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

```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 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);
}

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;
}
```

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Destiny meets its mobile match - Everyth...
Shadowgun Legends is the latest game in the Shadowgun series, and it's taking the franchise in some interesting new directions. Which is good news. The even better news is that it's coming out tomorrow, so if you didn't make it into the beta you... | Read more »
How PUBG, Fortnite, and the battle royal...
The history of the battle royale genre isn't a long one. While the nascent parts of the experience have existed ever since players first started killing one another online, it's really only in the past six years that the genre has coalesced into... | Read more »
Around the Empire: What have you missed...
Oh hi nice reader, and thanks for popping in to check out our weekly round-up of all the stuff that you might have missed across the Steel Media network. Yeah, that's right, it's a big ol' network. Obviously 148Apps is the best, but there are some... | Read more »
All the best games on sale for iPhone an...
It might not have been the greatest week for new releases on the App Store, but don't let that get you down, because there are some truly incredible games on sale for iPhone and iPad right now. Seriously, you could buy anything on this list and I... | Read more »
Everything You Need to Know About The Fo...
In just over a week, Epic Games has made a flurry of announcements. First, they revealed that Fortnite—their ultra-popular PUBG competitor—is coming to mobile. This was followed by brief sign-up period for interested beta testers before sending out... | Read more »
The best games that came out for iPhone...
It's not been the best week for games on the App Store. There are a few decent ones here and there, but nothing that's really going to make you throw down what you're doing and run to the nearest WiFi hotspot in order to download it. That's not to... | Read more »
Death Coming (Games)
Death Coming 1.1.1.536 Device: iOS Universal Category: Games Price: \$1.99, Version: 1.1.1.536 (iTunes) Description: --- Background Story ---You Died. Pure and simple, but death was not the end. You have become an agent of Death: a... | Read more »
Hints, tips, and tricks for Empires and...
Empires and Puzzles is a slick match-stuff RPG that mixes in a bunch of city-building aspects to keep things fresh. And it's currently the Game of the Day over on the App Store. So, if you're picking it up for the first time today, we thought it'd... | Read more »
What You Need to Know About Sam Barlow’s...
Sam Barlow’s follow up to Her Story is #WarGames, an interactive video series that reimagines the 1983 film WarGames in a more present day context. It’s not exactly a game, but it’s definitely still interesting. Here are the top things you should... | Read more »
Pixel Plex Guide - How to Build Better T...
Pixel Plex is the latest city builder that has come to the App Store, and it takes a pretty different tact than the ones that came before it. Instead of being in charge of your own city by yourself, you have to work together with other players to... | Read more »

## Price Scanner via MacPrices.net

Back in stock! Apple’s full line of Certified...
Save \$300-\$300 on the purchase of a 2017 13″ MacBook Pro today with Certified Refurbished models at Apple. Apple’s refurbished prices are the lowest available for each model from any reseller. A... Read more
Back in stock: 13-inch 2.5GHz MacBook Pro (Ce...
Apple has Certified Refurbished 13″ 2.5GHz MacBook Pros (MD101LL/A) available for \$829, or \$270 off original MSRP. Apple’s one-year warranty is standard, and shipping is free: – 13″ 2.5GHz MacBook... Read more
Apple restocks Certified Refurbished 2017 13″...
Apple has Certified Refurbished 2017 13″ MacBook Airs available starting at \$849. An Apple one-year warranty is included with each MacBook, and shipping is free: – 13″ 1.8GHz/8GB/128GB MacBook Air (... Read more
8-Core iMac Pro on sale for \$4699, save \$300
Amazon has the 8-core iMac Pro on sale for \$4699 including free shipping. Their price is \$300 off MSRP, and it’s the currently lowest price available for an iMac Pro. For the latest up-to-date prices... Read more
10″ 512GB WiFi iPad Pros on sale for \$849, sa...
B&H Photo has Space Gray and Rose Gold 10.5″ 512GB WiFi iPad Pros on sale for \$849. Their price is \$150 off MSRP, and it’s the lowest price available for these models, new, from any Apple... Read more
MacBook Pro sale! B&H drops prices on new...
B&H Photo has dropped prices on new 2017 13″ MacBook Pros, with models now on sale for up to \$200 off MSRP. Shipping is free, and B&H charges sales tax for NY & NJ residents only. Their... Read more
13″ MacBook Airs on sale for \$100-\$150 off MS...
B&H Photo has 13″ MacBook Airs on sale for \$100-\$150 off MSRP. Shipping is free, and B&H charges sales tax for NY & NJ residents only: – 13″ 1.8GHz/128GB MacBook Air (MQD32LL/A): \$899, \$... Read more
Huge iMac sale! Apple reseller now offering 2...
B&H Photo has new 2017 21″ & 27″ iMacs on sale today for up to \$300 off MSRP. Shipping is free, and B&H charges sales tax for NY & NJ residents only: – 27″ 3.8GHz iMac (MNED2LL/A): \$... Read more
Sale! 1.4GHz Mac mini for \$399, \$100 off MSRP
B&H Photo has the 1.4GHz Mac mini on sale for \$399 for a limited time. Their price is \$100 off MSRP, and it’s the lowest price available for a mini from any Apple reseller: – 1.4GHz Mac mini (... Read more
Sale of the year continues as Apple resellers...
Adorama has new 2017 15″ MacBook Pros on sale for \$250-\$300 off MSRP. Shipping is free, and Adorama charges sales tax in NJ and NY only: – 15″ 2.8GHz Touch Bar MacBook Pro Space Gray (MPTR2LL/A): \$... Read more

## Jobs Board

*Apple* Retail Sales Associate / Service Wri...
Job DescriptioniStore is the premier retailer of Apple products and solutions. We're looking for dedicated individuals with a passion to simplify and enhance the Read more
Integration Technician, *Apple* - Zones, In...
…adapted, and grown for over 30 years. Position Overview The Apple Integration Technician will be responsible for performing customer specific configuration Read more
*Apple* Retail - Multiple Positions - Apple,...
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* Part Time Reseller Specialist - *Ap...
…in a reseller store, you help create the energy and excitement around Apple products, providing the right solutions and getting products into customers' hands. You Read more
*Apple* Technical Specialist - Apple, Inc. (...
…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