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Jul 98 Prog Challenge

Volume Number: 14 (1998)
Issue Number: 7
Column Tag: Programmer's Challenge

Jul 97 Programmer's Challenge

by Bob Boonstra, Westford, MA

Going Up?

Welcome to the Programmer's Challenge Skyscraper. Your Challenge this month is to assume control of our skyscraper's elevators and efficiently move a dedicated crew of simulated employees up and down the building.

The prototype for the code you should write is:

#if defined(__cplusplus)
extern "C" {
#endif

#define kMaxFloors 500
#define kMaxElevators 100
#define kElevatorCapacity 16

typedef enum {         /* commanded action for elevator car */
  kGoingUp=1,          /* send car up one floor */
  kGoingDown,          /* send car down one floor */
  kStoppedGoingUp,     /* stop car at an intermediate floor, car going up */
  kStoppedGoingDown,   /* stop car at an intermediate floor, car going down */
  kStoppedIdle         /* stop car, car in idle state */
} CarAction;

typedef struct CarState {
  long atFloor;        /* current location of car */
  long goingToFloor[kMaxFloors];
    /* goingToFloor[i] is the number of passengers in the car is going to floor [i] */
 } CarState;

typedef Boolean (*AdvanceTimeProc) (
                      /* return value of TRUE means Elevator should exit */
  CarAction action[kMaxElevators],  /* direction you move each elevator */
  CarState newState[kMaxElevators],  /* returns new state of each elevator */
  Boolean stopsAtFloor[kMaxFloors],
     /* stopsAtFloor[i]==TRUE means elevator stops at floor i */
  Boolean callGoingUp[kMaxFloors], 
     /* callGoingUp[i]==TRUE means a passenger on floor i wants to go up */
  Boolean callGoingDown[kMaxFloors]
     /* callGoingDown[i]==TRUE means a passenger on floor i wants to go down */
);

void Elevator(
  long numFloors,     /* number of floors in our building, < kMaxFloors */
  long numElevators,  /* number of elevators in our building, <
                         kMaxElevators */
  AdvanceTimeProc AdvanceTime  /* callback to get new state */
);
#if defined(__cplusplus)
}
#endif

Your Elevator routine will be called with the number of floors (numFloors) in our simulated skyscraper, the number of elevators (numElevators) at your command, and a callback routine (AdvanceTime). You should repeatedly call AdvanceTime, commanding an action and a set of constraints (stopsAtFloor) for each elevator car and receiving back the newState of each car. AdvanceTime will also provide an indicator of whether any prospective passengers on floor i have called an elevator to take them higher (callGoingUp[i]) or lower (callGoingDown[i]).

The newState returned by AdvanceTime provides the location of each car and the number of occupants. atFloor is the floor at which the car is now located. Our elevator passengers are extraordinarily cooperative -- on entering, they all indicate their destination by pressing the button corresponding to their floor, whether or not that floor has already been selected, allowing AdvanceTime to give you an accurate count of the passengers going to floor i (goingToFloor[i]). Our passengers are also extraordinarily swift --Êthey exit and enter in such an orderly fashion that the passenger exchange takes place in one time step.

Each call to AdvanceTime will move all the elevators one floor in the direction you indicate. If you stop the car by setting action to kStoppedGoingUp, kStoppedGoingDown, or kStoppedIdle, passengers headed for the current floor will exit and new passengers, up to kElevatorCapacity, will enter. Almost always, passengers headed to higher (or lower) floors will only enter elevators that are kStoppedGoingUp (kStoppedGoingDown) or kStoppedIdle, but occasionally someone will be confused and enter an elevator headed in the wrong direction.

You are free to run your elevators anyway you see fit, except that a car declared to be kGoingUp (or kGoingDown) needs to continue going up (or down) until all passengers headed in that direction have exited. You can designate elevators to be express elevators by setting stopsAtFloor[i] to be FALSE for floors where this elevator does not stop. Passengers will only enter cars that will stop at their intended destination. You can change the stopsAtFloor values at any time, but you need to be careful not to strand passengers -- you can command the car to stop at any time, but the door will only open at floor i if stopsAtFloor[i] is TRUE.

The objective of this Challenge is to deliver passengers to their destinations as expeditiously as possible. You incur a cost of one point for each passenger for each time step from the time s/he presses the call button until the time s/he exits the elevator. You also incur one point for each 10 milliseconds of execution time, including the time spent by AdvanceTime. Stranding a passenger inside an elevator or not responding to an elevator call button results in disqualification of your solution. The solution that incurs the fewest points wins the Challenge. There are no storage constraints for this Challenge, except that it must execute on my 96MB 8500/200.

The Challenge will simulate a normal workday in our simulated skyscraper. People arrive at the beginning of the day either by entering the parking garage at floor 0 or by walking into the main entrance at floor 1. They work in approximately equal numbers on floors 2 through numFloors-1. During the day, they move about the building as necessary. Somewhere in the middle of the day, most of them take a lunch break, either at the cafeteria on floor 2 or by leaving the building. Nearly everyone leaves the building at the end of the day. However, as advanced as our elevators are, they don't have a clock, so you'll have to establish your strategy without knowing the time of day.

