TweetFollow Us on Twitter

Feb 96 Challenge
Volume Number:12
Issue Number:2
Column Tag:Programmer’s Challenge

Programmer’s Challenge

By Bob Boonstra, Westford, Massachusetts

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

Intersecting Rectangles

The Challenge this month is to write a routine that will accept a list of rectangles and calculate a result based on the intersections of those rectangles. Specifically, your code will return a list of non-overlapping rectangles that contain all points enclosed by an odd (or even) number of the input rectangles. The prototype for the code you should write is:

void RectangleIntersections(
 const Rect inputRects[], /* list if input rectangles */
 const long numRectsIn,   /* number of inputRects */
 Rect outputRects[], /* preallocated storage for output */
 long *numRectsOut,/* number of outputRects returned */
 const Boolean oddParity  /* see text for explanation */
);

The parameter oddParity indicates whether you are to return rectangles containing points enclosed by an odd number of the numRectsIn inputRects rectangles (oddParity==true) or by an even (nonzero) number of rectangles (oddParity==false). Sufficient storage for the output will be preallocated for you and pointed to by outputRects.

As an example, if you were given these inputRects:

 {0,10,20,30}, {5,15,20,30}

and oddParity were true, you might return the following list of outputRects:

 {0,10,5,15}, {0,15,5,30}, {5,10,15,20}

It would also be correct to return a result that combined the first of these rectangles with either of the other two. If oddParity were false, you would return the following list for the example input:

 {5,15,20,30}

The outputRects must be non-empty and non-overlapping. In the example, it would be incorrect to return the following for the odd parity case:

 {0,10,5,30} {0,10,20,15}

The outputRects you generate must also be maximal, in the sense that each edge of each of the outputRects should pass through a vertex of one of the inputRects. That is, for example, I don’t want you to return a 1¥1 rectangle representing each point enclosed in the desired number of inputRects. Before returning, set *numRectsOut to indicate the number of outputRects you generated.

If you need auxiliary storage, you may allocate any reasonable amount within your code using toolbox routines or malloc, but you must deallocate that storage before returning. (No memory leaks! - I’ll be calling your code many times.)

This native PowerPC Challenge will be scored using the latest Metrowerks compiler, with the winner determined by execution time. If you have any questions, or would like some test data for your code, please send me e-mail at one of the Programmer’s Challenge addresses, or directly to bob_boonstra@mactech.com. Test data will also be sent to the Programmer’s Challenge mailing list, which you can join by sending a message to autoshare@mactech.com with the SUBJECT line “sub challenge YourName”, substituting your real name for YourName.

Two Months Ago Winner

Eight of the 13 solutions submitted for the Find Again And Again Challenge worked correctly. Congratulations to Gustav Larsson (Mountain View, CA) for submitting an entry that was significantly faster than the others. The problem was to write a text search engine optimized to operate repeatedly on the same block of text. A variety of optimization techniques were represented in the solutions, a couple of which are highlighted in the table of results below. Several people optimized for the case where the same word was repeatedly searched for. Some of my tests included this case, and those results are in the columns headed “repeat.” The “random” columns shows results for tests that searched for random occurrences of random words. Each of the tests were run under conditions where only 64KB of auxiliary storage was available, and where much more memory was available. These conditions were weighted 20% and 80% respectively in calculating the total time, since the problem statement promised that ample memory would usually be provided. You can see that Gustav’s solution performed reasonably well when memory was scarce, and very well when memory was plentiful.

Gustav’s solution hashes as many words of the input text as possible in the initialization routine. He uses the Boyer-Moore-Horspool algorithm to find words in any text that was not parsed during initialization. Other features of the approach are described in the well-commented code.

Here are the times and code sizes for entries that passed by tests. Numbers in parentheses after a person’s name indicate that person’s cumulative point total for all previous Challenges, not including this one.

