TweetFollow Us on Twitter

Feb 98 Challenge

Volume Number: 14 (1998)
Issue Number: 2
Column Tag: Programmer's Challenge

Programmer's Challenge

by Bob Boonstra, Westford, MA

Image Decoder

This month's Challenge is much easier to state than it will be to implement. Your task this month is to write a decoder for Graphics Interchange Format images. GIF is a data stream-oriented file format used to define the transmission protocol of LZW-encoded bitmap data. Your code will read a file containing a GIF and draw the image in an offscreen graphics world. There are two versions of the GIF specification; this Challenge includes only the earlier and more common GIF87a format, not the GIF89a format. The format description is too long to include here, but you can find the GIF87a specification at: ftp://ftp.ncsa.uiuc.edu/misc/file.formats/graphics.formats/gif87a.doc

Other useful information on graphics formats in general is available at: http://www.cis.ohio-state.edu/hypertext/faq/usenet/graphics/fileformats-faq/top.html

The prototype for the code you should write is:

#include <QDOffscreen.h>
#include <stdio.h>
GWorldPtr ReadImage(FILE *inputFile);

The inputFile will have been opened for you in binary mode by the calling routine. ReadImage should read and parse the image, create a GWorld with the appropriate color table, draw the image in the GWorld, and return a GWorld pointer to the calling routine. The solution that correctly decodes a variety of images in the least amount of execution time will be the winner.

I thought for some time about the Compuserve / Unisys / LZW patent controverty before selecting this topic for the Challenge. The LZW algorithm used in GIF compression is patented by Unisys, and Unisys requires that any commercial software product that uses this algorithm, including software that reads GIF images, requires a license from Unisys. Freely distributed software does not require a license. Since the Challenge doesn't result in a software product, much less a commercial product, I decided to go ahead with this exploration of decoding efficiency.

This will be a native PowerPC Challenge, using the latest CodeWarrior environment. Solutions must be coded in C, C++, or Pascal. This Challenge was suggested by Peter Lewis, who earns 2 Challenge points for the suggestion.

Three Months Ago Winner

Congratulations to Jeff Mallett (Boulder Creek, CA) for submitting the winning entry to the Pente(tm) Challenge. The objective was to accumulate, in minimum execution time, the most points in a round-robin tournament of the board game Pente(tm). With only three entries, the tournament required only six games for each player to compete against each other player twice, once playing first and once playing second. Both the winning entry and the third-place entry by Randy Boring employed an alpha-beta search technique to find the best move, and both entries were successful in winning most of their games. Jeff's entry, however, was more efficient about pruning the search tree and therefore required significantly less execution time than Randy's entry. Since a point was deducted for each second of execution time, the winning entry lost significantly fewer points for inefficiency. In addition, the scoring algorithm in Jeff's AddStone routine takes advantage of all three methods of scoring points: captures, winning by placing 5 stones in a row, and leaving sequences of 4-in-a-row on the board at the conclusion of a game. His solution earned more points as a result, even though it won the same number of games as Randy's.

The table below lists the number of tournament wins, points earned, cumulative score, code size, data size, and programming language for each entry. The number in parentheses after the entrant's name is the total number of Challenge points earned in all Challenges to date prior to this one.

Name               Wins   Points   Score  Code  Data  Language
Jeff Mallett (74)    3      33     32.03  4872  7923    C
Sebastian Maurer     0      10      9.97  4860  208     C++
Randy Boring (66)    3      23   -374.90  7672  2649    C

Top 20 Contestants

Here are the Top Contestants for the Programmer's Challenge. The numbers below include points awarded over the 24 most recent contests, including points earned by this month's entrants. The scores have been adjusted to correct an error made in assigning points for the Stratego Challenge printed in the November issue.

