TweetFollow Us on Twitter

Sep 94 Challenge
Volume Number:10
Issue Number:9
Column Tag:Programmer’s Challenge

Programmer’s Challenge

By Mike Scanlin, Mountain View, CA

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

The Rules

Here’s how it works:

Each month we present a different programming challenge here. First, you write some code that solves the challenge. Second, optimize your code (a lot). Then, submit your solution to MacTech Magazine (formerly MacTutor). We choose a winner based on code correctness, speed, size and elegance (in that order of importance) as well as the postmark of the answer. In the event of multiple equally desirable solutions, one winner will be chosen at random (with honorable mention, but no prize, given to the runners up). The prize for the best solution each month is $50 and a limited edition “The Winner! MacTech Magazine Programming Challenge” T-shirt (not available in stores).

In order to make fair comparisons between solutions, all solutions must be in ANSI compatible C (i.e., don’t use Think’s Object extensions). Use only pure C code. We will disqualify any entries with any assembly in them (except for those challenges specifically stated to be in assembly). You may call any routine in the Macintosh toolbox you want (e.g., it doesn’t matter if you use NewPtr instead of malloc). We test entries with the FPU and 68020 flags turned off in THINK C. We time routines with the latest version of THINK C (with “ANSI Settings”, “Honor ‘register’ first”, and “Use Global Optimizer” turned on), so beware if you optimize for a different C compiler. Limit your code to 60 characters wide. This helps us deal with e-mail gateways and simplifies page layout.

We publish the solution and winners for this month’s Programmers’ Challenge in the issue two months later. All submissions must be received by the 10th day of the month printed on the front of this issue.

Mark solutions “Attn: Programmers’ Challenge Solution” and send them via e-mail - Internet progchallenge@xplain.com, AppleLink MT.PROGCHAL, CompuServe 71552,174 and America Online MT PRGCHAL. Include the solution, all related files, and your contact information. If you send via snail mail, please send a disk with those items on it; see “How to Contact Xplain Corporation” on page 2.

MacTech Magazine reserves the right to publish any solution entered in the Programming Challenge of the Month. Authors grant MacTech Magazine the non-exclusive right to publish entries without limitation upon submission of each entry. Authors retain copyrights for the code.

Erase Scribble

Challenge entrants liked the proposal for one function to set up their caches (which was not timed) and a second function to do the actual work (which was time critical). I can see why; it mirrors the way we implement things in the real world quite well. So, this month we have another challenge along these lines. The goal is to write the core code for an eraser tool. The tool erases line segments of a scribble drawn in the draw layer of a drawing program.

A Scribble is a variable length structure defined as:


/* 1 */
typedef struct Scribble {
 Point  startingPoint;
 Point  deltaPoints[];
}  Scribble,
  *ScribblePtr,
 **ScribbleHndl;

The startingPoint is where the scribble begins and each Point after that is a signed (dv,dh) offset from that point to the next point. At the very end of the deltaPoints array is a (0,0) entry. So if you had these bytes (0001 0004 0007 FFFF 0001 0001 0000 0000) then the scribble would consist of two line segments. One going from (x=4,y=1) to (3,8) and the other from (3,8) to (4,9).

The prototype of the two functions you write are:


/* 2 */
void *EraseScribbleInit(  theScribble, eraserSize);
ScribbleHndltheScribble;
unsigned short eraserSize;

Boolean PtInScribble(thePoint, theScribble, eraserSize,
 privateScribbleDataPtr);
Point   thePoint;
ScribbleHndltheScribble;
unsigned short eraserSize;

void      *privateScribbleDataPtr;

The routine EraseScribbleInit will be called once at the beginning of a given erase operation. It will NOT be timed (only the PtInScribble will count towards your time). It can create whatever lookup tables PtInScribble may need (up to 32K) and return a pointer to that private data. The return value from EraseScribbleInit will be passed to PtInScribble as the privateScribbleDataPtr parameter. You decide what it points to (if anything). And, yes, the same ScribbleHndl will be passed to the Init routine that is passed to the PtInScribble routine.

The scribbles that will be used will have between 2 and 500 Points (including the startingPoint). The eraserSize parameter is the size in pixels of the square eraser that the user is moving around. It will vary from 4 to 16 pixels and will be an even number. The function PtInScribble should return true if any part of the eraser is touching any of the vertices of the Scribble and false if not. Note that having the eraser intersect the middle of a line segment that is part of the Scribble does not count as a hit. This particular eraser only erases when it touches an endpoint of a segment. The (dv,dh) numbers will typically be small, probably 16 or less in absolute value with the average around 4 in absolute value (so that we have smooth Scribbles). The bounding box that contains each Scribble will be 1024 pixels square or smaller.