64K Memory >>64K Memory code

Name repeat random repeat random time size

Gustav Larsson (67) 1814 3773 62 111 1255 3584

Tom Saxton 46 16400 197 459 3814 2000

Xan Gregg (81) 27 2907 1316 2835 3907 1664

Kevin Cutts (46) 1760 3234 1760 2809 4654 1600

Joseph Ku 8856 14570 121 509 5189 1584

David Cary 60 22665 499 1000 5745 2124

Eric Lengyel (40) 34 10221 29 4697 5831 1188

Ernst Munter (110) 2036 2053 2287 4603 6330 2976

Top Contestants of All time

Here are the Top Contestants for the Programmer’s Challenges to date, including everyone who has accumulated more than 20 points. The numbers below include points awarded for this month’s entrants.

Rank Name Points Rank Name Points

1. [Name deleted] 176 11. Mallett, Jeff 44

2. Munter, Ernst 110 12. Kasparian, Raffi 42

3. Gregg, Xan 88 13. Vineyard, Jeremy 42

4. Larsson, Gustav 87 14. Lengyel, Eric 40

5. Karsh, Bill 80 15. Darrah, Dave 31

6. Stenger, Allen 65 16. Landry, Larry 29

7. Riha, Stepan 51 17. Elwertowski, Tom 24

8. Cutts, Kevin 50 18. Lee, Johnny 22

9. Goebel, James 49 19. Noll, Robert 22

10. Nepsund, Ronald 47

There are three ways to earn points: (1) scoring in the top 5 of any Challenge, (2) being the first person to find a bug in a published winning solution or, (3) being the first person to suggest a Challenge that I use. The points you can win are:

1st place 20 points 5th place 2 points

2nd place 10 points finding bug 2 points

3rd place 7 points suggesting Challenge 2 points

4th place 4 points

Here is Gustav’s winning solution:

Find Again and Again

Copyright © 1995 Gustav Larsson

Constants & Types
#define ALPHABET_SIZE 256
#define ALLOC_SIZE(n) ((n+3) & -4L) /* next multiple of 4 */
#define HASH_BUCKETS 1024           /* must be power of 2 */
#define HASH_MASK (HASH_BUCKETS - 1)
#define NO_NULL_CHAR 'A'
#define NULL 0

typedef unsigned char  uchar;
typedef unsigned short ushort;
typedef unsigned long  ulong;

typedef struct Word Word;
typedef struct Occurrence Occurrence;
typedef struct Private Private;

/* 
  A block of occurrence positions.  We pack in as many occurrences as possible into 
  a single block, from 3 to 6 depending on textLength.

  The first entry in the block is always used.  The remaining entries are in use if they 
  are not zero.  These facts are used several places to simplify the code.
*/
struct Occurrence {
  Occurrence *next;
  union {
    ushort pos2[6];   /* 2 bytes/occurrence */
    struct {
      ushort lo[4];
      uchar  hi[4];
    } pos3;           /* 3 bytes/occurrence */
    long pos4[3];     /* 4 bytes/occurrence */
  } p;
};

/*
  There is one Word struct for each distinct word.  The word’s length is stored in the 
  top eight bits of the hash value.  There’s no need to store the characters in the word 
  since we can just look at the first occurrence (first entry in Word.first).
*/
struct Word {
  Word        *next;
  ulong       hash;
  Occurrence  *last;
  Occurrence  first;
};

/*
  The structure of our private storage.  The hashCodes[] array serves two purposes: it 
  distinguishes alphanumeric from non-alphanumeric characters, and it provides a 
  non-zero hash code for each alphanumeric character.  The endParsedText field will 
  be -1 if there was enough private memory to parse all the text.  Otherwise, it points to 
  the start of the unparsed text.  nullChar is used by the BMH_Search() function when 
  we must search unparsed text for an occurrence.
*/
struct Private {
  ulong hashCodes [ ALPHABET_SIZE ];
  Word  *hashTable [ HASH_BUCKETS ];
  long  endParsedText;  /* start of parsed text */
  long  posBytes;       /* POS_x_BYTES, below */
  char  nullChar;       /* char not appearing in the text */
  long  heap;           /* start of private heap  */
};

Macros
/*
  These macros simplify access to the occurrence positions stored in an Occurrence 
  struct.  Posbytes is a macro argument that is usually set to private->posBytes.  
  However, you can also use a constant for posbytes, which lets the compiler choose 
  the right case at compile time, producing smaller and faster code.
*/
#define POS_2_BYTES 1   /* word position fits in 2 bytes */
#define POS_3_BYTES 0   /* fits in 3 bytes; usual case */
#define POS_4_BYTES 2   /* fits in 4 bytes */

