TweetFollow Us on Twitter

Conway’s Game of Life

Volume Number: 14 (1998)
Issue Number: 3
Column Tag: Programming Techniques

Conway's Game of Life

by F.C. Kuechmann, Vancouver, WA

Another look at a familiar recreation

The Game

The Game of Life is a "cellular automaton'" invented by British mathematician John Horton Conway. It first became widely known when it was featured in Martin Gardner's column in Scientific American in October 1970 and February 1971. Since then it has taken on a life of its own (groan...), so to speak. It's been discussed in that publication numerous times and elsewhere, including several books targeted for audiences ranging from popular to professional scientific and in articles of publications ranging from the popular audience oriented Omni to obscure mathematics journals. Byte has ventured into the subject on several occasions, as have other computer magazines. See the references for a partial list.

On the Internet, information on the game and versions in languages ranging from C to Java are widely available for online execution or download. A web search on the phrase "conway's game of life" will turn up numerous links to follow and explore. There's also a six generation life editor, with THINK Pascal sourcecode, on Celestin's Apprentice 5 CD-ROM, that's useful for exploring simple patterns of cell placement.

The Life game field is a two-dimensional matrix on which cells live, die or multiply in accordance with a small number of simple rules. The cells form various patterns as the rules are repeatedly applied to the matrix. It is these patterns that make the Game of Life interesting.

The Rules

For a matrix location that is occupied by a living cell:

  1. Each cell with fewer than two neighbors dies from isolation.
  2. Each cell with four or more neighbors dies from overcrowding.
  3. Each cell with two or three neighbors survives.

For a location that is empty:

  1. Each cell with three neighbors births a living cell.

This Version

I implemented Conway's game in CodeWarrior Pro Pascal on a PowerPC Mac 6500 using a 60 by 100 two-dimensional Boolean array. This array is mapped to a 300 pixel high, 500 pixel wide area with a cell size of 5 pixels square, as shown in Figure 1. The Figure 1 screenshot was taken after 18 generations in Random-Static mode with 500 live cells to start.

Figure 1. The game field.

At the lower left of Figure 1 is a quad, 3-cell oscillator, and in several places we see single, 3-cell oscillators, and static 4-cell blocks and 6-cell groups. The 3-cell binary (2-state) oscillator and 4-cell block are perhaps the most common regular patterns formed in the Game of Life when the field is initially randomly populated with a sufficiently large number of cells. Another common pattern is the 5-cell, 4-state glider whose states are shown in Figure 2.

Figure 2. The states of the 5-cell, 4-state glider.

The 5-cell, 4-state glider eventually becomes a static, 4-cell block at the edge of the field if enough generations are allowed to elapse.

Figure 3 shows the stages of development of the quad, three-cell binary oscillator. Starting from a block of either nine or ten cells (the center position can be either populated or unpopulated) at left, the generations proceed rightward. The sixth and seventh (two rightmost) generations alternate indefinitely.

Figure 3. Stages of the quad, three-cell binary oscillator.

Another interesting starting cell pattern is a straight vertical or horizontal line several cells long -- ten is a good number to start with and evolves into an oscillator with 15 states. "H" patterns also give interesting results, five cells to each vertical line, three to five cells in the crossbar.

Some Source Code Conventions

The use of descriptive names for constants, variables, functions and procedures makes the CodeWarrior Pascal sourcecode largely self-documenting. Constants and variables that are global to the entire program begin with the letters "ggc" (constants) or "gg" (variables), followed by at least one uppercase alpha or numeric character. They are defined in the globals unit. Constants and variables global to a single unit begin with "gc" or "g", followed by at least one uppercase alpha or numeric character. The MenuStuff unit holds menu routines, EventStuff the event handlers, etc.

Running Life

On the menu bar are the standard Apple, File and (inactive) Edit menus, plus menus for Speed, Generations, Cells, Color and Delay. The File menu offers only the Quit option. The Speed menu offers Wait Go button, Very Slow, Slow, Medium and Fast.

Speed is varied by changing the amount of delay invoked between generations. The Wait Go button option enables stepping a single generation at a time.

