TweetFollow Us on Twitter

Color Animation II
Volume Number:10
Issue Number:4
Column Tag:Getting Started

Related Info: Color Quickdraw Quickdraw

Finally - Color Animation!!!

Flying color bits around flicker-free

By Dave Mark, MacTech Magazine Regular Contributing Author

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

A while ago, we got into bitmap animation using BitMapper. BitMapper was based on QuickDraw’s BitMap data structure. Since BitMaps are always 1 pixel deep, BitMapper was limited to black and white animation. This month, we’ll colorize BitMapper, taking advantage of Color QuickDraw’s PixMap data structure.

PixMaps and GWorlds

The PixMap is much more complex than the BitMap. With BitMap animation, all you had to do was fill out the relatively simple BitMap structure, create a GrafPort, then connect the two via a call to SetPortBits(). Once that’s done, you are ready to copy the BitMap from port to port via a call to CopyBits(). If you need a little refresher, check back to the BitMapper column (September, ‘93).

On the other hand, PixMaps are complicated beasties. Pop open your copy of Inside Macintosh, Volume V (or THINK Reference, if you prefer) and look up the PixMap data structure. To create a PixMap by hand, you’d have to initialize all of those fields. Notice the pmTable field, listed as a handle to a color table (also known as a color lookup table, or CLUT). In addition to the PixMap fields, you’ve also got to create and initialize a ColorTable structure. Look it up.

This stuff is non-trivial. Fortunately, the Toolbox offers a high-level set of functions that make the creation of off-screen PixMaps relatively simple. These off-screen PixMaps are known as GWorlds. Off-screen simply means that you are creating something that is not drawn in a window on the screen. GWorlds are created in memory and typically drawn to a window via a call to CopyBits(), just as we did with BitMaps in BitMapper.

PixMapper

This month’s program is called PixMapper. PixMapper creates a window the size of the main screen and fills it in with a randomly generated sequence of colored squares. Next, PixMapper loads a PICT resource and uses a series of GWorlds to smoothly animate the PICT over the colored background.

As usual, we’ll create the program this month, then go over the program details in next month’s column.

Creating the PixMapper Resources

Start by creating a folder named PixMapper inside your Development folder. Fire up ResEdit and create a file named PixMapper.Π.rsrc inside your PixMapper folder.

Now create an ALRT resource (along with a corresponding DITL resource) for our error alert. The ALRT resource should have a Top: of 40, a Left: of 30, a Height: of 116, and a Width: of 292. Be sure to set the DITL ID: to 128.

Next, create a DITL with an id of 128. Use the specifications in Figure 2 to create the OK button and the specifications in Figure 3 to create the error alert’s static text item.

Figure 2. Specifications for the error alert’s OK button.

Figure 3. Specifications for the error alert’s static text item.

Next, create an MBAR resource with an id of 128. The MBAR should list four MENU ids: 128, 129, 130 and 131. Create four MENU resources according to the specifications in Figure 4. Be sure to include a separator line as the second item in the File menu. Also, be sure to mark the appropriate items in the Colors menu with a check mark (). Use the popup menu in the Mark: field to do this.

Figure 4. The four MENU resources.

Finally, go into the scrapbook (or your favorite graphics application) and use Copy and Paste to create a PICT resource in the resource file. Be sure that the PICT has a resource id of 128. When choosing your PICT resource, here’s a couple of things to keep in mind. First of all, smaller is probably better. A smaller picture takes up less memory and contains less pixels to copy around in memory. Something around the size of a color icon is probably a good size to start with.

Next, you might want to create a picture that is non-rectangular or that has a hole in it, then use the lasso tool to select only the pixels in the picture (and not the background). Though a rectangular picture will work just fine, a non-rectangular picture (like an X or an O shape) produces much more impressive results.

Creating the PixMapper Project

Save your changes and quit ResEdit. Launch THINK C and create a new project named PixMapper.Π in the PixMapper folder. Add MacTraps to the project. Next, create a new source code window, save it as PixMapper.c and add it to the project.