The goal is to make a PtInScribble routine fast enough so that the eraser the user is dragging around is not sluggish (imagine erasing a page containing 20 or 30 separate overlapping Scribbles). My test routine that calls your PtInScribble routine will take care of all the drawing and actual erasing; you just have to determine when the eraser touches a vertex of the Scribble or not.

Oh, yeah, one more thing: September is always Assembly Language Month here at the Programmer Challenge, and so, for this month only, you are allowed to use as much assembly language as you like in your solution. In fact, it is perfectly admissible to send in a C wrapper around a 100% assembly language solution. But you still have to write it in Think C using the prototypes above (use asm {} within the body of the function). In addition, you can write 68040 assembly if you want to (i.e. use instructions or addressing modes that may not exist on 68000, 020 and/or 030). Let ’em rip!

Two Months Ago Winner

Congratulations to Bob Noll (Arlington Heights, IL) for his excellent entry in the Color Space Conversion challenge. This is Bob’s first 1st place showing and it was during a month where there were several very high quality entries. Most of the 15 entries were no more than 50% slower than Bob’s winning entry.

Here are the times, code sizes and data sizes for each entry. The data size represents how many bytes the RGBtoYUVInit routine allocated when it was called (i.e. the size of the private lookup tables). Numbers in parens after a person’s name indicate how many times that person has finished in the top 5 places of all previous Programmer Challenges, not including this one:

Name time code data

Bob Noll 135 1038 394272

Dan Waylonis 153 518 9232

Bob Boonstra (10) 165 1508 789520

Ernst Munter (1) 173 404 12336

Larry Landry (2) 174 1554 795728

Joe Francis 183 1154 9342

Ronald Nepsund (2) 190 744 7184

Clement Goebel (3) 195 1094 8208

Michael Panchenko (1) 198 278 9232

Allen Stenger (7) 227 1528 520240

John Schlack 236 916 9232

Ted DiSilvestre 283 674 9408

Daniel Farmer (1) 289 830 8208

Kevin Cutts (3) 563 698 31952

David Nebiker 4955 1178 27664

Bob decided to optimize his RGBtoYUVInit routine even though it would not count towards his overall time (bravo!). To get both speed and accuracy he uses a 96-bit fixed point number to create his lookup tables. He then implemented his own routines to perform math on this custom format. And he was able to integrate his rounding factor into his lookup tables to save himself that final step when calculating y, u and v.

I received quite a bit of mail regarding my statement “.5 rounding down to zero.” I did not disqualify anyone for misinterpreting this. What I meant was “.5 should round towards zero” meaning that -.5 to .5 inclusive should be rounded to zero. There are gains to be had when writing a JPEG compression engine if you can get as many zeros as possible up front, which is the reason for this non-standard (i.e. symmetrical about zero) way of rounding.

Here’s Bob’s winning solution:


/* 3 */
Written by Robert A. Noll, July, 1994.  Copyright © 1994 Robert A. Noll
RGBtoYUV.h 
RGBtoYUV.h - Header for RGBtoYUV routine.
#define NegToZero 1
typedef struct {
 unsigned long   sig;
 unsigned long*  rp;
 unsigned long*  gbp;
 unsigned char*  up;
 unsigned char*  vp;
 unsigned long   r[256];
 unsigned long   gb[65536];
 unsigned char   u[65536];
 unsigned char   v[65536];
 } PrivateBlock;

void *RGBtoYUVInit(void);

void RGBtoYUV(unsigned char *rPtr, // Red buffer
   unsigned char *gPtr,   // Green buffer
   unsigned char *bPtr,   // Blue buffer
   unsigned char *yPtr,   // Luminance buffer
     signed char *uPtr,   // U Chrominance buff
   signed char *vPtr,// V Chrominance buff
   unsigned long numPixels, // Number of Pixels
   void *privateDataPtr); // My private data

RGBtoYUV.c
RGBtoYUV.c - Convert RGB color to YUV color.

