy Box and Cookie Clicker, seems like it’s here to stay. So Who Wore it Best? takes a look at two recent examples: The Counting Dead and AdVenture Capitalist. | Read more »
Card Crawl, the Mini Deck Building Game,...
Card Crawl, the Mini Deck Building Game, is Coming Soon Posted by Jessica Fisher on February 27th, 2015 [ permalink ] Tinytouchtales and Mexer have announced their new game, | Read more »
Witness an all new puzzle mechanic in Bl...
Well, BlastBall MAX is not one of those games and is bucking trends such as timers, elements of randomness, and tacked-on mechanics in favor of pure puzzle gameplay. When you first boot up the game you’ll see a grid made up of squares that are each... | Read more »
This Princess Has a Dragon and She isn’t...
This Princess Has a Dragon and She isn’t Afraid to Useit. | Read more »
Mecha Showdown Review
Mecha Showdown Review By Lee Hamlet on February 27th, 2015 Our Rating: :: IN A SPINUniversal App - Designed for iPhone and iPad Mecha Showdown replaces traditional buttons with a slot machine mechanic in this robot fighting game,... | Read more »
Reliance Games and Dreamworks Unveil Rea...
Reliance Games and Dreamworks Unveil Real Steel Champions Posted by Ellis Spice on February 27th, 2015 [ permalink ] Reliance Games and Dreamworks have announced that a third game in | Read more »

Price Scanner via MacPrices.net

27-inch 3.5GHz 5K iMac in stock today and on...
 B&H Photo has the 27″ 3.5GHz 5K iMac in stock today and on sale for $2299 including free shipping plus NY sales tax only. Their price is $200 off MSRP, and it’s the lowest price available for... Read more
Apple Launches Free Web-Based Pages and Other...
Apple’s new Web-only access to iWork productivity apps is a free level of iCloud service available to anyone, including people who don’t own or use Apple devices. The service includes access to Apple... Read more
Survey Reveals Solid State Disk (SSD) Technol...
In a recent SSD technology use survey, Kroll Ontrack, a firm specializing in data recovery, found that while nearly 90 percent of respondents leverage the performance and reliability benefits of SSD... Read more
Save up to $600 with Apple refurbished Mac Pr...
The Apple Store is offering Apple Certified Refurbished 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
Updated Mac Price Trackers
We’ve updated our Mac Price Trackers with the latest information on prices, bundles, and availability on systems from Apple’s authorized internet/catalog resellers: - 15″ MacBook Pros - 13″ MacBook... Read more
Apple CEO Tim Cook to Deliver 2015 George Was...
Apple CEO Tim Cook will deliver the George Washington University’s Commencement address to GWU grads on May 17, at which time he will also be awarded an honorary doctorate of public service from the... Read more
Apple restocks refurbished Mac minis for up t...
The Apple Store has restocked Apple Certified Refurbished 2014 Mac minis, with models available starting at $419. Apple’s one-year warranty is included with each mini, and shipping is free: - 1.4GHz... Read more
Save up to $50 on iPad Air 2s, NY tax only, f...
 B&H Photo has iPad Air 2s on sale for $50 off MSRP including free shipping plus NY sales tax only: - 16GB iPad Air 2 WiFi: $469.99 $30 off - 64GB iPad Air 2 WiFi: $549 $50 off - 128GB iPad Air 2... Read more
16GB iPad Air 2 on sale for $447, save $52
Walmart has the 16GB iPad Air 2 WiFi on sale for $446.99 on their online store for a limited time. Choose free shipping or free local store pickup (if available). Sale price for online orders only,... Read more
iMacs on sale for up to $205 off MSRP
B&H Photo has 21″ and 27″ iMacs on sale for up to $205 off MSRP including free shipping plus NY sales tax only: - 21″ 1.4GHz iMac: $1029 $70 off - 21″ 2.7GHz iMac: $1199 $100 off - 21″ 2.9GHz... Read more

Jobs Board

Sr. Technical Services Consultant, *Apple*...
**Job Summary** Apple Professional Services (APS) has an opening for a senior technical position that contributes to Apple 's efforts for strategic and transactional Read more
Event Director, *Apple* Retail Marketing -...
…This senior level position is responsible for leading and imagining the Apple Retail Team's global engagement strategy and team. Delivering an overarching brand Read more
*Apple* Pay - Site Reliability Engineer - Ap...
**Job Summary** Imagine what you could do here. At Apple , great ideas have a way of becoming great products, services, and customer experiences very quickly. Bring Read more
*Apple* Solutions Consultant - Retail Sales...
**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
*Apple* Solutions Consultant - Retail Sales...
**Job Summary** As an Apple Solutions Consultant (ASC) you are the link between our customers and our products. Your role is to drive the Apple business in a retail Read more
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.