Type in the following source code:


/* 1 */
#include <QDOffscreen.h>
#include <Picker.h>
#include <GestaltEqu.h>

#define kMBARResID 128
#define kSleep   0L
#define kMoveToFront (WindowPtr)-1L
#define kEmptyString "\p"
#define kEmptyTitlekEmptyString
#define kVisible true
#define kNoGoAwayfalse
#define kNilRefCon (long)nil
#define kErrorAlertID128
#define kNilFilterProc    nil

#define kSquareSize16

#define kForegroundPICT   128
#define kIgnored nil
#define kUseMaxDepth 0
#define kNoFlags (GWorldFlags)0

#define mApple   128
#define iAbout   1

#define mFile    129
#define iRedraw  1
#define iQuit    3

#define mColors  131
#define iUseRGB  1
#define iUseHSV  2
#define iRed4
#define iGreen   5
#define iBlue    6
#define iHue4
#define iSaturation5
#define iBrightness6

/*  Globals  */

Boolean gDone;
Boolean gIsRGB = true, gRandomReds = true, 
 gRandomGreens = true, gRandomBlues = true;
Boolean gRandomHue = true, gRandomSaturation = true, gRandomBrightness 
= true;
WindowPtr gMainWindow;
short   gXBump = 1, gYBump = 1; // <--Try changing these numbers
GWorldPtr gPictWorld, gSaveWorld, gSaveMixWorld;
PixMapHandlegPixMapSave, gPixMapSaveMix, gPixMapPict;
Rect    gSavedFloaterRect, gPictWorldRect, gWorldRect;
short   gGlobalHue;

/*  Functions  */

void    ToolboxInit( void );
void    MenuBarInit( void );
Boolean HasGWorlds( void );
void    WindowInit( void );
void    PaintWindow( void );
void    RandomForeColor( void );
void    GWorldInit( void );
GWorldPtr MakeGWorld( Rect *boundsPtr );
void    EventLoop( void );
void    DoEvent( EventRecord *eventPtr );
void    HandleMouseDown( EventRecord *eventPtr );
void    HandleMenuChoice( long menuChoice );
void    HandleAppleChoice( short item );
void    HandleFileChoice( short item );
void    HandleColorsChoice( short item );
void    MainLoop( void );
void    DrawFirstFloater( void );
void    MoveFloater( void );
void    CalcNewFloaterPosition( void );
void    DoError( Str255 errorString );

/****************** main ***************************/
void  main( void )
{
 ToolboxInit();
 MenuBarInit();
 if ( ! HasGWorlds() )
 DoError( "\pDeep GWorlds not supported by this machine!" );
 
 WindowInit();
 GWorldInit();

 DrawFirstFloater();
 
 EventLoop();
}

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

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

/****************** MenuBarInit ***********************/

void  MenuBarInit( void )
{
 Handle menuBar;
 MenuHandle menu;
 
 menuBar = GetNewMBar( kMBARResID );
 SetMenuBar( menuBar );

 menu = GetMHandle( mApple );
 AddResMenu( menu, 'DRVR' );
 
 DrawMenuBar();
}

/****************** HasGWorlds *****************/

Boolean HasGWorlds( void )
{
 long   feature;
 OSErr  err;
 
 err = Gestalt( gestaltQuickdrawFeatures, &feature );
 
 if ( err != noErr )
 DoError( "\pError calling Gestalt!" );
 
 if ( feature & 0x0004 )
 return true;
 else
 return false;
}


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

void  WindowInit( void )
{
 Rect   r;
 
 r = screenBits.bounds;
 r.top += GetMBarHeight();
 
 gMainWindow = NewCWindow( nil, &r, kEmptyTitle,
 kVisible, plainDBox, kMoveToFront,
 kNoGoAway, kNilRefCon );

 SetPort( gMainWindow );
 
 PaintWindow();
}


/****************** PaintWindow ***********************/

void  PaintWindow( void )
{
 Rect   r;
 short  row, col, numRows, numCols;
 