#include "RGBtoYUV.h"

RGBtoYUV

RGBtoYUV - Calculate the Y, U, and V values for set of R, G, and B values 
input.  This function relies completely on the data set up by RGBtoYUVInit 
and therefore checks the validity of the data sent.  It will return with 
no action if data is not valid.

void RGBtoYUV(unsigned char *rPtr, // Red buffer
   unsigned char *gPtr,   // Green buffer
   unsigned char *bPtr,   // Blue buffer
   unsigned char *yPtr,   // Luminance buffer
   signed char *uPtr,// U Chrominance buff
   signed char *vPtr,// V Chrominance buff
   unsigned long numPixels, // Number of Pixels
   void *privateDataPtr)  // My private data
 {
 PrivateBlock* pb = (PrivateBlock*)privateDataPtr;
 unsigned long *rp = pb->rp;
 unsigned long *gbp = pb->gbp;
 unsigned char *up = pb->up;
 unsigned char *vp = pb->vp;
 unsigned long tmp;
 union {
 unsigned short i;
 unsigned char c[2];
 } gb;
 
 if (pb->sig != 'RNCS') return;
 
 for (; numPixels>0; --numPixels,++rPtr,++gPtr,++bPtr,
 ++yPtr,++uPtr,++vPtr) {
 gb.c[0] = *gPtr;//Get index into gb and v tables 
 gb.c[1] = *bPtr;
 
 tmp = rp[*rPtr] + gbp[gb.i]; //  Calculate Y value from tables
 *yPtr = *((unsigned char*)&tmp);
 
 *vPtr = (*rPtr - vp[gb.i]) >> 1;  //  Calculate V value from table
 
 gb.c[0] = *rPtr;//Get index into u table
 gb.c[1] = *gPtr;
 
#if NegToZero
 //If for Negs .5 rounds up to 0 then if R == G and R|G > B we calc special.
 if (*rPtr==*gPtr && *gPtr>*bPtr)
 *uPtr = ((*bPtr - *gPtr) + 1) >> 1;
 else
#endif
 *uPtr = (*bPtr - up[gb.i]) >> 1;  // Calculate U value from table
 }
 }


RGBtoYUVInit.c
RGBtoYUVInit.c - Sets up the tables for use by RGBtoYUV.

#include "RGBtoYUV.h"

// A fixed point number type with 8 bits of intregral part and 88 bits 
of fractional part.
typedef struct {
 unsigned long val[3];
 } BigNum;
 
typedef struct {
 BigNum y[256];
 BigNum g[256];
 BigNum b[256];
 } TempBlock;

Multiply
Multiply - Takes a BigNum and multiplies it by a number in the range 
0 - 255.  
Result is put into 'ans'.

void Multiply(void* bits, unsigned char num, void* ans)
 {
 int x;
 unsigned short* bp = (unsigned short*)bits + 5;
 unsigned short* ap = (unsigned short*)ans + 5;
 unsigned long val = 0;
 
 for (x=6; x; --x,--bp,--ap) {
 val += (unsigned long)*bp * num;
 *ap = val;
 val >>= 16;
 }
 }

Add
Add - Adds two BigNums and returns the result in 'ans'

void Add(void* bits1, void* bits2, void* ans)
 {
 int x;
 unsigned short* bp1 = (unsigned short*)bits1 + 5;
 unsigned short* bp2 = (unsigned short*)bits2 + 5;
 unsigned short* ap = (unsigned short*)ans + 5;
 unsigned long val = 0;
 
 for (x=6; x; --x,--bp1,--bp2,--ap) {
 val += (unsigned long)*bp1 + *bp2;
 *ap = val;
 val >>= 16;
 }
 }
 
RGBtoYUVInit
RGBtoYUVInit - Sets up all the tables used by the RGBtoYUV function.
 
Since accuracy is a concern, I use my own number format and routines 
to calculate tables.  It turns out that FP routines are just as accurate 
but my stuff is 3x faster.

About calculations in general:

A table with all 16M values for each of Y, U, and V would be nice but, at 48MB, would be way over 1MB limit. With minor calcs in 'RGBtoYUV' I need two 64K entry tables for each of U and V. At full precision they would be 768K each. They get reduced greatly later. The Y table I break into two tables: one for the R calcs and one for the G and B combination. At full precision they would take 3K and 768K respectively. They get reduced later also. At this point we are a lot closer to the 1MB limit.

About Y calculations:

• 24 bits of fractional precision for the two tables was found to give proper results. This was found by checking the result of rounding the full precision result against the rounding of the sum of the two table entries for EVERY one of the 16M combinations. This allows us to represent our table entries in tables of 'unsigned long's. Table sizes are thus reduced to 1K and 256K.

• Rounding is handled by adding .7FFFFFFFFFFFFFFFFFFFFF to the 'gb' table values. This allows RGBtoYUV to just truncate its result.