The Generations menu allows selection of the maximum number of generations executed per cycle. Default is 25, with options of 1, 5, 10, 25, 50, 75, 100 and 200. A cycle terminates if a static condition is reached, regardless of the generations setting. In random mode, the play field clears after the selected number of generations have passed. The field is then randomly repopulated and, after a two second pause, the generations cycle repeats.

In manual mode, operation pauses and can be restarted by clicking the Go button. During pauses, you can add or remove living cells by clicking their locations with the mouse.

The Cells menu allows selection of the number of initial live cells in random mode. Default is 500, with options of 175 to 525 in 25 cell increments.

The Color menu allows selection of live cell color. The options are Random, plus the eight standard Macintosh colors -- White, Black, Yellow, Magenta, Red, Cyan, Green and Blue.

The Delay menu sets the delay after each cycle. Default is 5 seconds, with options ranging from None to 30 Seconds in 5 second increments, plus Wait (for the Go button to be pushed).

The Modes

Life has four basic operating modes -- manual, random, static and dynamic -- that are invoked in pairs of manual or random with static or dynamic. In manual mode, living cells are birthed or killed by clicking their locations on the game field, then processed by Conway's rules when the Go button is clicked. Listing 1 shows the mouse button-processing code from the EventStuff unit. The code first tests for routine mouse locations like the menu, system window and close box via a case-statement. The last case-statement option, inContent, tests first to see if a button has been clicked. If so, it calls the DoButtons procedure to process, otherwise it tests to see if the mouse pointer is in the active game field. If it is, the code that births or clears the cells is executed.

Listing 1. HandleMouseDown.

HandleMouseDown

   procedure HandleMouseDown;
   var
      whichWindow: WindowPtr;
      thePart, X, Y, row, col : integer;
      menuChoice: longint;
      thePoint : Point;
      theControl : ControlHandle;
   begin
      ggButtonFlag := TRUE;
      thePart := FindWindow(gTheEvent.where, whichWindow);
      case thePart of
         inMenuBar: 
            begin
               menuChoice := MenuSelect(gTheEvent.where);
               HandleMenuChoice(menuChoice);
            end;
         inSysWindow: 
            SystemClick(gTheEvent, whichWindow);
         inDrag: 
            begin
               DragWindow(whichWindow, gTheEvent.where,
                                                    qd.screenBits.bounds);
               ggInBkGndFlag := TRUE;   {force redraw}
               RedrawBoard;
            end;
         inGoAway: 
            ggDoneFlag := TRUE;
         inContent: 
            begin
               GetMouse(thePoint);
               thePart := FindControl(thePoint, 
                                                whichWindow,theControl);
               if thePart <> 0 then                     
                  DoButtons(theControl)
               else
                  begin      
                        {locate mouse pointer; if it's in the}
                        {playing field, birth or kill cell at}
                        {the mouse pointer}
                     with thePoint do
                        begin
                           Y := v;
                           X := h;
                        end;
                        
                     if (X < ggWindRect.right) and
                           (X > ggWindRect.left) and
                           (Y < ggWindRect.bottom) and
                                          (Y > ggWindRect.top) then
                        begin
                           Y := Y + 5;
                           X := X + 3;
                           row := Y div ggcLifeSize;
                           col := X div ggcLifeSize;
                           if ggLifeBoard[row, col] = FALSE then
                              begin
                                 MakeLiveCell(row, col);
                                 ggLifeBoard[row, col] := TRUE;
                                 Inc(ggCellCount);
                                 UpdateCellCount;
                              end
                           else
                              begin
                                 KillCell(row, col);
                                 ggLifeBoard[row, col] := FALSE;
                                 Dec(ggCellCount);
                                 UpdateCellCount;
                              end;
                        end;
                  end;
            end;      {inContent}
      end;            {case}
      ggButtonFlag := FALSE;

   end;

In random mode, cells are birthed randomly by the program at the start of each cycle (length set via the Generations menu). That code is shown in Listing 2.

Listing 2. NewCell and FillRandom.