Rank Name               Points
 1.  Munter, Ernst        200  
 2.  Boring, Randy         73
 3.  Cooper, Greg          61
 4.  Lewis, Peter          59
 5.  Mallett, Jeff         50
 6.  Nicolle, Ludovic      48
 7.  Murphy, ACC           34
 8.  Gregg, Xan            33
 9.  Antoniewicz, Andy     24
10.  Day, Mark             20
11.  Higgins, Charles      20
12.  Larsson, Gustav       20
13.  Studer, Thomas        20
14.  Gundrum, Eric         15
15.  Hart, Alan            14
16.  O'Connor, Turlough    14
17.  Picao, Miguel Cruz    14
18.  Saxton, Tom           12
19.  Cutts, Kevin          11
20.  8-way tie             10

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
2nd place            10 points
3rd place             7 points
4th place             4 points
5th place             2 points
finding bug           2 points
suggesting Challenge  2 points

Here is Jeff's winning solution:

MyPente.c
Copyright © 1997 Jeff Mallett
//
// Do a depth=1 search to sort moves. Then do a higher
// depth alpha-beta search to select the best move.
//
// Plays for score rather than to win. For example,
// doesn't try to win by getting 5 captures since
// there is no score incentive for this. It could be
// retuned to play for a win instead.

#include "Pente.h"

#define SEARCH_DEPTH 4
enum {
 _FRIEND = 0x0001,
 _ENEMY = 0x0002,
 _EMPTY = 0x0004,
 _WALL  = 0x0008
};

#define BORDER    1
#define BORDERS    2
#define INFINITY   32600
#define NA      0
#define MAX_CELLS   (31 + BORDERS) * (31 + BORDERS)

#define ESTIMATE_PLUS 1
#define WIN      2000
#define CAPTURE_SCORE 240
#define VULNERABLE   150

static short CHAIN_SCORE2[3][3] = {  //[color][open]
 { NA, NA, NA },
 { -1, -9, -2 },      // FRIEND
 { 1, 9, 2 }      // ENEMY
};
static short CHAIN_SCORE3[3][3] = {  //[color][open]
 { NA, NA, NA },
 { 3, 16, 40 },      // FRIEND
 { -2,-10,-30 }      // ENEMY
};
static short CHAIN_SCORE4[3][3] = {  //[color][open]
 {  NA, NA, NA },
 { 230, 240, 250 },  // FRIEND
 { -150,-155,-160 }  // ENEMY
};
static short CHAIN_SCORE5[3] = {    //[color]
 NA, WIN, -WIN
};
//                 1  2  3  4
static short BLOCK_SCORE[5] = { NA, 0, 14, 14, 22};
static short THREATS[] = {
 NA, NA,
 25, // 2: tria
 30, // 3: half-open four
 350, // 4: double trias
 370, // 5: tria + half-open four
 450, // 6: tessera or 2 half-open fours
 500, 500, 500, 500, 500, 500, 500, 500, 500, 500
};

static short gPreScore[MAX_CELLS], gEstimates[MAX_CELLS];
static short *gEstimatesStart, *gEstimatesEnd;
static short gBoard[MAX_CELLS], *gBoardStart, *gBoardEnd;
static short *gFirstStone, *gLastStone;
static short *gKillers[SEARCH_DEPTH], gPreviousThreats;
static short gDirections[8], *gDirectionsEnd;
static short gMoveNum, gScore, gStartDepth;
static short gBoardHalfSize, gSideLength, gBoardMax;
static short gCumCapturesFriend, gCumCapturesEnemy;
static short gAdjustment, gSE;

#define ADJUST(a)    ( (a) + gAdjustment )
#define TRANSLATE(x, y) \
 (gSideLength * ADJUST(y) + ADJUST(x))
#define GET_INDEX(p) ((p) - gBoard)
#define GET_X(i)   ( ((i) % gSideLength) - gAdjustment )
#define GET_Y(i)   ( ((i) / gSideLength) - gAdjustment )
#define UPDATE_ENDPOINTS(pSq, a, b) \
 if (pSq < a) a = pSq; \
 if (pSq > b) b = pSq

#define OPPONENT(side) (3 - (side))
#define OCCUPIED(x)   ((x) & (_FRIEND | _ENEMY))
#define EMPTY(x)    ((x) == _EMPTY)

// gChanges -- Array of unsigned longs containing data to
// undo moves
//   list of:
//     <pointer to position> <old position value>
//   terminated by a OL
static unsigned long gChanges[256], *gChangesEnd;
#define PUSH(x)    *(gChangesEnd++) = (x)
#define START_SAVE  PUSH(0L)
#define PUSH_SQ(pSq) \
  { PUSH((long)*(pSq)); PUSH((unsigned long)(pSq)); }
#define POP      *(--gChangesEnd)
#define TOP      *gChangesEnd

static short * ChooseNextMove();
static short AddStone(short alpha, short beta, short *pSq,
        short color, short depth,
        short capturesFriend, short capturesEnemy,
        short *firstStone, short *lastStone);
static long MyFindCaptures(Capture capture[], short *pSq,
        short us, short them);
static Boolean MyFindFive(short *pSq, short color);