• When R, G, and B are all equal then Y is the same number. With the tables that are built the checking for such a limited case (256 out of 16,777,216) just added space. (To calc 16M values takes a little over 2 minutes)

About U and V in general:

• Since B and R are multipied by .5 for these calcs we can except them as 7 bits of integral part and 1 bit of fraction.

• Since the B or R calculation will always result in some number X.0 or X.5. This enables us to do all rounding in the table values. Also we are able to store the table numbers in the same 7.1 bit format.

• If rounding is always down then RGBtoYUV can just truncate after the subtraction. If rounding is to be toward zero then special handling is needed.

About V calculations:

Because of the number of decimal places and the fact that the multipliers add up to .50000001 the G and B combination will never result in exactly X.0 or X.5. Thus for V we don't need to worry about whether -0.5 rounds up or down.

About U calculations:

• The R and G combination values will result in an X.0 or X.5 result when R == G

• If rounding is always down (.5 -> 0 and -.5 -> -1) then truncation after the calculation is all that is needed.

• If rounding is always towards zero (.5 -> 0 and -.5 -> 0) then RGBtoYUV will add .5 and then truncate when R and G are equal. All other cases will still be handled with just truncation.

 
/* 4 */
void *RGBtoYUVInit(void)
 {
 short r,g,b;
 BigNum mat[] = {
    { 0x004C8B43, 0x95810624, 0xDD2F1A9F },/*.29900000*/
    { 0x009645A1, 0xCAC08312, 0x6E978D4F },/*.58700000*/
    { 0x001D2F1A, 0x9FBE76C8, 0xB4395810 },/*.11400000*/
    { 0x002B3246, 0xA4293F94, 0x6A85AFD7 },/*.16873590*/
    { 0x0054CDB9, 0x5BD6C06B, 0x957A5028 },/*.33126410*/
    { 0x00800000, 0x00000000, 0x00000000 },/*.50000000*/
    { 0x00800000, 0x00000000, 0x00000000 },/*.50000000*/
    { 0x006B2F1C, 0x4D3DA074, 0x7F2DDD88 },/*.41868760*/
    { 0x0014D0E3, 0xDDB57D4F, 0xE1EA9636 },/*.08131241*/
    { 0x007FFFFF, 0xFFFFFFFF, 0xFFFFFFFF } /*.49999999*/
    };
 unsigned long *rp, *gbp;
 BigNum *gp, *bp, *yp, yt, ut, vt, xt;
 unsigned char *up, *vp;
 PrivateBlock *pb;
 TempBlock *tb;

 pb = (PrivateBlock*)NewPtr(sizeof(PrivateBlock));
 if (pb==0) {
 DebugStr("\pOut of Memory");
 return;
 }
 pb->rp = pb->r;
 pb->gbp = pb->gb;
 pb->up = pb->u;
 pb->vp = pb->v;
 
 tb = (TempBlock*)NewPtr(sizeof(TempBlock));
 if (tb==0) {
 DebugStr("\pOut of Memory");
 return;
 }
 
// r-values never = x.0 or x.5
 rp = pb->rp;
 for (r=0; r<256; ++r,++rp) {
 Multiply(&mat[0],r,&xt);
 *rp = *((unsigned long*)&xt);
 }
 
// This method same as 0-255, 0-255 method.
// My calc routines equal SANE routines and are 3 times faster.
// u-values are never == x.0 or x.5
// v-values are never == x.0 or x.5
  yp = tb->y;
  gp = tb->g;
  bp = tb->b;
 gbp = pb->gbp;
  up = pb->up;
  vp = pb->vp;
 for (b=0; b<256; ++b,++yp,++gp,++bp,++gbp,++up,++vp) {
 Multiply(&mat[2],b,yp);
 Add(yp,&mat[9],yp);
 *gbp = *((unsigned long*)yp);
 Multiply(&mat[4],b,gp);
 // Add(gp,&mat[9],gp);
 *up = *((unsigned short*)gp) >> 7;
 Multiply(&mat[8],b,bp);
 // Add(bp,&mat[9],bp);
 *vp = *((unsigned short*)bp) >> 7;
 }
 for (g=1; g<256; ++g) {
 Multiply(&mat[1],g,&yt);
 Add(&yt,&mat[9],&xt);
 *gbp = *((unsigned long*)&xt);
 ++gbp;
 Multiply(&mat[3],g,&ut);
 // Add(&ut,&mat[9],&xt);
 *up = *((unsigned short*)&ut) >> 7;
 ++up;
 Multiply(&mat[7],g,&vt);
 // Add(&vt,&mat[9],&xt);
 *vp = *((unsigned short*)&vt) >> 7;
 ++vp;
 yp = &tb->y[1];
 gp = &tb->g[1];
 bp = &tb->b[1];
 for (b=1; b<256;
 ++b,++gbp,++yp,++up,++gp,++vp,++bp) {
 Add(&yt,yp,&xt);
 *gbp = *((unsigned long*)&xt);
 if (g==b) {
 *up = b;
 *vp = b;
 }
 else {
 Add(&ut,gp,&xt);
 *up = *((unsigned short*)&xt) >> 7;
 Add(&vt,bp,&xt);
 *vp = *((unsigned short*)&xt) >> 7;
 }
 }
 }
 