 SetPort( gMainWindow );
 
 r = gMainWindow->portRect;
 
 numCols = (r.right - r.left) / kSquareSize;
 if ( numCols != numCols/kSquareSize*kSquareSize )
 numCols++;
 
 numRows = (r.bottom - r.top) / kSquareSize;
 if ( numRows != numRows/kSquareSize*kSquareSize )
 numRows++;
 
 GetDateTime( (unsigned long *)(&randSeed) );
 
 gGlobalHue = Random();
 
 for ( row=0; row<numRows; row++ )
 for ( col=0; col<numCols; col++ )
 {
 r.top = row * kSquareSize;
 r.bottom = r.top + kSquareSize;
 r.left = col * kSquareSize;
 r.right = r.left + kSquareSize;
 RandomForeColor();
 PaintRect( &r );
 }

 ForeColor( blackColor );
 BackColor( whiteColor );
}


/****************** RandomForeColor ***********************/

void  RandomForeColor( void )
{
 RGBColor color;
 HSVColor hsvColor;
 
 if ( gIsRGB )
 {
 if ( gRandomReds )
 color.red = Random();
 else
 color.red = 0;
 
 if ( gRandomGreens )
 color.green = Random();
 else
 color.green = 0;
 
 if ( gRandomBlues )
 color.blue = Random();
 else
 color.blue = 0;
 
 RGBForeColor( &color );
 }
 else
 {
 if ( gRandomHue )
 hsvColor.hue = Random();
 else
 hsvColor.hue = gGlobalHue;
 
 if ( gRandomSaturation )
 hsvColor.saturation = Random();
 else
 hsvColor.saturation = 65535;
 
 if ( gRandomBrightness )
 hsvColor.value = Random();
 else
 hsvColor.value = 65535;
 
 HSV2RGB( &hsvColor, &color );
 RGBForeColor( &color );
 }
}
/****************** GWorldInit ***********************/

void  GWorldInit( void )
{
 PicHandlepic;
 
 pic = GetPicture( kForegroundPICT );

 if ( pic == nil )
 DoError( "\pError loading PICT..." );

// Call HNoPurge() if your PICT is purgeable
 
 gPictWorldRect = (**pic).picFrame;
 OffsetRect( &gPictWorldRect, -gPictWorldRect.left, 
 -gPictWorldRect.top );
 
 gWorldRect = gPictWorldRect;
 gWorldRect.bottom += 2;
 gWorldRect.right += 2;
 
 gPictWorld = MakeGWorld( &gPictWorldRect );
 gSaveWorld = MakeGWorld( &gWorldRect );
 gSaveMixWorld = MakeGWorld( &gWorldRect );
 
 gPixMapPict = GetGWorldPixMap( gPictWorld );
 gPixMapSave = GetGWorldPixMap( gSaveWorld );
 gPixMapSaveMix = GetGWorldPixMap( gSaveMixWorld );

// Lock pixels before you draw or read from PixMap.  Unlock when you 
are done.
//We're leaving the whole thing locked to avoid the hassle. In a real 
app, do it right.

 if ( ! LockPixels( gPixMapPict ) )
 DoError( "\pLockPixels failed..." );

 if ( ! LockPixels( gPixMapSave ) )
 DoError( "\pLockPixels failed..." );

 if ( ! LockPixels( gPixMapSaveMix ) )
 DoError( "\pLockPixels failed..." );
 
 SetGWorld( gPictWorld, kIgnored );
 
 DrawPicture( pic, &gPictWorldRect );
}

/*********************************** MakeGWorld */

GWorldPtr MakeGWorld( Rect *boundsPtr )
{
 QDErr  err;
 GWorldPtrnewGWorld;
 
 err = NewGWorld( &newGWorld, kUseMaxDepth,
 boundsPtr, kIgnored, kIgnored, noNewDevice );

// In the real world, call DisposeGWorld() when you are done with the 
GWorld...
 