NewCell
   Procedure NewCell;
      {generates a pair of random integers 1..60 and 1..100
      then tests the matrix location defined by those numbers 
      to see if it is already occupied by a cell. The process 
      continues until the necessary cells are created}
   var+
      X, Y, tryCount : longint;
      row, col: integer;
   begin
      tryCount := 0;
      repeat   
            {divisors 218 and 131 determined by experiment}
         Y := (Random + 32768) div 218;
         X := (Random + 32768) div 131;

         row := Y div ggcLifeSize;
         col := X div ggcLifeSize;
         if row < 2 then
            row := 2
         else if row > 59 then
            row := 59;
            
         if col < 2 then
            col := 2
         else if col > 99 then
            col := 99;
         LongInc(tryCount);
      until (ggLifeBoard[row, col] = FALSE) or
                                          (tryCount > 10000000);
      
      if ggLifeBoard[row, col] = FALSE then
         begin
            ggLifeBoard[row, col] := TRUE;
            MakeLiveCell(row, col);
            Inc(ggCellCount);
            UpdateCellCount;
         end;

   end;   { NewCell }

FillRandom
   procedure FillRandom;
      {births starting number of cells by repeatedly calling NewCell}
   begin
         {erase just count nums}
      ClearCellCountRect;   
      repeat
         NewCell;
      until ggCellCount > (ggStartCellCount - 1);
   end;

The FillRandom procedure calls the NewCell procedure in a loop until the required number of randomly-located cells have been birthed. NewCell generates two random integers, scales and converts them to a location in the 60 by 100 matrix, then tests to see if that location holds a live cell. If so, the selection process is repeated; otherwise a new cell is birthed at the selected location and the matrix location marked TRUE.

Once Life begins applying Conway's rules the program can be paused at any time by clicking the Pause button. During pauses cells can be killed or birthed by clicking their locations regardless of the manual/random mode setting.

In applying Conway's rules to the matrix, there is a choice of two approaches: static and dynamic. Both methods count the number of live cell neighbors had by each location in the 6000-cell matrix using the code in Listing 3 from the Action unit.

Listing 3. CountNeighbors.

CountNeighbors
   procedure CountNeighbors(row, col :integer;
                                             var neighbors: integer);
      {counts the number of live cell neighbors of matrix location
      defined by row and column; returns count in integer neighbors.}
   begin
      neighbors := 0;
         {up}
      if row > 1 then
         if ggLifeBoard[row - 1, col] then   
            Inc(neighbors);               
         {down}
      if row < ggcMaxRow then
         if ggLifeBoard[row + 1, col] then   
            Inc(neighbors);
         {left}
      if col > 1 then
         if ggLifeBoard[row, col - 1] then   
            Inc(neighbors);
         {right}
      if col < ggcMaxCol then
         if ggLifeBoard[row, col + 1] then   
            Inc(neighbors);
         {downright}
      if (row < ggcMaxRow) and (col < ggcMaxCol) then
         if ggLifeBoard[row + 1, col + 1] then   
            Inc(neighbors);
         {upleft}
      if (row > 1) and (col > 1) then
         if ggLifeBoard[row - 1, col - 1] then   
            Inc(neighbors);
         {downleft}
      if (row < ggcMaxRow) and (col > 1) then
         if ggLifeBoard[row + 1, col - 1] then   
            Inc(neighbors);
         {upright}
      if (row > 1) and (col < ggcMaxCol) then
         if ggLifeBoard[row - 1, col + 1] then   
            Inc(neighbors);
   end;

The code uses a series of conditionals to test matrix positions neighboring the location passed by row and column numbers, while accounting for boundary conditions.

The static mode code that calls the code in Listing 3 is given in Listing 4. A local array is used to store changes until the scan of the matrix is completed. Then the field is updated, along with the global array. The SetMaxCol and SetMaxRow procedures called near the beginning of Listing 4 set local variables maxCol and maxRow equal to global constants ggcMaxCol and ggcMaxRow. CodeWarrior Pascal won't let me use the global constants directly in the for loop statements, demanding local variables or constants. CodeWarrior Pascal also won't allow a simple assignment such as: maxCol := ggcMaxCol. I wrote procedures, included in the Misc unit, to do the assignments by incrementing or decrementing the variable passed to it in a loop until it equals the global constant.

Listing 4. CheckStaticNeighborhood.