#define GET_POS(pos,occur,index,posbytes)           \
  {                                                 \
    if ( (posbytes) == POS_3_BYTES )                \
      pos = ((long)(occur)->p.pos3.hi[index] << 16) \
          + (occur)->p.pos3.lo[index];              \
    else if ( (posbytes) == POS_2_BYTES )           \
      pos = (occur)->p.pos2[index];                 \
    else                                            \
      pos = (occur)->p.pos4[index];                 \
  }

#define SET_POS(pos,occur,index,posbytes)       \
  {                                             \
    if ( (posbytes) == POS_3_BYTES )            \
    {                                           \
      (occur)->p.pos3.hi[index] = (pos) >> 16;  \
      (occur)->p.pos3.lo[index] = (pos);        \
    }                                           \
    else if ( (posbytes) == POS_2_BYTES )       \
      (occur)->p.pos2[index] = pos;             \
    else                                        \
      (occur)->p.pos4[index] = pos;             \
  }

InitFind
void InitFind (
  char *textToSearch,
  long textLength,
  void *privateStorage,
  long storageSize
)
{
  Private *private = privateStorage;

  private->endParsedText =
    InitFindBody(
        (uchar *)textToSearch,
        textLength,
        privateStorage,
        (uchar *)privateStorage + storageSize
    );

  if ( private->endParsedText != -1 )
    private->nullChar =
      PickNullChar(
            private,
            (uchar *)textToSearch + private->endParsedText,
            (uchar *)textToSearch + textLength );
  else
    private->nullChar = NO_NULL_CHAR;
}

InitFindBody
/*
  This function does most of the work for InitFind().  The arguments have been recast 
  into a more useful form; uchar and ulong are used a lot so that we don’t have to 
  worry about the sign, especially when indexing private->hashCodes[].

  The return value is the character position when the unparsed text begins (if we run 
  out of private storage), or -1 if all the text was parsed.
*/
static long InitFindBody (
  uchar   *textToSearch,
  long    textLength,
  Private *private,
  uchar   *endPrivateStorage
)
{
  uchar       *alloc, *textPos, *textEnd, *wordStart;
  long        wordLength;
  ulong       hash, code;
  Word        *word;
  Occurrence  *occur;

/*
  Init table of hash codes.  The remaining entries are guaranteed to be initialized to 
  zero.  The hash codes were chosen so that any two codes differ by at least five bits.
  */
  {
    ulong *table = private->hashCodes;  /* reduces typing */

    table['0'] = 0xFFC0;  table['5'] = 0xF492;
    table['1'] = 0xFE07;  table['6'] = 0xF31E;
    table['2'] = 0xF98B;  table['7'] = 0xF2D9;
    table['3'] = 0xF84C;  table['8'] = 0xCF96;
    table['4'] = 0xF555;  table['9'] = 0xCE51;

    table['A'] = 0xC9DD;  table['N'] = 0xA245;
    table['B'] = 0xC81A;  table['O'] = 0x9F0A;
    table['C'] = 0xC503;  table['P'] = 0x9ECD;
    table['D'] = 0xC4C4;  table['Q'] = 0x9941;
    table['E'] = 0xC348;  table['R'] = 0x9886;
    table['F'] = 0xC28F;  table['S'] = 0x959F;
    table['G'] = 0xAF5C;  table['T'] = 0x9458;
    table['H'] = 0xAE9B;  table['U'] = 0x93D4;
    table['I'] = 0xA917;  table['V'] = 0x9213;
    table['J'] = 0xA8D0;  table['W'] = 0x6DD3;
    table['K'] = 0xA5C9;  table['X'] = 0x6C14;
    table['L'] = 0xA40E;  table['Y'] = 0x6B98;
    table['M'] = 0xA382;  table['Z'] = 0x6A5F;