 if ( err != noErr )
 DoError( "\pMy call to NewGWorld died!  Bye..." );
 
 return( newGWorld );
}

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

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

/************************************* DoEvent */
void  DoEvent( EventRecord *eventPtr )
{
 char theChar;
 
 switch ( eventPtr->what )
 {
 case mouseDown: 
 HandleMouseDown( eventPtr );
 break;
 case keyDown:
 case autoKey:
 theChar = eventPtr->message & charCodeMask;
 if ( (eventPtr->modifiers & cmdKey) != 0 ) 
 HandleMenuChoice( MenuKey( theChar ) );
 break;
 case updateEvt:
 BeginUpdate( (WindowPtr)(eventPtr->message) );
 EndUpdate( (WindowPtr)(eventPtr->message) );
 break;
 }
}

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

void  HandleMouseDown( EventRecord *eventPtr )
{
 WindowPtrwindow;
 short  thePart;
 long   menuChoice;
 
 thePart = FindWindow( eventPtr->where, &window );
 
 switch ( thePart )
 {
 case inMenuBar:
 menuChoice = MenuSelect( eventPtr->where );
 HandleMenuChoice( menuChoice );
 break;
 case inSysWindow : 
 SystemClick( eventPtr, window );
 break;
 }
}

/************************************* HandleMenuChoice */

void  HandleMenuChoice( long menuChoice )
{
 short  menu;
 short  item;
 
 if ( menuChoice != 0 )
 {
 menu = HiWord( menuChoice );
 item = LoWord( menuChoice );
 
 switch ( menu )
 {
 case mApple:
 HandleAppleChoice( item );
 break;
 case mFile:
 HandleFileChoice( item );
 break;
 case mColors:
 HandleColorsChoice( item );
 break;
 }
 HiliteMenu( 0 );
 }
}

/************************************* HandleAppleChoice */

void  HandleAppleChoice( short item )
{
 MenuHandle appleMenu;
 Str255 accName;
 short  accNumber;
 
 switch ( item )
 {
 case iAbout:
 SysBeep( 20 );
 break;
 default:
 appleMenu = GetMHandle( mApple );
 GetItem( appleMenu, item, accName );
 accNumber = OpenDeskAcc( accName );
 break;
 }
}

/************************************* HandleFileChoice */

void  HandleFileChoice( short item )
{
 switch ( item )
 {
 case iRedraw:
 PaintWindow();
 DrawFirstFloater();
 break;
 case iQuit:
 gDone = true;
 break;
 }
}

/************************************* HandleColorsChoice */

void  HandleColorsChoice( short item )
{
 MenuHandle menu;
 
 menu = GetMenu( mColors );
 
 if ( item == iUseRGB )
 {
 gIsRGB = true;
 
 SetItem( menu, iRed, "\pRandom Reds" );
 SetItem( menu, iGreen, "\pRandom Greens" );
 SetItem( menu, iBlue, "\pRandom Blues" );
 
 CheckItem( menu, iUseRGB, true );
 CheckItem( menu, iUseHSV, false );
 CheckItem( menu, iRed, gRandomReds );
 CheckItem( menu, iGreen, gRandomGreens );
 CheckItem( menu, iBlue, gRandomBlues );
 }
 else if ( item == iUseHSV )
 {
 gIsRGB = false;
 
 SetItem( menu, iHue, "\pRandom Hue" );
 SetItem( menu, iSaturation, "\pRandom Saturation" );
 SetItem( menu, iBrightness, "\pRandom Brightness" );
 