InitPente
void InitPente(
 long boardHalfSize  /* e.g., 9 for a 19x19 board */
       /* all coordinates between -boardHalfSize
        and +boardHalfSize */
) {
 short i, j, *pSq;
 
 gBoardHalfSize = boardHalfSize;
 gSideLength = boardHalfSize * 2 + 1 + BORDERS;
 gSE = gSideLength + 1;
 gDirections[0] = -gSE;                // NW
 gDirections[1] = -gSideLength;        // N
 gDirections[2] = -gSideLength + 1;     // NE
 gDirections[3] = -1;                // W
 gDirections[4] = gSE;                // SE
 gDirections[5] = gSideLength;        // S
 gDirections[6] = gSideLength - 1;      // SW
 gDirections[7] = 1;                  // E
 gDirectionsEnd = &gDirections[8];
 
 gBoardMax = gSideLength * gSideLength;
 i = (gSideLength + 1) * BORDER;
 gBoardStart = &gBoard[i];
 gBoardEnd = &gBoard[gBoardMax - i];
 gEstimatesStart = &gEstimates[i];
 gEstimatesEnd = &gEstimates[gBoardMax - i];
 gFirstStone = gBoardEnd;
 gLastStone = gBoardStart;
 
 pSq = gBoard;
 do {
  *pSq = _WALL;
 } while (++pSq != gBoardStart);
 do {
  *pSq = _EMPTY;
 } while (++pSq != gBoardEnd);
 do {
  *pSq = _WALL;
 } while (++pSq < &gBoard[gBoardMax]);
 for (i = BORDER + boardHalfSize * 2 + 1;
    i<gBoardMax-gSideLength; i += gSideLength)
  for (j=0; j<BORDERS; ++j)
   gBoard[i+j] = _WALL;
 gCumCapturesFriend = gCumCapturesEnemy = gMoveNum = 0;
 gAdjustment = gBoardHalfSize + BORDER;
 gStartDepth = SEARCH_DEPTH - 1;
}

Pente
void Pente(
 Point opponentsMove,      /* your opponent moved here */
 Boolean playingFirst,      /* ignore opponentMove */
 Point *yourMove,          /* return your move here */
 Capture claimCaptures[],    /* return captured pairs here */
 long *numCaptures,       /* return # of claimCaptures */
 Boolean *claimVictory     /* return true if you claim
               victory with this move */
) {
 Point move;
 Capture opponentCaptures[8];
 
 short *pSq, *pNewSq, *d;
 short score, bestScore, i;
 short *pBestMove;
 
 *numCaptures = 0;
 *claimVictory = false;
 if (playingFirst) { // *** MOVE 1
  move.h = move.v = 0;
  pSq = &gBoard[TRANSLATE(0, 0)];
  *pSq = _FRIEND;
  UPDATE_ENDPOINTS(pSq, gFirstStone, gLastStone);
  *yourMove = move;
  gMoveNum = 1;
  return;
 }
 
 i = TRANSLATE(opponentsMove.h, opponentsMove.v);
 pSq = &gBoard[i];
 *pSq = _ENEMY;
 UPDATE_ENDPOINTS(pSq, gFirstStone, gLastStone);
 ++gMoveNum;

 if (gMoveNum == 1) { // *** MOVE 2
  move.h = move.v = -2;
  pSq = &gBoard[TRANSLATE(-2, -2)];
  *pSq = _FRIEND;
  UPDATE_ENDPOINTS(pSq, gFirstStone, gLastStone);
  *yourMove = move;
  gMoveNum = 2;
  return;
 }
 
 if (gMoveNum == 2) { // *** MOVE 3
  if (opponentsMove.v < opponentsMove.h) {
   if (opponentsMove.v < -opponentsMove.h) {
    // top triangle
    move.h = 0;
    move.v = 4;
   } else {
    // right triangle
    move.h = -4;
    move.v = 0;
   }
  } else {
   if (opponentsMove.v >= -opponentsMove.h) {
    // bottom triangle
    move.h = 0;
    move.v = -4;
   } else {
    // left triangle
    move.h = 4;
    move.v = 0;
   }
  }
  pSq = &gBoard[TRANSLATE(move.h, move.v)];
  *pSq = _FRIEND;
  UPDATE_ENDPOINTS(pSq, gFirstStone, gLastStone);
  *yourMove = move;
  gMoveNum = 3;
  return;
 }

