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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;
}
 

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Delicious Library allows you to import, browse, and share all your books, movies, music, and video games with Delicious Library. Run your very own library from your home or office using our... Read more
Adobe Animate CC 2017 18.0.0.107 - Anima...
Animate CC 2018 is available as part of Adobe Creative Cloud for as little as $19.99/month (or $9.99/month if you're a previous Flash Professional customer). Animate CC 2018 (was Flash CC) lets you... Read more
Adobe After Effects CC 2018 15.0 - Creat...
After Effects CC 2018 is available as part of Adobe Creative Cloud for as little as $19.99/month (or $9.99/month if you're a previous After Effects customer). The new, more connected After Effects CC... Read more
Adobe Premiere Pro CC 2018 12.0.0 - Digi...
Premiere Pro CC 2018 is available as part of Adobe Creative Cloud for as little as $19.99/month (or $9.99/month if you're a previous Premiere Pro customer). Adobe Premiere Pro CC 2018 lets you edit... Read more
Alarm Clock Pro 10.3 - $19.95
Alarm Clock Pro isn't just an ordinary alarm clock. Use it to wake you up in the morning, send and compose e-mails, remind you of appointments, randomize the iTunes selection, control an internet... Read more
Adobe Lightroom 20170919-1412-ccb76bd] -...
Adobe Lightroom is available as part of Adobe Creative Cloud for as little as $9.99/month bundled with Photoshop CC as part of the photography package. Lightroom 6 is also available for purchase as a... Read more
Adobe Illustrator CC 2018 22.0.0 - Profe...
Illustrator CC 2018 is available as part of Adobe Creative Cloud for as little as $19.99/month (or $9.99/month if you're a previous Illustrator customer). Adobe Illustrator CC 2018 is the industry... Read more

ICEY (Games)
ICEY 1.0 Device: iOS Universal Category: Games Price: $2.99, Version: 1.0 (iTunes) Description: ICEY is a 2D side-scrolling action game. As you follow the narrator's omnipresent voice, you will see through ICEY's eyes and learn the... | Read more »
The best new games we played this week -...
We've made it, folks. Another weekend is upon us. It's time to sit back and relax with the best new releases of the week. Puzzles, strategy RPGs, and arcade games abound this week. There's a lot of quality stuff to unpack this week, so let's hop... | Read more »
Wheels of Aurelia (Games)
Wheels of Aurelia 1.0.1 Device: iOS Universal Category: Games Price: $3.99, Version: 1.0.1 (iTunes) Description: | Read more »
Halcyon 6: Starbase Commander guide - ti...
Halcyon 6 is a well-loved indie RPG with stellar tactical combat and some pretty good writing, too. It's now landed on the App Store, so mobile fans, if you're itching for a good intergalactic adventure, here's your game. Being a strategy RPG, the... | Read more »
Game of Thrones: Conquest guide - how to...
Fans of base building games might be excited to know that yet another entry in the genre has materialized - Game of Thrones: Conquest. Yes, you can now join the many kingdoms of the famed book series, or create your own, as you try to conquer... | Read more »
Halcyon 6: Starbase Commander (Games)
Halcyon 6: Starbase Commander 1.4.2.0 Device: iOS Universal Category: Games Price: $6.99, Version: 1.4.2.0 (iTunes) Description: An epic space strategy RPG with base building, deep tactical combat, crew management, alien diplomacy,... | Read more »
Legacy of Discord celebrates its 1 year...
It’s been a thrilling first year for fans of Legacy of Discord, the stunning PvP dungeon-crawling ARPG from YOOZOO Games, and now it’s time to celebrate the game’s first anniversary. The developers are amping up the festivities with some exciting... | Read more »
3 reasons to play Thunder Armada - the n...
The bygone days of the Battleship board game might have past, but naval combat simulators still find an audience on mobile. Thunder Armada is Chinese developer Chyogames latest entry into the genre, drawing inspiration from the explosive exchanges... | Read more »
Experience a full 3D fantasy MMORPG, as...
Those hoping to sink their teeth into a meaty hack and slash RPG that encourages you to fight with others might want to check out EZFun’s new Eternity Guardians. Available to download for iOS and Android, Eternity Guardians is an MMORPG that lets... | Read more »
Warhammer Quest 2 (Games)
Warhammer Quest 2 1.0 Device: iOS Universal Category: Games Price: $4.99, Version: 1.0 (iTunes) Description: Dungeon adventures in the Warhammer World are back! | Read more »