CheckStaticNeighborhood
   procedure CheckStaticNeighborhood;
      {Tests the 60 row, 100 col grid by first copying the global
      boolean array to a samesize local array. CountNeighbors 
      is called for each matrix position. When cells need
      to be birthed or killed, changes are flagged in the local
      array only until the entire board has been scanned. Then
      the two arrays are compared and the board updated. The
      local array is copied to the global to update it.}
   var
      neighbors, col, row, maxRow, maxCol : integer;
      lifeBoard : array[1..60, 1..100] of boolean;
   begin
      SetMaxCol(maxCol);   {set maxCol = ggcMaxCol}
      SetMaxRow(maxRow);   {set maxRow = ggcMaxRow}

         {copy global array into local array}
      for col := 1 to maxCol do
         for row := 1 to maxRow do
            lifeBoard[row, col] := ggLifeBoard[row, col];
            
      gChangeFlag := FALSE;
      for col := 1 to maxCol do
         for row := 1 to maxRow do
            begin
               CountNeighbors(row, col, neighbors);
                  {update local array from neighbor count}
               if (neighbors > ggcMaxNeighbors) and
                                                ggLifeBoard[row, col] then
                  begin               
                     lifeBoard[row, col] := FALSE;
                     gChangeFlag := TRUE;
                  end
               else if (neighbors < ggcMinNeighbors) and
                                                ggLifeBoard[row, col] then
                  begin
                     lifeBoard[row, col] := FALSE;
                     gChangeFlag := TRUE;
                  end
               else if (ggLifeBoard[row, col] = FALSE) and
                                 (neighbors = ggcBirthNeighbors) then
                  begin
                     lifeBoard[row, col] := TRUE;
                     gChangeFlag := TRUE;
                  end;
            end;
   
         {update the play field}
      for col := 1 to maxCol do
         for row := 1 to maxRow do
            begin
               if (lifeBoard[row, col] = TRUE) and 
                        (ggLifeBoard[row, col] = FALSE) then
                  begin
                        {birth a new cell in an unoccupied location}
                     Inc(ggCellCount);
                     MakeLiveCell(row, col);         
                  end
               else if (lifeBoard[row, col] = FALSE) and 
                        (ggLifeBoard[row, col] = TRUE) then
                  begin
                     KillCell(row, col);
                     Dec(ggCellCount);
                  end;
               
               ggLifeBoard[row, col] := lifeBoard[row, col];
            end;
      ClearCellCountRect;   {erase just count nums}
      UpdateCellCount;
   end;

Listing 5 and Listing 6 perform similar functions for the dynamic mode, the key differences being that, in dynamic mode, the relative positions of the row and column loops is significant, whereas in static mode the order makes no difference. The global boolean variable ggColumnIndexFlag, toggled by clicking the Row/Column button, determines the execution order of the loops.

In dynamic mode, the matrix is updated immediately after counting neighbors. Listing 5 calls Listing 3 to do the count, then calls Listing 6 to perform the update.

Listing 5. CheckDynamicNeighborhood.

CheckDynamicNeighborhood
   procedure CheckDynamicNeighborhood;
      {calls CountNeighbors for each matrix location
      and then calls UpDateBoard to make changes immediately;
      results vary with the relative positions of the row and
      column loops.}
   var
      neighbors, col, row, maxRow, maxCol : integer;
      ticks : longint;
   begin
      SetMaxCol(maxCol);   {set maxCol = ggcMaxCol}
      SetMaxRow(maxRow);   {set maxRow = ggcMaxRow}

      gChangeFlag := FALSE;
      if ggColumnIndexFlag then
         begin
            for col := 1 to maxCol do
               for row := 1 to maxRow do
                  begin
                     CountNeighbors(row, col, neighbors);
                     UpdateBoard(row, col, neighbors);
                  end;
         end
      else
         begin
            for row := 1 to maxRow do
               for col := 1 to maxCol do
                  begin
                     CountNeighbors(row, col, neighbors);
                     UpdateBoard(row, col, neighbors);
                  end;
         end;
   end;
Listing 6. UpdateBoard.
UpdateBoard
   procedure UpdateBoard(row, col, neighbors : integer);
      {called by CheckDynamicNeighborhood after each call to
      CountNeighbors to make any needed changes to the board.}
   begin
      if (neighbors > ggcMaxNeighbors) and
                                       ggLifeBoard[row, col] then
         begin
            KillCell(row, col);
            ggLifeBoard[row, col] := FALSE;
            gChangeFlag := TRUE;
            Dec(ggCellCount);
            UpdateCellCount;
         end
      else if (neighbors < ggcMinNeighbors) and
                                       ggLifeBoard[row, col] then
         begin
            KillCell(row, col);
            ggLifeBoard[row, col] := FALSE;
            gChangeFlag := TRUE;
            Dec(ggCellCount);
            ClearCellCountRect;   {erase just count nums}
            UpdateCellCount;               
         end
      else if (ggLifeBoard[row, col] = FALSE) and
                           (neighbors = ggcBirthNeighbors) then
         begin
            ggLifeBoard[row, col] := TRUE;
            MakeLiveCell(row, col);
            gChangeFlag := TRUE;
            Inc(ggCellCount);
            UpdateCellCount;
         end;