 CheckItem( menu, iUseRGB, false );
 CheckItem( menu, iUseHSV, true );
 CheckItem( menu, iHue, gRandomHue );
 CheckItem( menu, iSaturation, gRandomSaturation );
 CheckItem( menu, iBrightness, gRandomBrightness );
 }
 else if ( gIsRGB )
 {
 switch ( item )
 {
 case iRed:
 gRandomReds = !gRandomReds;
 CheckItem( menu, iRed, gRandomReds );
 break;
 case iGreen:
 gRandomGreens = ! gRandomGreens;
 CheckItem( menu, iGreen, gRandomGreens );
 break;
 case iBlue:
 gRandomBlues = ! gRandomBlues;
 CheckItem( menu, iBlue, gRandomBlues );
 break;
 }
 }
 else
 {
 switch ( item )
 {
 case iHue:
 gRandomHue = !gRandomHue;
 CheckItem( menu, iHue, gRandomHue );
 break;
 case iSaturation:
 gRandomSaturation = ! gRandomSaturation;
 CheckItem( menu, iSaturation, gRandomSaturation );
 break;
 case iBrightness:
 gRandomBrightness = ! gRandomBrightness;
 CheckItem( menu, iBrightness, gRandomBrightness );
 break;
 }
 }
 PaintWindow();
 DrawFirstFloater();
}

/****************** DrawFirstFloater *********************/

void  DrawFirstFloater( void )
{
 CopyBits( &(gMainWindow->portBits), 
 (BitMap *)(*gPixMapSave),
 &gWorldRect, &gWorldRect, srcCopy, nil );
 
 gSavedFloaterRect = gPictWorldRect;
 OffsetRect( &gSavedFloaterRect, 1, 1 );

 CopyBits( (BitMap *)(*gPixMapPict), 
 &(gMainWindow->portBits),
 &gPictWorldRect, &gSavedFloaterRect, transparent, nil );
}

/****************** MoveFloater *********************/

void  MoveFloater( void )
{
 Rect   r;
 RgnHandlenewRgn, savedRgn, oldClip;

 CalcNewFloaterPosition();
 
 CopyBits( (BitMap *)(*gPixMapSave), 
 (BitMap *)(*gPixMapSaveMix),
 &gWorldRect, &gWorldRect, srcCopy, nil );
 
 r = gPictWorldRect;
 OffsetRect( &r, gXBump + 1, gYBump + 1 );
 
 CopyBits( (BitMap *)(*gPixMapPict), 
 (BitMap *)(*gPixMapSaveMix),
 &gPictWorldRect, &r, transparent, nil );
 
 r = gSavedFloaterRect;
 InsetRect( &r, -1, -1 );
 
 CopyBits( (BitMap *)(*gPixMapSaveMix), 
 &(gMainWindow->portBits),
 &gWorldRect, &r, srcCopy, nil );
 OffsetRect( &gSavedFloaterRect, gXBump, gYBump );
 
 r = gSavedFloaterRect;
 InsetRect( &r, -1, -1 );
 
 CopyBits( &(gMainWindow->portBits), 
 (BitMap *)(*gPixMapSaveMix),
 &r, &gWorldRect, srcCopy, nil );
 
 r = gWorldRect;
 OffsetRect( &r, -gXBump, -gYBump );
 
 CopyBits( (BitMap *)(*gPixMapSave), 
 (BitMap *)(*gPixMapSaveMix),
 &gWorldRect, &r, srcCopy, nil );
 CopyBits( (BitMap *)(*gPixMapSaveMix), 
 (BitMap *)(*gPixMapSave),
 &gWorldRect, &gWorldRect, srcCopy, nil );
}

/*********************************** CalcNewFloaterPosition */

void  CalcNewFloaterPosition( void )
{
 Rect r;
 
 r = gSavedFloaterRect;
 OffsetRect( &r, gXBump, gYBump );
 
 if ( (r.left < gMainWindow->portRect.left) ||
  ( r.right > gMainWindow->portRect.right ) )
 gXBump *= -1;
 if ( (r.top < gMainWindow->portRect.top) ||
  ( r.bottom > gMainWindow->portRect.bottom ) )
 gYBump *= -1;
}

/***************** DoError ********************/

void  DoError( Str255 errorString )
{
 ParamText( errorString, kEmptyString, kEmptyString,
 kEmptyString );
 
 StopAlert( kErrorAlertID, kNilFilterProc );
 ExitToShell();
}

Running PixMapper

As soon as you run PixMapper, the menu bar, featuring the •, File, Edit, and Colors menus, will appear. Next, a window will appear, filling the entire main screen. PixMapper will fill the window with colored squares. Finally, PixMapper will animate the PICT, starting in the upper left corner moving towards the lower right corner. Every time the PICT hits the edge of the window, the PICT will bounce off and continue in the opposite direction.