    table['a'] = 0x6746;  table['n'] = 0x3C88;
    table['b'] = 0x6681;  table['o'] = 0x3B04;
    table['c'] = 0x610D;  table['p'] = 0x3AC3;
    table['d'] = 0x60CA;  table['q'] = 0x37DA;
    table['e'] = 0x5D85;  table['r'] = 0x361D;
    table['f'] = 0x5C42;  table['s'] = 0x3191;
    table['g'] = 0x5BCE;  table['t'] = 0x3056;
    table['h'] = 0x5A09;  table['u'] = 0x0D19;
    table['i'] = 0x5710;  table['v'] = 0x0CDE;
    table['j'] = 0x56D7;  table['w'] = 0x0B52;
    table['k'] = 0x515B;  table['x'] = 0x0A95;
    table['l'] = 0x509C;  table['y'] = 0x078C;
    table['m'] = 0x3D4F;  table['z'] = 0x064B;
  }

  /*  Determine the number of bytes needed to store each occurrence position. */
  if ( textLength <= 0x10000L )
    private->posBytes = POS_2_BYTES;
  else if ( textLength <= 0x1000000L )
    private->posBytes = POS_3_BYTES;
  else
    private->posBytes = POS_4_BYTES;

  /* Set up variables to handle allocation of private storage. */
  alloc = (uchar *)&private->heap;

  /* Parse the text */
  textPos = textToSearch;
  textEnd = textPos + textLength;

  while ( textPos != textEnd )
  {
    /* Search for start of word */
    while ( private->hashCodes[*textPos] == 0 )
    {
      textPos++;
      if ( textPos == textEnd )
        return -1;  /* parse all text */
    }
    wordStart = textPos;

    /* Search for end of word; generate hash value too */
    hash = 0;
    while ( textPos != textEnd &&
            (code = private->hashCodes[ *textPos ]) != 0 )
    {
      hash = (hash << 1) ^ code;
      textPos++;
    }
    wordLength = textPos - wordStart;
    hash = (hash & 0xFFFFFF) | (wordLength << 24);

    /*
      Record the occurrence.  First we see if a Word struct exists for this word and 
      whether we need to allocate a new Occurrence struct.
    */
    word = LookupWord(
                private,
                (char *)textToSearch,
                (char *)wordStart,
                wordLength,
                hash );
    if ( word )
    {
      long allocateNewBlock, blockSize, i, pos;

      /*
        This word has occurred before, so it already has a Word struct.  See if there’s 
        room in the last Occurrence block for another entry.  Remember that entry #0 in 
        the Occurrence block is always in use, so we can start checking at entry #1 for a 
        non-zero entry.
      */
      occur = word->last;
      allocateNewBlock = TRUE;
      switch ( private->posBytes )
      {
        case POS_2_BYTES:  blockSize = 6; break;
        case POS_3_BYTES:  blockSize = 4; break;
        case POS_4_BYTES:  blockSize = 3; break;
      }

      for ( i = 1; i < blockSize; i++ )
      {
        GET_POS( pos, occur, i, private->posBytes )
        if ( pos == 0 )
        {
          SET_POS( wordStart - textToSearch, occur, i,
                   private->posBytes )
          allocateNewBlock = FALSE;
          break;
        }
      }

      if ( allocateNewBlock )
      {
        /* Block is full.  Allocate new Occurrence block */
        occur = (Occurrence *) alloc;
        alloc += ALLOC_SIZE( sizeof(Occurrence) );
        if ( alloc >= endPrivateStorage )
          return wordStart-textToSearch; /* out of memory */

        /* Init the new struct and link it to the end of the occurence list. */
        SET_POS( wordStart - textToSearch, occur, 0,
                 private->posBytes )
        word->last->next = occur;
        word->last = occur;
      }
    }
    else
    {
      long i;

/* This is a new word.  Allocate a new Word struct, which contains an Occurrence 
    struct too.  */
      word = (Word *) alloc;
      alloc += ALLOC_SIZE( sizeof(Word) );
      if ( alloc >= endPrivateStorage )
        return wordStart-textToSearch ;  /* out of memory */

      /*  Link it to the start of the Word list, coming off the hash table. */
      word->next = private->hashTable[ hash & HASH_MASK ];
      private->hashTable[ hash & HASH_MASK ] = word;

      /* Init the Word struct */
      word->hash = hash;
      word->last = &word->first;