   end;

With the default static approach, which conforms more closely to the previously published versions and discussions of Conway's game that I have seen, changes are not made to the matrix until it has been completely scanned. The dynamic approach makes changes immediately. The default mode combination is manual-static.

Playing the Game of Life

The opening screen is a blank field with a control panel to the right. The control panel shows two data windows, cell count and generations. There are six buttons initially labeled Row, Clear, Dynamic, Random, Go and Quit. In manual mode, cells are birthed or killed by clicking their locations with the mouse. When the desired cell arrangement is in place, clicking the Go button begins execution. Go changes to Pause and is used to temporarilly interrupt execution. The Clear button, enabled only in manual mode, removes all living cells from the game field.

In random mode, the Random button is relabeled to Manual, and clicking the Go button initiates automatic operation that continues uninterrupted until manual mode is reselected by clicking the Manual button, the Pause button is clicked, or operation is terminated by clicking Quit, typing Command-Q, or selecting Quit from the File menu.

In Dynamic mode, the button inially labelled Row is enabled. It is used to switch the relative positions of nested row and column loops. In the default state, the outer loop is indexed by columns, the inner by rows. Clicking the Row button reverses the two and relabels the button to read Column.

The static approach yields more oscillator and glider patterns. The button initially labelled Dynamic is used to toggle between the two approaches. In Dynamic mode the button is relabeled Static and can be clicked to reselect that operating mode.

Enhancements

The most obvious way to add to the existing program would be to allow menu selection of some of the more interesting initial patterns, such as the 5-cell, 4-state glider, 10 live cells in a horizontal or vertical row. Live-cell co-ordinates for the patterns could be stored in records. Placing the cells would simply involve calling the MakeLiveCell procedure the required number of times with the proper row and column values.

Source Code

Source code in CodeWarrior Pascal and CodeWarrior IDE 2.0 projects is available for download from Mactech. Color Quickdraw is required.

Bibliography and References

  • Buckingham, David J. "Some Facts of Life." Byte. December 1978.
  • BYTE magazine: Sep 75, Oct 75, Dec 75, Jan 76, Jan 79, Apr 79, Oct 80, Jul 81.
  • Gardner, Martin. "On cellular automata, self-reproduction, the Garden of Eden and the game 'Life.'" Scientific American, February 1971.
  • Gardner, Martin. "The Fantastic Combinations of John Conway's New Solitaire Game 'Life.'" Scientific American, October 1970.
  • Scientific American: Nov 70, Jan 71, Mar 71, Apr 71, Nov 71, Jan 72, Dec 75, Mar 84, May 85, Feb 87, Aug 88, Aug 89, Sep 89, Jan 90.
  • Gardner, Martin. "The Game of Life." Wheels, Life and other Mathematical Amusements. W.H. Freeman 1983. ISBN 0-7167-1589-9.
  • Morris, Scot. "The Game of Life," Omni. October 1984.
  • Poundstone, William. The Recursive Universe. William Morrow & Co., 1985. ISBN 0-688-03975-8.
  • Berlekamp, Conway, and Guy: Winning Ways (for your Mathematical Plays), Volume 2, (c)1982. ISBN 0-12-091152-3.
  • Dewdney, A.K.: The Armchair Universe, (c)1988. ISBN 0-7167-1939-8.

F.C. Kuechmann, fk@aone.com, is a programmer, hardware designer and consultant with degrees from the University of Illinois at Chicago and Clark College. He is building a programmers' clock that gives the time in hexadecimal.