Figure 5. PixMapper in action.

The speed of your PICT will depend on the speed of your machine and the size of the PICT. The important thing to notice is that the PICT animates smoothly with absolutely no flicker. If there is any hesitation, it is most likely due to the system taking time to do some housekeeping chore.

Try selecting Redraw from the File menu. PixMapper will redraw the window and start the animation over again.

Next, go to the Colors menu and play with all the different menu settings. PixMapper lets you play with both the RGB and HSV color models. RGB lets you set a colors red, green, and blue values. If you uncheck Random Reds for example, the screen will be redrawn with a red value of 0 (all greens and blues). If Random Reds is checked, the red component of the color is a random value from 0 to 65535.

If you select HSV Colors, you’ll be able to work with hue, saturation, and brightness rather than red, green, and blue. Unlike the RGB menu items, if you uncheck Random Hues, a color’s hues component is set to 65535 instead of 0. Play around with these settings.

Till Next Month

Next month, we’ll walk through the PixMapper source code. In the meantime, pop open Inside Macintosh and read about GWorlds and PixMaps. See you next month...

 

Community Search:
MacTech Search:

Software Updates via MacUpdate

Smooth Operator! (Games)
Smooth Operator! 1.0 Device: iOS Universal Category: Games Price: $2.99, Version: 1.0 (iTunes) Description: Smooth Operator is a weird, weird two-player kissing game. Squeeze in for 2 player fun on a single iPad, creating awkward... | Read more »
_PRISM Guide - How to solve those puzzle...
_PRISM is a rather delightful puzzle game that’s been tailor made for touch screens. While part of the fun is figuring things out as you go along, we thought we’d offer you a helping hand at getting in the right mindset. Don’t worry about messing... | Read more »
Set off on an adventure through the Cand...
Like match three puzzlers? If so, Jelly Blast, the innovative iOS and Android game which launched last year, is worth a look. Jelly Blast sees you head off on an epic adventure through the Candy Kingdom with your friends Lily, Mr. Hare, and Mr.... | Read more »
Ellipsis - Touch. Explore. Survive. (...
Ellipsis - Touch. Explore. Survive. 1.0 Device: iOS Universal Category: Games Price: $2.99, Version: 1.0 (iTunes) Description: | Read more »
Ys Chronicles II (Games)
Ys Chronicles II 1.0.0 Device: iOS Universal Category: Games Price: $4.99, Version: 1.0.0 (iTunes) Description: After a hard fight to recover the six sacred books in Ys Chronicles I, Adol is back for a sequel! | Read more »
FINAL FANTASY Ⅸ (Games)
FINAL FANTASY Ⅸ 1.0.4 Device: iOS Universal Category: Games Price: $16.99, Version: 1.0.4 (iTunes) Description: ==========●Special sale price for the FINAL FANTASY IX release! ●20% off from February 10 to February 21, 2016... | Read more »
Tennis Club Story (Games)
Tennis Club Story 1.03 Device: iOS Universal Category: Games Price: $4.99, Version: 1.03 (iTunes) Description: Aim for the ace position of tennis club prestige in this simulation! Your leadership decides if players make it to the big... | Read more »
Juggernaut Wars guide - How to use skill...
Juggernaut Warsis a brand new auto-RPG on iOS and Android that challenges you to build a team of heroes, send them out into various different missions to defeat waves of heroes, and level them up to increase their power. The actual combat itself... | Read more »
Check out the new Pirate Attack update i...
Love pirates and board games? Well, you'll love the new Pirate Attack themed update that just launched in Game of Dice. It adds a bunch of new content themed around pirates, like an all new event map based on a pirate ship which revamps the toll... | Read more »
Splash Cars guide - How to paint the tow...
Splash Cars is an arcade driving game that feels like a hybrid between Dawn of the Plow and Splatoon. In it, you'll need to drive a car around to repaint areas of a town that have lost all of their color. Check out these tips to help you perform... | Read more »