      /* Init the Occurrence struct */
      SET_POS( wordStart - textToSearch, &word->first, 0,
               private->posBytes )
    }
  }

  /* Finished parsing text */
  return -1;
}

FindWordOccurrence
long FindWordOccurrence (
  char *wordToFind,
  long wordLength,
  long occurrenceToFind,
  char *textToSearch,
  long textLength,
  void *privateStorage,
  long storageSize
)
{
  Private *private = privateStorage;
  Word  *word;
  ulong hash;

  /* Make occurenceToFind zero-based */
  occurrenceToFind--;

  /* Generate hash value for word to find */
  hash = 0;
  {
    long remain = wordLength;
    uchar *p = (uchar *) wordToFind;
    while ( remain > 0 )
    {
      hash = (hash << 1) ^ private->hashCodes[*p++];
      remain--;
    }
    hash = (hash & 0xFFFFFF) | (wordLength << 24);
  }

  /* Look for word/occurrence in hash table */
  word = LookupWord( private, textToSearch, wordToFind,
                     wordLength, hash );
  if ( word )
  {
    Occurrence *occur = &word->first;
    long blockSize, pos, i;

    /* Word exists in hash table, so go down the occurrence list.  */
    switch ( private->posBytes )
    {
      case POS_2_BYTES: blockSize = 6;  break;
      case POS_3_BYTES: blockSize = 4;  break;
      case POS_4_BYTES: blockSize = 3;  break;
    }

    while ( occur && occurrenceToFind >= blockSize )
    {
      occurrenceToFind -= blockSize;
      occur = occur->next;
    }

    if ( occur )
    {
      GET_POS( pos, occur, occurrenceToFind,
               private->posBytes )
      if ( occurrenceToFind == 0 || pos != 0 )
        return pos;
      occurrenceToFind -= blockSize;
    }

    occur = word->last;
    for ( i = 0; i < blockSize; i++ )
    {
      GET_POS( pos, occur, i, private->posBytes )
      if ( pos == 0 )
        occurrenceToFind++;
    }
  }

  /* Not in parsed text, so check the unparsed text */
  if ( private->endParsedText != -1 )
  {
    char *p;
    if ( wordLength > 3 )
      p = BMH_Search(
              private->hashCodes,
              wordToFind,
              wordLength,
              occurrenceToFind,
              textToSearch + private->endParsedText,
              textToSearch + textLength,
              private->nullChar );
    else
      p = SimpleSearch(
              private->hashCodes,
              wordToFind,
              wordLength,
              occurrenceToFind,
              textToSearch + private->endParsedText,
              textToSearch + textLength );
    if (p)
      return (p - textToSearch);
  }

  /* Not found */
  return -1;
}

LookupWord 
/* Look up a word in the hash table */
static Word *LookupWord (
  Private *private,
  char    *textToSearch,
  char    *wordText,
  long    wordLength,
  ulong   hash
)
{
  Word *word = private->hashTable[ hash & HASH_MASK ];
  while ( word )
  {
    if ( word->hash == hash )
    {
      char *w1, *w2;
      long pos, remain = wordLength;

      /*
        The hash values match, so compare characters to make sure it’s the right word.  
        We already know the word length is correct since the length is contained
        in the upper eight bits of the hash value.
      */
      GET_POS( pos, &word->first, 0, private->posBytes )
      w1 = textToSearch + pos;
      w2 = wordText;
      while ( remain-- > 0 && *w1++ == *w2++ )
        ;
      if ( remain == -1 )
        return word;
    }
    word = word->next;
  }
  return NULL;
}

PickNullChar 
/*
  Find a character that doesn’t appear anywhere in the unparsed text.  BMH_Search() is 
  faster if such a character can be found.
*/
static char PickNullChar (
  Private *private,
  uchar   *textStart,
  uchar   *textEnd
)
{
  long i;
  uchar *p, occurs[ ALPHABET_SIZE ];

  for ( i = 0; i < ALPHABET_SIZE; i++ )
    occurs[i] = FALSE;

  for ( p = textStart; p < textEnd; p++ )
    occurs[*p] = TRUE;

  for ( i = 0; i < ALPHABET_SIZE; i++ )
    if ( occurs[i] == FALSE && private->hashCodes[i] == 0 )
      return i;