This will be a native PowerPC Challenge, using the latest CodeWarrior environment. Solutions may be coded in C, C++, or Pascal. Ernst Munter wins two Challenge points for suggesting this problem, way back in November, 1996.

Three Months Ago Winner

Congratulations to Sebastian Maurer for submitting the winning entry to the April Mancala Challenge. Sebastian won a round-robin tournament whose object was to efficiently capture the most stones in a variant of the ancient game of Mancala. In our variant of the game, the number of bowls ranged from 8 to 32, instead of the traditional 14, and players were allowed to move in either the clockwise or counter-clockwise directions. Congratulations also to JG Heithcock, whose solution actually captured more stones than Sebastian's did, but used better than 50% more execution time to do so. Both of the top solutions used an alpha-beta minmax technique to identify the best move, but Sebastian's heuristic for pruning the tree, combined with the time penalty of one stone per 100ms of execution time, gave him the higher overall score. Sebastian gained a little extra efficiency by partitioning his code into two parallel versions, one for playing first and another for playing second.

Twelve people submitted Mancala solutions, and eleven of those solutions participated in the tournament. (One solution occasionally made illegal moves, so it was eliminated to avoid unevenly affecting the scores of the other players.) The tournament consisted of seven test cases, with board sizes of 8, 12, 16, 20, 24, 28, and 32 bowls. Each solution played against each other solution twice in each test case, once playing first, and once playing second. The top solutions all used some variant of the minmax algorithm, while the lower ranking solutions used simpler heuristics, like always favoring moves that dropped the last stone into their mancala.

The table below lists the results of the tournament, with the solutions ranked in order of total points earned. It lists total execution time for the tournament, the total number of stones captured, the solution rank if execution time had been ignored, total points earned, as well as code size, data size, and programming language used. As usual, 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.

NameTime (secs)Cum StonesRank (stones)Cum PointsCode SizeData SizeLang
Sebastian Maurer (10)54.1614764214222.403488136C
JG Heithcock85.3714897114043.26178448C++
Ken Krugler97.4514627313652.464288308C++
Randy Boring (73)59.9014055413456.028048824C
Eric Kenninga21.1013399513187.9914584894C++
Willeke Rieken (47)3.6311667611630.7440888C++
Simon Jensen-Fellows0.3311512711508.6833646147C, Res
Dennis Jones (10)2.7610383910355.412556125C++
Eric Hangstefer (9)0.05102521010251.543724124C
Ernst Munter (362)104.7611178810130.42791613C++
Josh Cooley0.279446119443.29222864C
K. H.0.00Errors120.003772104C++

Top Contestants

Here are the Top Contestants for the Programmer's Challenge, including everyone who has accumulated more than 10 points during the past two years. The numbers below include points awarded over the 24 most recent contests, including points earned by this month's entrants.

  1. Munter, Ernst 210 points
  2. Boring, Randy 70 points
  3. Cooper, Greg 61 points
  4. Mallett, Jeff 50 points
  5. Rieken, Willeke 47 points
  6. Nicolle, Ludovic 34 points
  7. Lewis, Peter 31 points
  8. Maurer, Sebastian 30 points
  9. Gregg, Xan 24 points
  10. Murphy, ACC 24 points
  11. Hart, Alan 21 points
  12. Antoniewicz, Andy 20 points
  13. Day, Mark 20 points
  14. Higgins, Charles 20 points
  15. Hostetter, Mat 20 points
  16. Studer, Thomas 20 points

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 Sebastian's winning solution to the Mancala Challenge:

Mancala.C
Copyright 1998, Sebastian M. Maurer

#include <stdio.h>
#include "Mancala.h"

enum { kDefault, kPlayAgain, kGameOver };
typedef long StateOfGame;

// There are two versions of almost every routine
// so we don't have to decide at run time
// which side to play on. It speeds things up a
// little bit
// AlphaBeta1 and AlphaBeta2 are the recursive searchers
// for each of the two players. They return the value of
// best move (returned in *chosenBowl, *chosenDirection).
// For a description of Minimax and Alphabeta searches,
// see Peter Norvig's
// "Paradigms of Artificial Intelligence Programming"

#define kMaxSignedLong    0x7FFFFFFF

Prototypes
long AlphaBeta1(
  long depth,
  long board[],
  long *boardStorage,
  const long boardSize,
  long *chosenBowl,
  long *chosenDirection,
  long lowerBound,
  /* any big negative number to enter recursion */
  long upperBound      
  /* any big positive number to enter recursion */
);

long AlphaBeta2(
  long depth,
  long board[],
  long *boardStorage,
  const long boardSize,
  long *chosenBowl,
  long *chosenDirection,
  long lowerBound,
  long upperBound
);