 if (tb!=0)
 DisposPtr((Ptr)tb);

 pb->sig = 'RNCS';
 return pb;
 }







  
 
AAPL
$524.94
Apple Inc.
+5.93
MSFT
$40.01
Microsoft Corpora
-0.39
GOOG
$536.10
Google Inc.
-20.44

MacTech Search:
Community Search:

Software Updates via MacUpdate

VMware Fusion 6.0.3 - Run Windows apps a...
VMware Fusion allows you to create a Virtual Machine on your Mac and run Windows (including Windows 8.1) and Windows software on your Mac. Run your favorite Windows applications alongside Mac... Read more
Tweetbot 1.5.1 - Popular iOS twitter cli...
Tweetbot is a full-featured OS X Twitter client with a lot of personality. Whether it's the meticulously-crafted interface, sounds and animation, or features like multiple timelines and column views... Read more
Mac DVDRipper Pro 4.1.7 - Copy, backup,...
Mac DVDRipper Pro is the DVD backup solution that lets you protect your DVDs from scratches, save your batteries by reading your movies from your hard disk, manage your collection with just a few... Read more
PDFpenPro 6.2 - Advanced PDF toolkit for...
PDFpenPro allows users to edit PDF's easily. Add text, images and signatures. Fill out PDF forms. Merge or split PDF documents. Reorder and delete pages. Even correct text and edit graphics! Create... Read more
PDFpen 6.2 - Edit and annotate PDFs with...
PDFpen allows users to easily edit PDF's. Add text, images and signatures. Fill out PDF forms. Merge or split PDF documents. Reorder and delete pages. Even correct text and edit graphics! Features... Read more
Monolingual 1.5.9 - Remove unwanted OS X...
Monolingual is a program for removing unnecesary language resources from OS X, in order to reclaim several hundred megabytes of disk space. It requires a 64-bit capable Intel-based Mac and at least... 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
Starcraft II: Wings of Liberty 1.1.1.180...
Download the patch by launching the Starcraft II game and downloading it through the Battle.net connection within the app. Starcraft II: Wings of Liberty is a strategy game played in real-time. You... Read more
Sibelius 7.5.0 - Music notation solution...
Sibelius is the world's best-selling music notation software for Mac. It is as intuitive to use as a pen, yet so powerful that it does most things in less than the blink of an eye. The demo includes... Read more
Typinator 5.9 - Speedy and reliable text...
Typinator turbo-charges your typing productivity. Type a little. Typinator does the rest. We've all faced projects that require repetitive typing tasks. With Typinator, you can store commonly used... Read more