  return NO_NULL_CHAR;
}

BMH_Search
/*
  Search the unparsed text using the Boyer-Moore-Horspool algorithm.  Ideally a null 
  character is supplied (one that appears in neither the search string nor the text being 
  searched).  This allows the inner loop to be faster.
*/
static char *BMH_Search (
  ulong *hashCodes,       /* private->hashCodes     */
  char  *wordToFind,
  long  wordLength,
  long  occurrenceToFind, /* 0 is first occurrence  */
  char  *textStart,       /* start of unparsed text */
  char  *textEnd,         /* end of unparsed text   */
  char  nullChar          /* private->nullChar      */
)
{
  long  i;
  char  *text, *wordEnd;
  char  word[256];
  long  offset[ ALPHABET_SIZE ];

  /*
    Copy the search string to a private buffer, where
    the first character is the null character.
  */
  word[0] = nullChar;
  for ( i = 0; i < wordLength; i++ )
    word[i+1] = wordToFind[i];

  /* Set up the offset[] lookup table */
  for ( i = 0; i < ALPHABET_SIZE; i++ )
    offset[i] = wordLength;

  for ( i = 1; i < wordLength; i++ )
    offset[ word[i] ] = wordLength - i;

  /* Let the search begin... */
  wordEnd = word + wordLength;
  text = textStart + wordLength - 1;

  if ( nullChar == NO_NULL_CHAR )
  {
    /* No null character, so use a slower inner loop */
    while ( text < textEnd )
    {
      long i;
      char *p, *q;
      for ( i = wordLength, p = wordEnd, q = text;
            i > 0 && *p == *q;
            i--, p--, q-- )
        ;
/*If i == 0, we have found the search string.  Now we make sure that it is delimited.*/
      if ( i == 0 && hashCodes[*q] == 0 &&
           (text+1 == textEnd || hashCodes[text[1]] == 0) )
      {
        if ( occurrenceToFind == 0 )
          return q+1;
        occurrenceToFind--;
      }

      text += offset[*text];
    }
  }
  else
  {
    /* There is a null character (usual case), 
        so we can use a faster and simpler inner loop. */
    while ( text < textEnd )
    {
      char *p, *q;
      for ( p = wordEnd, q = text; *p == *q; p--, q-- )
        ;
      if ( p == word && hashCodes[*q] == 0 &&
           (text+1 == textEnd || hashCodes[text[1]] == 0) )
      {
        if ( occurrenceToFind == 0 )
          return q+1;
        occurrenceToFind--;
      }
      text += offset[*text];
    }
  }
  return NULL;
}

SimpleSearch
/*
  Search the unparsed text using a simple search algorithm.  Note that wordLength 
  must be 1, 2, or 3.  This algorithm runs faster than BMH_Search() for small search 
  strings.
*/
static char *SimpleSearch(
  ulong *hashCodes,       /* private->hashCodes      */
  char  *wordToFind,
  long  wordLength,       /* 1..3                    */
  long  occurrenceToFind, /* 0 is 1st occurrence     */
  char  *textStart,       /* start of unparsed text  */
  char  *textEnd          /* end of all text         */
)
{
  char *text, first;

  first = wordToFind[0];
  text = textStart;

  if ( wordLength == 1 )
  {
    while ( text < textEnd )
    {
      while ( text < textEnd && *text != first )
        text++;
      if ( hashCodes[*(text-1)] == 0 &&
           hashCodes[text[wordLength]] == 0 )
      {
        if ( occurrenceToFind == 0 )
          return text;
        occurrenceToFind--;
      }
    text++;
    }
  }
  else if ( wordLength == 2 )
  {
    while ( text < textEnd )
    {
      while ( text < textEnd && *text != first )
        text++;
      if ( text[1] == wordToFind[1] &&
           hashCodes[*(text-1)] == 0 &&
           hashCodes[text[wordLength]] == 0 )
      {
        if ( occurrenceToFind == 0 )
          return text;
        occurrenceToFind--;
      }
    text++;
    }
  }
  else /* wordLength == 3 */
  {
    while ( text < textEnd )
    {
      while ( text < textEnd && *text != first )
        text++;
      if ( text[1] == wordToFind[1] &&
           text[2] == wordToFind[2] &&
           hashCodes[*(text-1)] == 0 &&
           hashCodes[text[wordLength]] == 0 )
      {
        if ( occurrenceToFind == 0 )
          return text;
        occurrenceToFind--;
      }
    text++;
    }
  }
  return NULL;
}