Price Scanner via MacPrices.net

Sale! B&H Photo offers 12-inch Retina Mac...
B&H Photo has 12″ Retina MacBooks on sale for $300 off MSRP for a limited time. Shipping is free, and B&H charges NY tax only: - 12″ 1.1GHz Gray Retina MacBook: $999 $300 off MSRP - 12″ 1.... Read more
App Annie Reveals Future of the App Economy:...
App Annie, a San Francisco based mobile app data and insights platform, has launched its first comprehensive app economy forecast. This new offering will provide brands, agencies, investors and app... Read more
Apple restocks Certified Refurbished Mac mini...
Apple has restocked 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 Mac mini: $419 $... Read more
What iPad Pro Still Needs To Make It Truly Pr...
I love my iPad Air 2. So much that I’m grudgingly willing to put up with its compromises and limitations as a production tool in order to take advantage of its virtues. However, since a computer for... Read more
21-inch 3.1GHz 4K on sale for $1399, $100 off...
B&H Photo has the 21″ 3.1GHz 4K iMac on sale $1399 for a limited time. Shipping is free, and B&H charges NY sales tax only. Their price is $100 off MSRP: - 21″ 3.1GHz 4K iMac (MK452LL/A): $... Read more
Apple price trackers, updated continuously
Scan our Apple Price Trackers for the latest information on sales, bundles, and availability on systems from Apple’s authorized internet/catalog resellers. We update the trackers continuously: - 15″... Read more
Save up to $240 with Apple Certified Refurbis...
Apple is now offering Certified Refurbished 12″ Retina MacBooks for up to $240 off the cost of new models. Apple will include a standard one-year warranty with each MacBook, and shipping is free. The... Read more
Apple refurbished 13-inch Retina MacBook Pros...
Apple has Certified Refurbished 13″ Retina MacBook Pros available for up to $270 off the cost of new models. An Apple one-year warranty is included with each model, and shipping is free: - 13″ 2.7GHz... Read more
Apple refurbished Time Capsules available for...
Apple has certified refurbished Time Capsules available for $120 off MSRP. Apple’s one-year warranty is included with each Time Capsule, and shipping is free: - 2TB Time Capsule: $179, $120 off - 3TB... Read more
13-inch 2.5GHz MacBook Pro (refurbished) avai...
Apple has Certified Refurbished 13″ 2.5GHz MacBook Pros available for $829, or $270 off the cost of new models. Apple’s one-year warranty is standard, and shipping is free: - 13″ 2.5GHz MacBook Pros... Read more

Jobs Board

Infrastructure Engineer - *Apple* /Mac - Rem...
…part of a team Requires proven problem solving skills Preferred Additional: Apple Certified System Administrator (ACSA) Apple Certified Technical Coordinator (ACTC) Read more
Lead Engineer - *Apple* OSX & Hardware...
Lead Engineer - Apple OSX & Hardware **Job ID:** 3125919 **Full/Part\-Time:** Full\-time **Regular/Temporary:** Regular **Listed:** 2016\-02\-10 **Location:** Cary, Read more
Simply Mac *Apple* Specialist- Service Repa...
Simply Mac is the largest premier retailer of Apple products in the nation. In order to support our growing customer base, we are currently looking for a driven Read more
Infrastructure Engineer - *Apple* /Mac - Rem...
…part of a team Requires proven problem solving skills Preferred Additional: Apple Certified System Administrator (ACSA) Apple Certified Technical Coordinator (ACTC) Read more
Lead Engineer - *Apple* OSX & Hardware...
Lead Engineer - Apple OSX & Hardware **Job ID:** 3125919 **Full/Part\-Time:** Full\-time **Regular/Temporary:** Regular **Listed:** 2016\-02\-10 **Location:** Cary, Read more
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.