 
AAPL
$467.36
Apple Inc.
+0.00
MSFT
$32.87
Microsoft Corpora
+0.00
GOOG
$885.51
Google Inc.
+0.00

MacTech Search:
Community Search:

Software Updates via MacUpdate

VueScan 9.2.23 - Scanner software with a...
VueScan is a scanning program that works with most high-quality flatbed and film scanners to produce scans that have excellent color fidelity and color balance. VueScan is easy to use, and has... Read more
Acorn 4.1 - Bitmap image editor. (Demo)
Acorn is a new image editor built with one goal in mind - simplicity. Fast, easy, and fluid, Acorn provides the options you'll need without any overhead. Acorn feels right, and won't drain your bank... Read more
Mellel 3.2.3 - Powerful word processor w...
Mellel is the leading word processor for OS X, and has been widely considered the industry standard since its inception. Mellel focuses on writers and scholars for technical writing and multilingual... Read more
Iridient Developer 2.2 - Powerful image...
Iridient Developer (was RAW Developer) is a powerful image conversion application designed specifically for OS X. Iridient Developer gives advanced photographers total control over every aspect of... Read more
Delicious Library 3.1.2 - Import, browse...
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
Epson Printer Drivers for OS X 2.15 - Fo...
Epson Printer Drivers includes the latest printing and scanning software for OS X 10.6, 10.7, and 10.8. Click here for a list of supported Epson printers and scanners.OS X 10.6 or laterDownload Now Read more
Freeway Pro 6.1.0 - Drag-and-drop Web de...
Freeway Pro lets you build websites with speed and precision... without writing a line of code! With it's user-oriented drag-and-drop interface, Freeway Pro helps you piece together the website of... Read more
Transmission 2.82 - Popular BitTorrent c...
Transmission is a fast, easy and free multi-platform BitTorrent client. Transmission sets initial preferences so things "Just Work", while advanced features like watch directories, bad peer blocking... Read more
Google Earth Web Plug-in 7.1.1.1888 - Em...
Google Earth Plug-in and its JavaScript API let you embed Google Earth, a true 3D digital globe, into your Web pages. Using the API you can draw markers and lines, drape images over the terrain, add... Read more
Google Earth 7.1.1.1888 - View and contr...
Google Earth gives you a wealth of imagery and geographic information. Explore destinations like Maui and Paris, or browse content from Wikipedia, National Geographic, and more. Google Earth... Read more

Strategy & Tactics: World War II Upd...
Strategy & Tactics: World War II Update Adds Two New Scenarios Posted by Andrew Stevens on August 12th, 2013 [ permalink ] Universal App - Designed for iPhone and iPad | Read more »
Expenses Planner Review
Expenses Planner Review By Angela LaFollette on August 12th, 2013 Our Rating: :: PLAIN AND SIMPLEUniversal App - Designed for iPhone and iPad Expenses Planner keeps track of future bills through due date reminders, and it also... | Read more »
Kinesis: Strategy in Motion Brings An Ad...
Kinesis: Strategy in Motion Brings An Adaptation Of The Classic Strategic Board Game To iOS Posted by Andrew Stevens on August 12th, 2013 [ | Read more »
Z-Man Games Creates New Studio, Will Bri...
Z-Man Games Creates New Studio, Will Bring A Digital Version of Pandemic! | Read more »
Minutely Review
Minutely Review By Jennifer Allen on August 12th, 2013 Our Rating: :: CROWDSOURCING WEATHERiPhone App - Designed for the iPhone, compatible with the iPad Work together to track proper weather conditions no matter what area of the... | Read more »
10tons Discuss Publishing Fantasy Hack n...
Recently announced, Trouserheart looks like quite the quirky, DeathSpank-style fantasy action game. Notably, it’s a game that is being published by established Finnish games studio, 10tons and developed by similarly established and Finnish firm,... | Read more »
Boat Watch Lets You Track Ships From Por...
Boat Watch Lets You Track Ships From Port To Port Posted by Andrew Stevens on August 12th, 2013 [ permalink ] Universal App - Designed for iPhone and iPad | Read more »
Expenses Review
Expenses Review By Ruairi O'Gallchoir on August 12th, 2013 Our Rating: :: STUNNINGiPhone App - Designed for the iPhone, compatible with the iPad Although focussing primarily on expenses, Expenses still manages to make tracking... | Read more »
teggle is Gameplay Made Simple, has Play...
teggle is Gameplay Made Simple, has Players Swiping for High Scores Posted by Andrew Stevens on August 12th, 2013 [ permalink ] | Read more »
How To: Manage iCloud Settings
iCloud, much like life, is a scary and often unknowable thing that doesn’t always work the way it should. But much like life, if you know the little things and tweaks, you can make it work much better for you. I think that’s how life works, anyway.... | Read more »