 

Community Search:
MacTech Search:

Software Updates via MacUpdate

Microsoft Remote Desktop 8.0.16 - Connec...
With Microsoft Remote Desktop, you can connect to a remote PC and your work resources from almost anywhere. Experience the power of Windows with RemoteFX in a Remote Desktop client designed to help... Read more
Spotify 1.0.4.90. - Stream music, create...
Spotify is a streaming music service that gives you on-demand access to millions of songs. Whether you like driving rock, silky R&B, or grandiose classical music, Spotify's massive catalogue puts... Read more
djay Pro 1.1 - Transform your Mac into a...
djay Pro provides a complete toolkit for performing DJs. Its unique modern interface is built around a sophisticated integration with iTunes and Spotify, giving you instant access to millions of... Read more
Vivaldi 1.0.118.19 - Lightweight browser...
Vivaldi browser. In 1994, two programmers started working on a web browser. Our idea was to make a really fast browser, capable of running on limited hardware, keeping in mind that users are... Read more
Stacks 2.6.11 - New way to create pages...
Stacks is a new way to create pages in RapidWeaver. It's a plugin designed to combine drag-and-drop simplicity with the power of fluid layout. Features: Fluid Layout: Stacks lets you build pages... Read more
xScope 4.1.3 - Onscreen graphic measurem...
xScope is powerful set of tools that are ideal for measuring, inspecting, and testing on-screen graphics and layouts. Its tools float above your desktop windows and can be accessed via a toolbar,... Read more
Cyberduck 4.7 - FTP and SFTP browser. (F...
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
Labels & Addresses 1.7 - Powerful la...
Labels & Addresses is a home and office tool for printing all sorts of labels, envelopes, inventory labels, and price tags. Merge-printing capability makes the program a great tool for holiday... Read more
teleport 1.2.1 - Use one mouse/keyboard...
teleport is a simple utility to let you use one single mouse and keyboard to control several of your Macs. Simply reach the edge of your screen, and your mouse teleports to your other Mac! The... Read more
Apple iMovie 10.0.8 - Edit personal vide...
With an all-new design, Apple iMovie lets you enjoy your videos like never before. Browse your clips more easily, instantly share your favorite moments, and create beautiful HD movies and Hollywood-... Read more

Use Batting Average and the Apple Watch...
Batting Average, by Pixolini, is designed to help you manage your statistics. Every time you go to bat, you can use your Apple Watch to track  your swings, strikes, and hits. [Read more] | Read more »
Celebrate Studio Pango's 3rd Annive...
It is time to party, Pangoland pals! Studio Pango is celebrating their 3rd birthday and their gift to you is a new update to Pangoland. [Read more] | Read more »
Become the World's Most Important D...
Must Deliver, by cherrypick games, is a top-down endless-runner witha healthy dose of the living dead. [Read more] | Read more »
SoundHound + LiveLyrics is Making its De...
SoundHound Inc. has announced that SoundHound + LiveLyrics, will be one of the first third-party apps to hit the Apple Watch. With  SoundHound you'll be able to tap on your watch and have the app recognize the music you are listening to, then have... | Read more »
Adobe Joins the Apple Watch Lineup With...
A whole tidal wave of apps are headed for the Apple Watch, and Adobe has joined in with 3 new ways to enhance your creativity and collaborate with others. The watch apps pair with iPad/iPhone apps to give you total control over your Adobe projects... | Read more »
Z Steel Soldiers, Sequel to Kavcom'...
Kavcom has released Z Steel Soldiers, which continues the story of the comedic RTS originally created by the Bitmap Brothers. [Read more] | Read more »
Seene Lets You Create 3D Images With You...
Seene, by Obvious Engineering, is a 3D capture app that's meant to allow you to create visually stunning 3D images with a tap of your finger, and then share them as a 3D photo, video or gif. [Read more] | Read more »
Lost Within - Tips, Tricks, and Strategi...
Have you just downloaded Lost Within and are you in need of a guiding hand? While it’s not the toughest of games out there you might still want some helpful tips to get you started. [Read more] | Read more »
Entertain Your Pet With Your Watch With...
The Petcube Camera is a device that lets you use live video to check in on your pet, talk to them, and play with them using a laser pointer - all while you're away. And the Petcube app is coming to the Apple Watch, so you'll be able to hang out with... | Read more »
Now You Can Manage Your Line2 Calls With...
You'll be able to get your Line2 cloud phone service on the Apple Watch very soon. The watch app can send and receive messages using hands-free voice dictation, or by selecting from a list of provided responses. [Read more] | Read more »