 gChangesEnd = gChanges;
 gCumCapturesEnemy +=
   MyFindCaptures(opponentCaptures, &gBoard[i],
           _ENEMY, _FRIEND);
 for (pSq = gEstimatesStart; pSq != gEstimatesEnd; ++pSq)
  *pSq = 0;
 for (pSq = gFirstStone; pSq <= gLastStone; ++pSq)
  if (OCCUPIED(*pSq)) {
   d = gDirections;
   do {
    pNewSq = pSq + *d;
    if (EMPTY(*pNewSq)) {
     gEstimates[GET_INDEX(pNewSq)] += ESTIMATE_PLUS;
     pNewSq += *d;
     if (EMPTY(*pNewSq)) {
      gEstimates[GET_INDEX(pNewSq)] += ESTIMATE_PLUS;
     }
    }
   } while (++d != gDirectionsEnd);
  }

 for (pSq = gBoardStart; pSq != gBoardEnd; ++pSq)
  if (gEstimates[GET_INDEX(pSq)]) {
   i = GET_INDEX(pSq);
   gScore = gEstimates[i];
   gPreScore[i] = AddStone(-INFINITY, INFINITY, pSq,
            _FRIEND, 0, gCumCapturesFriend,
            gCumCapturesEnemy, gFirstStone,
            gLastStone);
  }

 for (i=0; i<SEARCH_DEPTH; ++i)
  gKillers[i] = NULL;
 bestScore = -INFINITY;
 pBestMove = NULL;
 pSq = ChooseNextMove();
 while (pSq) {
  i = GET_INDEX(pSq);
  gScore = gEstimates[i];
  score = AddStone(-INFINITY, -bestScore, pSq, _FRIEND,
       gStartDepth, gCumCapturesFriend,
       gCumCapturesEnemy, gFirstStone, gLastStone);
  gEstimates[i] = -1; // searched
  if (score > bestScore) {
   bestScore = score;
   pBestMove = pSq;
  }
  pSq = ChooseNextMove();
 }
  
 if (bestScore == -INFINITY) {
  for (pSq = gBoardStart; pSq != gBoardEnd; ++pSq)
   if (EMPTY(*pSq) && !gEstimates[GET_INDEX(pSq)]) {
    gScore = 0;
    score = AddStone(-INFINITY, -bestScore, pSq, _FRIEND,
                  gStartDepth, gCumCapturesFriend,
                  gCumCapturesEnemy, gFirstStone, gLastStone);
    if (score > bestScore) {
     bestScore = score;
     pBestMove = pSq;
    }
   }
  if (bestScore == -INFINITY) {
   DebugStr("\p no move found - Pente");
   return; //no move
  }
 }
 
 *pBestMove = _FRIEND;
 UPDATE_ENDPOINTS(pBestMove, gFirstStone, gLastStone);
 i = GET_INDEX(pBestMove);
 move.h = GET_X(i);
 move.v = GET_Y(i);
 *yourMove = move;
 ++gMoveNum;
 // find captures
 *numCaptures = MyFindCaptures(claimCaptures, pBestMove,
          _FRIEND, _ENEMY);
 gCumCapturesFriend += *numCaptures;
 if (gCumCapturesFriend >= 5) {
  *claimVictory = true;
 } else {
  *claimVictory = MyFindFive(pBestMove, _FRIEND);
 }
}

TermPente
void TermPente(void) { }

ChooseNextMove
short * ChooseNextMove()
{
 short i, *pSq;
 short *found = NULL;
 short high = -INFINITY;
 for (pSq = gBoardStart; pSq != gBoardEnd; ++pSq) {
  i = GET_INDEX(pSq);
  if (gEstimates[i] > 0 && gPreScore[i] > high) {
   found = pSq;
   high = gPreScore[i];
  }
 }
 return found;
}

AddStone
// Alpha-beta search routine
// returns score of how good it is for color
// alpha and beta apply for the opponent after the move
// is made
// gScore is absolute: + for _FRIEND
short AddStone(short alpha, short beta, short *pSq,
    short color, short depth, short capturesFriend,
    short capturesEnemy, short *firstStone,
    short *lastStone)
{
 register short *pNewSq, *d;
 short x, bestScore, t, *pEnd;
 short open, *killer;
 short threats, blocks, vulnerable;
 short opponent = OPPONENT(color);
 short saveScore = gScore;
  