Price Scanner via MacPrices.net

Save $100 on 13″ MacBook Airs, prices start a...
Adorama has 2017 13″ MacBook Airs on sale today for $100 off MSRP including free shipping. Adorama charges NY & NJ sales tax only: – 13″ 1.8GHz/128GB MacBook Air (MQD32LL/A): $899, $100 off MSRP... Read more
1.4GHz Mac mini available for $399, $100 off...
TigerDirect has the 1.4GHz Mac mini on sale today for $399 including free shipping. Their price is $100 off MSRP, and it’s the lowest price available for this model. Although currently out of stock,... Read more
21″ 2.3GHz iMac on sale for $999, save $100
MacMall has the 21″ 2.3GHz iMac (MMQA2LL/A) on sale today for $999 including free shipping. Their price is $100 off MSRP, and it’s the lowest price available for this model. Read more
12″ iPad Pros on sale for $50 off MSRP, no ta...
Adorama has 12″ iPad Pros on sale today for $50 off MSRP. Shipping is free, and Adorama charges sales tax in NY & NJ only: – 12″ 64GB iPad Pro: $749, save $50 – 12″ 256GB iPad Pro: $899, save $50... Read more
9″ iPads on sale for $30 off, starting at $29...
MacMall has 9″ iPads on sale for $30 off including free shipping: – 9″ 32GB iPad: $299 – 9″ 128GB iPad: $399 Read more
Apple restocks full line of refurbished 13″ M...
Apple has restocked a full line of Apple Certified Refurbished 2017 13″ MacBook Pros for $200-$300 off MSRP. A standard Apple one-year warranty is included with each MacBook, and shipping is free.... Read more
13″ 3.1GHz/256GB MacBook Pro on sale for $167...
Amazon has the 2017 13″ 3.1GHz/256GB Space Gray MacBook Pro on sale today for $121 off MSRP including free shipping: – 13″ 3.1GHz/256GB Space Gray MacBook Pro (MPXV2LL/A): $1678 $121 off MSRP Keep an... Read more
13″ MacBook Pros on sale for up to $120 off M...
B&H Photo has 2017 13″ MacBook Pros in stock today and on sale for up to $120 off MSRP, each including free shipping plus NY & NJ sales tax only: – 13-inch 2.3GHz/128GB Space Gray MacBook... Read more
15″ MacBook Pros on sale for up to $200 off M...
B&H Photo has 15″ MacBook Pros on sale for up to $200 off MSRP. Shipping is free, and B&H charges sales tax in NY & NJ only: – 15″ 2.8GHz MacBook Pro Space Gray (MPTR2LL/A): $2249, $150... Read more
Roundup of Apple Certified Refurbished iMacs,...
Apple has a full line of Certified Refurbished 2017 21″ and 27″ iMacs available starting at $1019 and ranging up to $350 off original MSRP. Apple’s one-year warranty is standard, and shipping is free... Read more

Jobs Board

Project Engineer, *Apple* Education Profess...
Project Engineer, Apple Education Professional Services Job Number: 113143353New York City, New York, United StatesPosted: Oct. 17, 2017Weekly Hours: 40.00 Job Read more
Commerce Software Engineer, *Apple* Media P...
Commerce Software Engineer, Apple Media Products Job Number: 113092072New York City, New York, United StatesPosted: Oct. 19, 2017Weekly Hours: 40.00 Job Summary With Read more
Engineering Manager, *Apple* Retail Enginee...
# Engineering Manager, Apple Retail Engineering Job Number: 58139948 Santa Clara Valley, California, United States Posted: 20-Oct-2017 Weekly Hours: 40.00 **Job Read more
*Apple* Retail - Multiple Positions - Apple,...
Job Description: Sales Specialist - Retail Customer Service and Sales Transform Apple Store visitors into loyal Apple customers. When customers enter the store, Read more
Commerce Engineer, *Apple* Media Products -...
Commerce Engineer, Apple Media Products (New York City) Job Number: 113028813New York City, New York, United StatesPosted: Sep. 20, 2017Weekly Hours: 40.00 Job Read more
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