Price Scanner via MacPrices.net

Intel Compute Stick: A New Mini-Computing For...
The Intel Compute Stick, a new pocket-sized computer based on a quad-core Intel Atom processor running Windows 8.1 with Bing, is available now through Intel Authorized Dealers across much of the... Read more
Heal to Launch First One-Touch House Call Doc...
Santa Monica, California based Heal, a pioneer in on-demand personal health care services — will offer the first one-touch, on-demand house call doctor app for the Apple Watch. Heal’s Watch app,... Read more
Mac Notebooks: Avoiding MagSafe Power Adapter...
Apple Support says proper usage, care, and maintenance of Your Mac notebook’s MagSafe power adapter can substantially increase the the adapter’s service life. Of course, MagSafe itself is an Apple... Read more
12″ Retina MacBook In Shootout With Air And P...
BareFeats’ rob-ART morgan has posted another comparison of the 12″ MacBook with other Mac laptops, noting that the general goodness of all Mac laptops can make which one to purchase a tough decision... Read more
FileMaker Go for iPad and iPhone: Over 1.5 Mi...
FileMaker has announced that its FileMaker Go for iPad and iPhone app has surpassed 1.5 million downloads from the iTunes App Store. The milestone confirms the continued popularity of the FileMaker... Read more
Sale! 13-inch 2.7GHz Retina MacBook Pro for $...
 Best Buy has the new 2015 13″ 2.7GHz/128GB Retina MacBook Pro on sale for $1099 – $200 off MSRP. Choose free shipping or free local store pickup (if available). Price for online orders only, in-... Read more
Minimalist MacBook Confirms Death of Steve Jo...
ReadWrite’s Adriana Lee has posted a eulogy for the “Digital Hub” concept Steve Jobs first proposed back in 2001, declaring the new 12-inch MacBook with its single, over-subscribed USB-C port to be... Read more
13-inch 2.7GHz Retina MacBook Pro for $1234 w...
Adorama has the 13″ 2.7GHz/128GB Retina MacBook Pro in stock for $1234.99 ($65 off MSRP) including free shipping plus a free LG external DVD/CD optical drive. Adorama charges sales tax in NY & NJ... Read more
13-inch 2.5GHz MacBook Pro available for $999...
 Adorama has the 13-inch 2.5GHz MacBook Pro on sale for $999 including free shipping plus NY & NJ sales tax only. Their price is $100 off MSRP. 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

Jobs Board

*Apple* Retail - Multiple Positions (US) - A...
Sales Specialist - Retail Customer Service and Sales Transform Apple Store visitors into loyal Apple customers. When customers enter the store, you're also the Read more
*Apple* Support Technician IV - Jack Henry a...
Job Description Jack Henry & Associates is seeking an Apple Support Technician. This position while acting independently, ensures the proper day-to-day control of Read more
*Apple* Client Systems Solution Specialist -...
…drive revenue and profit in assigned sales segment and/or region specific to the Apple brand and product sets. This person will work directly with CDW Account Managers Read more
*Apple* Software Support - Casper (Can work...
…experience . Full knowledge of Mac OS X and prior . Mac OSX / Server . Apple Remote Desktop . Process Documentation . Ability to prioritize multiple tasks in a fast pace Read more
*Apple* Software Support - Xerox Corporation...
…Imaging experience Full knowledge of Mac OS X and prior Mac OSX / Server Apple Remote Desktop Process Documentation Ability to prioritize multiple tasks in a fast pace Read more
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.