 START_SAVE;
 threats = blocks = vulnerable = 0;
 d = gDirections;
 do {
  pNewSq = pSq + *d;
  
  if (*pNewSq == color) { // Next to friend
   if (d <= &gDirections[3]) {
    x = 1;
    open = 0;
    for (pNewSq += *d; *pNewSq == color; pNewSq += *d)
     ++x;
    if (EMPTY(*pNewSq))
     open = 1;
    for (pNewSq = pSq + *(d+4); *pNewSq == color;
       pNewSq += *(d+4))
     ++x;
    if (EMPTY(*pNewSq))
     ++open;
   } else {
    t = *(pSq + *(d-4));
    if (t == color)
     continue;
    x = 1;
    open = 0;
    if (EMPTY(t))
     open = 1;
    for (pNewSq += *d; *pNewSq == color; pNewSq += *d)
     ++x;
    if (EMPTY(*pNewSq))
     ++open;
   }
   
   switch (x) {
    case 1:  // 2-in-a-row
     gScore += CHAIN_SCORE2[color][open];
     if (open == 1)
      ++vulnerable;
     break;
    case 2:  // 3-in-a-row
     gScore += CHAIN_SCORE3[color][open];
     if (open == 2)
      threats += 2;        // tria = 2
     break;
    case 3:  // 4-in-a-row
     gScore += CHAIN_SCORE4[color][open];
     threats += open * 3;  // tessera = 6, half-open = 3
     break;
    default:  // 5-in-a-row (or more)
     gScore += CHAIN_SCORE5[color];
     threats = -99;        // game over
     break;
   }
   
  } else if (*pNewSq == opponent) {  // Next to enemy
   x = 1;
   for (pNewSq += *d; *pNewSq == opponent; pNewSq += *d)
    ++x;
    
   if (EMPTY(*pNewSq)) {
    blocks += BLOCK_SCORE[x];
   } else if (x == 2 && *pNewSq == color) {
    t = CAPTURE_SCORE;
    if (color != _FRIEND)
     t = -t;
    gScore += t;
    if (color == _FRIEND) {
     if (++capturesFriend >= 5) {
      threats = -99;  // game over
     }
    } else {  // color == _ENEMY
     if (++capturesEnemy >= 5) {
      threats = -99;  // game over
     }
    }
    if (depth) {
     pNewSq = pSq + *d;
     PUSH_SQ(pNewSq);
     *pNewSq = _EMPTY;
     pNewSq += *d;
     PUSH_SQ(pNewSq);
     *pNewSq = _EMPTY;
    }
   }
  }
 } while (++d != gDirectionsEnd);
  
 if (threats < 0) {
  // Game over
  bestScore = gScore;
  if (color != _FRIEND)
   bestScore = -bestScore;
  goto RESTORE;
 }
   
  // Not forced to make a bad move
 if (color == _FRIEND) {
  if (gScore < saveScore)
   gScore = saveScore;
 } else if (gScore > saveScore)
  gScore = saveScore;
 if (depth) {
  // Add stone
  PUSH_SQ(pSq);
  *pSq = color;
  UPDATE_ENDPOINTS(pSq, firstStone, lastStone);
  --depth; 
  gPreviousThreats = threats;
  bestScore = -INFINITY;
  // Killer move?
  killer = gKillers[depth];
  if (killer && EMPTY(*killer)) {
   saveScore = gScore;
    bestScore = AddStone(-beta, -alpha, killer,
           opponent, depth, capturesFriend,
           capturesEnemy, firstStone, lastStone);
   gScore = saveScore;
   if (bestScore > alpha) {
    if (bestScore >= beta) {
     bestScore = -bestScore;
     goto RESTORE;
    }
    alpha = bestScore;
   }
  }
  