Latest Forum Discussions

See All

This Week at 148Apps: April 14-18, 2014
Spring Into Our App Reviews   | Read more »
Have a Special Dead Trigger 2 Easter Bas...
Have a Special Dead Trigger 2 Easter Basket Full of Goodies, Courtesy of Madfinger Games Posted by Rob Rich on April 18th, 2014 [ permalink ] Dead Trigger 2 | Read more »
Almost All of Playdek’s Library is on Sa...
Almost All of Playdek’s Library is on Sale Right Now, and You Should Check it Out Posted by Rob Rich on April 18th, 2014 [ permalink ] Playdek has released quite a few great iOS ports of board and card games over the years, and now most of them... | Read more »
Zynga Launches Brand New Farmville Exper...
Zynga Launches Brand New Farmville Experience with Farmville 2: Country Escape Posted by Tre Lawrence on April 18th, 2014 [ permalink ] | Read more »
David. Review
David. Review By Cata Modorcea on April 18th, 2014 Our Rating: :: MINIMALISTIC IN A DIFFERENT WAYUniversal App - Designed for iPhone and iPad David is a minimalistic game wrapped inside of a soothing atmosphere in which the hero... | Read more »
Eyefi Unveils New Eyefi Cloud Service Th...
Eyefi Unveils New Eyefi Cloud Service That Allows Users to Share Media Across Personal Devices Posted by Tre Lawrence on April 18th, 2014 [ permalink ] | Read more »
Tales from the Dragon Mountain: The Lair...
Tales from the Dragon Mountain: The Lair Review By Jennifer Allen on April 18th, 2014 Our Rating: :: STEADY ADVENTURINGiPad Only App - Designed for the iPad Treading a safe path, Tales from the Dragon Mountain: The Lair is a... | Read more »
Yahoo Updates Flickr App with Advanced E...
Yahoo Updates Flickr App with Advanced Editing Features and More Posted by Tre Lawrence on April 18th, 2014 [ permalink ] | Read more »
My Incredible Body - A Kid's App to...
My Incredible Body - A Kid's App to Learn about the Human Body 1.1.00 Device: iOS Universal Category: Education Price: $2.99, Version: 1.1.00 (iTunes) Description: Wouldn’t it be cool to look inside yourself and see what was going on... | Read more »
Trials Frontier Review
Trials Frontier Review By Carter Dotson on April 18th, 2014 Our Rating: :: A ROUGH LANDINGUniversal App - Designed for iPhone and iPad Trials Frontier finally brings the famed stunt racing franchise to mobile, but how much does its... | Read more »

Price Scanner via MacPrices.net

Deal Alert! 13-inch MacBook Pro on sale for $...
Best Buy has the 13″ 2.5GHz MacBook Pro on sale for $999.99 on their online store. Choose free shipping or free instant local store pickup (if available). Their price is $200 off MSRP. Price is valid... Read more
Free HopTo 2.2 Helps Enhance Your Productivit...
The HopTo app helps you do more on your iPad by providing more and easier adaccess to files and documents. Version 2.2 adds Egnyte and HopTo’s Mac OSX File Connector. If you already have the hopTo... Read more
National Distracted Driving Awareness Month:...
As the country recognizes National Distracted Driving Awareness Month, Sprint is reminding wireless consumers to focus on driving while behind the wheel, to not text or email while driving, and to... Read more
13-inch 2.4GHz Retina MacBook Pro available f...
Abt has the 13″ 2.4GHz 128GB Retina MacBook Pro available for $1229 including free shipping. Their price is $70 off MSRP. Read more
iMacs on sale for up to $160 off MSRP this we...
Best Buy has iMacs on sale for up to $160 off MSRP for a limited time. Choose free home shipping or free instant local store pickup (if available). Prices are valid for online orders only, in-store... Read more
iPad Airs on sale this weekend for up to $100...
Best Buy has WiFi iPad Airs on sale for $50 off MSRP and WiFi + Cellular iPad Airs on sale for $100 off MSRP on their online store for a limited time, with prices now starting at $449. Choose free... Read more
Apple restocks refurbished Mac minis starting...
The Apple Store has restocked Apple Certified Refurbished Mac minis for up to $150 off the cost of new models. Apple’s one-year warranty is included with each mini, and shipping is free: - 2.5GHz Mac... Read more
Hyundai Brings Apple CarPlay To The 2015 Sona...
Hyundai Motor America has announced it will bring Apple CarPlay functionality to the 2015 Sonata. CarPlay is pitched as a smarter, safer and easier way to use iPhone in the car and gives iPhone users... Read more
Updated iPads Coming Sooner Than We Had Thoug...
MacRumors, cites KGI securities analyst Ming Chi Kuo, well-respected as an Apple product prognisticator, saying that Apple will introduce an upgraded iPad Air and iPad mini in 2014/Q3, meaning the... Read more
Toshiba Unveils New High And Low End Laptop M...
Toshiba has announced new laptop models covering both the high-end and low-end of the notebook computer spectrum. Toshiba 4K Ultra HD Laptop Toshiba’s new Satellite P55t features one of the world’s... Read more

Jobs Board

Position Opening at *Apple* - Apple (United...
…customers purchase our products, you're the one who helps them get more out of their new Apple technology. Your day in the Apple Store is filled with a range of 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
*Apple* Inc. Research Data Specialist - Appl...
…of Worldwide Market Research & Intelligence. The team is responsible for conducting Apple branded consumer market research. It is also responsible for analyzing data Read more
*Apple* Automotive Parts Department position...
Apple Automotive is one of the fastest growing dealer…and it shows. Consider making the switch to the Apple Automotive Group today! At Apple Automotive, we 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
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.