Price Scanner via MacPrices.net

13″ 2.5GHz MacBook Pro on sale for $150 off M...
B&H Photo has the 13″ 2.5GHz MacBook Pro on sale for $1049.95 including free shipping. Their price is $150 off MSRP plus NY sales tax only. B&H will include free copies of Parallels Desktop... Read more
iPod touch (refurbished) available for up to...
The Apple Store is now offering a full line of Apple Certified Refurbished 2012 iPod touches for up to $70 off MSRP. Apple’s one-year warranty is included with each model, and shipping is free: -... Read more
27″ Apple Display (refurbished) available for...
The Apple Store has Apple Certified Refurbished 27″ Thunderbolt Displays available for $799 including free shipping. That’s $200 off the cost of new models. Read more
Apple TV (refurbished) now available for only...
The Apple Store has Apple Certified Refurbished 2012 Apple TVs now available for $75 including free shipping. That’s $24 off the cost of new models. Apple’s one-year warranty is standard. Read more
AnandTech Reviews 2013 MacBook Air (11-inch)...
AnandTech is never the first out with Apple new product reviews, but I’m always interested in reading their detailed, in-depth analyses of Macs and iDevices. AnandTech’s Vivek Gowri bought and tried... Read more
iPad, Tab, Nexus, Surface, And Kindle Fire: W...
VentureBeat’s John Koetsier says: The iPad may have lost the tablet wars to an army of Android tabs, but its still first in peoples hearts. Second place, however, belongs to a somewhat unlikely... Read more
Should You Buy An iPad mini Or An iPad 4?
Macworld UK’s David Price addresses the conundrum of which iPAd to buy? Apple iPad 4, iPad 2, iPad mini? Or hold out for the iPad mini 2 or the iPad 5? Price notes that potential Apple iPad... Read more
iDraw 2.3 A More Economical Alternative To Ad...
If you’re a working graphics pro, you can probably justify paying the stiff monthly rental fee to use Adobe’s Creative Cloud, including the paradigm-setting vector drawing app. Adobe Illustrator. If... Read more
New Documentary By Director Werner Herzog Sho...
Injuring or even killing someone because you were texting while driving is a life-changing experience. There are countless stories of people who took their eyes off the road for a second and ended up... Read more
AppleCare Protection Plans on sale for up to...
B&H Photo has 3-Year AppleCare Warranties on sale for up to $105 off MSRP including free shipping plus NY sales tax only: - Mac Laptops 15″ and Above: $244 $105 off MSRP - Mac Laptops 13″ and... Read more

Jobs Board

Sales Representative - *Apple* Honda - Appl...
APPLE HONDA AUTOMOTIVE CAREER FAIR! NOW HIRING AUTO SALES REPS, AUTO SERVICE BDC REPS & AUTOMOTIVE BILLER! NO EXPERIENCE NEEDED! Apple Honda is offering YOU a Read more
*Apple* Developer Support Advisor - Portugue...
Changing the world is all in a day's work at Apple . If you love innovation, here's your chance to make a career of it. You'll work hard. But the job comes with more than Read more
RBB - *Apple* OS X Platform Engineer - Barc...
RBB - Apple OS X Platform Engineer Ref 63198 Country USA…protected by law. Main Function | The engineering of Apple OS X based solutions, in line with customer and Read more
RBB - Core Software Engineer - Mac Platform (...
RBB - Core Software Engineer - Mac Platform ( Apple OS X) Ref 63199 Country USA City Dallas Business Area Global Technology Contract Type Permanent Estimated publish end Read more
*Apple* Desktop Analyst - Infinity Consultin...
Job Title: Apple Desktop Analyst Location: Yonkers, NY Job Type: Contract to hire Ref No: 13-02843 Date: 2013-07-30 Find other jobs in Yonkers Desktop Analyst The Read more
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.