  pEnd = lastStone + gSE;
  if (pEnd >= gBoardEnd)
   pEnd = gBoardEnd - 1;
  pSq = firstStone - gSE;
  if (pSq < gBoardStart)
   pSq = gBoardStart;
  do {
   if (EMPTY(*pSq) && pSq != killer) {
    d = gDirections;
    do {
     pNewSq = pSq + *d;
     if (OCCUPIED(*pNewSq) &&
        (*(pNewSq + *d) == *pNewSq ||
         *(pSq  - *d) == *pNewSq))
      break;
    } while (++d != gDirectionsEnd);
    if (d != gDirectionsEnd) {
     saveScore = gScore;
      t = AddStone(-beta, -alpha, pSq, opponent,
         depth, capturesFriend, capturesEnemy,
         firstStone, lastStone);
     gScore = saveScore;
     if (t > bestScore) {
      bestScore = t;
      if (t > alpha) {
       if (t >= beta) {
        gKillers[depth] = pSq;
        break;
       }
       if (depth >= gStartDepth-1)
        gKillers[depth] = pSq;
       alpha = t;
      }
     }
    }
   }
  } while (++pSq <= pEnd);
  if (bestScore == -INFINITY) {
   ++depth;
   goto TERMINAL;
  }
  bestScore = -bestScore;
  
 } else { // !depth
TERMINAL:
  bestScore = gScore;
  if (color != _FRIEND)
   bestScore = -bestScore;

  // Winning threats
  if (gPreviousThreats >= 5) {
   bestScore -= THREATS[gPreviousThreats];
  } else if (threats >= 5) {
   bestScore += THREATS[threats];
  } else if (gPreviousThreats == 4) {
   bestScore -= THREATS[gPreviousThreats];
  } else if (threats == 4) {
   bestScore += THREATS[threats];
  } else if (gPreviousThreats) {
   bestScore -= THREATS[gPreviousThreats];
  } else if (threats) {
   bestScore += THREATS[threats];
  }
  bestScore += blocks - vulnerable * VULNERABLE;
 }
 
RESTORE: 
 while (POP) {
  pSq = (short *)TOP;
  *pSq = POP;
 }
  
 return bestScore;
}

MyFindCaptures
long MyFindCaptures(Capture capture[], short *pSq,
          short us, short them)
{
 short i, *p1, *p2;
 short myCaptures = 0;
 short *d = gDirections;
 
 do {
  p1 = pSq + *d;
  if (*p1 == them) {
   p2 = p1 + *d;
   if (*p2 == them && *(p2 + *d) == us) {
    *p1 = *p2 = _EMPTY;
    i = GET_INDEX(p1);
    capture[myCaptures].stone1.h = GET_X(i);
    capture[myCaptures].stone1.v = GET_Y(i);
    i = GET_INDEX(p2);
    capture[myCaptures].stone2.h = GET_X(i);
    capture[myCaptures].stone2.v = GET_Y(i);
    ++myCaptures;
   }
  }
 } while (++d != gDirectionsEnd);
 return myCaptures;
}

MyFindFive
Boolean MyFindFive(short *pSq, short color)
{
 short x, *d, *pNewSq, i;
 
 d = gDirections;
 i = 0;
 do {
  x = 1;
  for (pNewSq = pSq + *d; *pNewSq == color; pNewSq += *d)
   ++x;
  for (pNewSq = pSq + *(d+4); *pNewSq == color;
     pNewSq += *(d+4))
   ++x;
  if (x >= 5)
   return true;
  ++d;
 } while (++i < 4);
 return false;
}
 
AAPL
$565.32
Apple Inc.
+0.00
MSFT
$29.07
Microsoft Corpora
+0.00
GOOG
$603.66
Google Inc.
+0.00
MacTech Search:
Community Search:

Empire of the Eclipse Review
Empire of the Eclipse Review By Carter Dotson on May 24th, 2012 Our Rating: :: OVERSHADOWINGiPhone App - Designed for the iPhone, compatible with the iPad Empire of the Eclipse is an ambitious strategy MMO that is very deep, and... | Read more »
Bejeweled HD Review
Bejeweled HD Review By Jennifer Allen on May 24th, 2012 Our Rating: :: ADDICTIVEiPad Only App - Designed for the iPad The iPad version of the ever addictive Match Three title.   Developer: PopCap Price: $3.99 Version Reviewed: 1... | Read more »
Facebook Releases New Camera App To Stre...
While not a replacement for Instagram, Facebook Camera is a good first step in this month+ old union of the two companies. Released today, Facebook camera looks to streamline the viewing of photos and the uploading of them. The app allows you to... | Read more »
Missile Monkey Review
Missile Monkey Review By Lisa Caplan on May 24th, 2012 Our Rating: :: FLYING LOWUniversal App - Designed for iPhone and iPad Missile Monkey is a must miss   Developer: Munsey Clan Games Price: $0.99 Version Reviewed: 1.0 Device... | Read more »
Boomlings Review
Boomlings Review By Lisa Caplan on May 24th, 2012 Our Rating: :: FUN FREEBIEUniversal App - Designed for iPhone and iPad Boomlings is a traditional matching puzzle game, with some explosive twists   | Read more »
Dave vs Cave Review
Dave vs Cave Review By Jason Wadsworth on May 24th, 2012 Our Rating: :: WATCH FOR FALLING ROCKSUniversal App - Designed for iPhone and iPad Kid falls down hole, kid gets trapped in cave, kid fights evil rock monsters to escape... | Read more »
Python Pocket Power: Python Bytes 3 – Mo...
Python fans are certain to welcome the best bits from the penultimate season of the BBC sketch comedy in a new iPhone app: Python Bytes 3 – Monty Python Series 3. If you have a flair for the obvious, you’ll correctly assume this is third in a series... | Read more »

Price Scanner via MacPrices.net

13″ 2.8GHz MacBook Pro on sale for $100 off MSRP
Adorama has lowered their price on the 13″ 2.8GHz MacBook Pro to $1399 including free shipping plus NY/NJ sales tax only. Their price is $100 off MSRP, and it’s the lowest price for this model from... Read more
Apple refurbished iPads available starting at $279
 The Apple Store Online has dropped prices on Apple Certified Refurbished iPad 2s and original iPads by as much as $50, with models now starting at $279. Apple’s one-year warranty is included with... Read more
Security Based Portable Operating System, Pocket D...
In conjunction with their consumer technology product, Pocket Desktop, a USB device that offers consumers enhanced security and portability in computing, has announced a new strategic alliance with... Read more
Apple’s Jonathan Ive Knighted By Britain’s Princes...
The BBC reports that Apple Senior Vice President Of Industrial Design Jonathan Ive is now Sir Jonathan Ive, having been knighted by Queen Elizabeth II’s daughter Anne, the Princess Royal (and an iPad... Read more
Microsoft Fixing to release Office for iOS and And...
BGR’s Jonathan S. Geller says BGR has learned from a “reliable source” that Microsoft is planning to release the company’s full Office suite for not only Apple’s iPad, but for Android tablets as well... Read more
Mac mini Server available for $949, $50 off MSRP
Adorama has Mac mini Servers on sale for $949 including free shipping. Their price is $50 off MSRP, and it’s the lowest price available for this model from any Apple Authorized Reseller. NY and NJ... Read more
21″ 2.7GHz iMac on sale for $1399, $100 off full r...
Adorama has the 21″ 2.7GHz iMac on sale for $1399 including free shipping. Their price is $100 off MSRP, and it’s the lowest price for this model from any Apple Authorized Reseller. NY and NJ sales... Read more
iMacs on sale bundled with free upgrade to 8GB RAM
MacConnection has 2011 iMacs in stock today with a free upgrade to 8GB of RAM. Shipping is also free. Their prices represent a $200+ savings over custom 8GB iMacs at The Apple Store: - 21″ 2.5GHz... Read more

Jobs Board

iPhone Mobile Developer at Mapmyfitness...
About MapMyFitness, Inc.: We're a well-funded and fast growing start-up. We're building the future of fitness applications on both the web and mobile. MapMyFitness is consistently ranked among the... Read more
Civil Engineering iPhone/iPad Applicatio...
I want to hire an application developer to design a universal iPhone/iPad application. The app is a calculator for civil engineers. Please see the attached Scope of Work. Desired Skills: iPhone, iPad... Read more
Helpdesk Support Technician - Mac Expert...
Mac hardwaresoftware preferably as a Mac Genius or Apple technician Demonstrated ability to troubleshoot ... in Mac OS X/Windows OS administration, exp supporting Mac, certified Apple and/or Windows... Read more
Mac Expert - Apple Online Store at Apple...
before calling a helpdesk for assistance). Description The Mac Expert is responsible for providing consultative ... to be effective, the Mac Expert will be knowledgeable about Mac product features... Read more
iOS Developer (iPhone and iPad) at Mahal...
Mahalo is looking for talented iOS developers to join its team of highly skilled engineers. Weve already released multiple successful apps in the Apple App Store with well over a million installs... Read more
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.