// DropStones -- play the move
// Return true if we get to play again

Boolean DropStones1(
  long board[],
  const long boardSize,
  long bowlPlayed,
  long directionPlayed
);

Boolean DropStones2(
  long board[],
  const long boardSize,
  long bowlPlayed,
  long directionPlayed
);

// SideEmpty returns true if the side is empty
// (and the game is over)

Boolean FirstSideEmpty(
  long board[],
  const long halfBoardSize
);

Boolean SecondSideEmpty(
  long board[],
  const long boardSize
);
// Moves all the remaining stones
// to the appropriate Mancala

void RemainingToMancala(
  long board[],
  const long boardSize,
  const Boolean playerOne
);

// DoMove Drops the stones, checks if the game
// is over (if so, cleans up the board), and
// returns kGameOver, kPlayAgain, or kDefault
StateOfGame DoMove1(
  long board[],
  const long boardSize,
  long bowlPlayed,
  long directionPlayed
);

StateOfGame DoMove2(
  long board[],
  const long boardSize,
  long bowlPlayed,
  long directionPlayed
);

// Called only once from
// within Mancala
Boolean ClaimingVictory(
  long board[],
  const long boardSize,
  const Boolean playerOne
);

Mancala
Boolean Mancala(        /* return true if claiming victory */
  long board[]          /* on entry, board[i] is number of stones in bowl i */
                      /* on exit, board reflects the results of your move */
  const long boardSize,  /* number of bowls in the board, including mancalas */
  void *privStorage,    /* pointer to 1MB of storage for your use */
  const Boolean newGame,  /* true for your first move of a game */
  const Boolean playerOne,  /* true when you are the first player */
  long *bowlPlayed,        /* return the number of the bowl you played from */
  long *directionPlayed    /* return 1 if you played counter-clockwise, */
                        /* return -1 if you played clockwise */
)
{
#pragma unused(newGame)
  // Q&D way to decide how far to search
  // so that we don't lose too much time
  long depth;
  switch (boardSize)
  {
    case 8: depth = 10; break;
    case 10: depth = 8; break;
    case 12:
    case 14: depth = 6; break;
    case 16: 
    case 18: depth = 5; break;
    case 20: 
    case 22: 
    case 24: 
    case 26: depth = 4; break;
    case 28: 
    case 30: 
    case 32: depth = 3; break;
    default: depth = 1; break;
  }

  // Start recursion and play move
  if (playerOne) {
    AlphaBeta1(depth, board, (long*)privStorage,
      boardSize, bowlPlayed, directionPlayed,
      -kMaxSignedLong, kMaxSignedLong);
    DropStones1(board, boardSize,
      *bowlPlayed, *directionPlayed);
  }
  else
  {
    AlphaBeta2(depth, board, (long*)privStorage,
      boardSize, bowlPlayed, directionPlayed,
      -kMaxSignedLong, kMaxSignedLong);
    DropStones2(board, boardSize,
      *bowlPlayed, *directionPlayed);
  }
  
  // Correct to proper convention
  *directionPlayed = - (*directionPlayed);
  return ClaimingVictory(board, boardSize, playerOne);
}

AlphaBeta1
long AlphaBeta1(
  long depth,
  long board[],
  long *boardStorage,
  const long boardSize,
  long *chosenBowl,
  long *chosenDirection,
  long lowerBound,
  long upperBound
)
{
  long myMancala, hisMancala, firstBowl, halfBoardSize;
  long bowl, dir, value, bestBowl, bestDir;
  long *workingBoard;
  
  halfBoardSize = boardSize / 2;
  workingBoard = boardStorage + depth * boardSize;
  myMancala = 0;
  hisMancala = halfBoardSize;
  firstBowl = 1;
  
  for (bowl = firstBowl; bowl < hisMancala; bowl++)
    if (board[bowl] > 0)
    {
      StateOfGame result;
      long i;

      dir = -1;

      // The following trick speeds the whole program
      // up by about 1 percent... take it or leave it
      for (i = 0; i < halfBoardSize; i++)
        ((double*)workingBoard)[i] =
          ((double*)board)[i];
        
      result = DoMove1(workingBoard, boardSize,
                bowl, dir);
      if ((depth == 0) || (result == kGameOver))
        value = workingBoard[myMancala] -
              workingBoard[hisMancala];
      else
      {
        if (result == kPlayAgain)
          value = AlphaBeta1(
                depth - 1, workingBoard,
                boardStorage, boardSize,
                chosenBowl, chosenDirection,
                lowerBound, upperBound);
        else
          value = - AlphaBeta2(
                depth - 1, workingBoard,
                boardStorage, boardSize,
                chosenBowl, chosenDirection,
                - upperBound, - lowerBound);
      }

      if (value > lowerBound)
      {
        bestBowl = bowl;
        bestDir = dir;
        lowerBound = value;
        
        if (lowerBound >= upperBound)
          break;
      }

      dir = 1;

      for (i = 0; i < halfBoardSize; i++)
        ((double*)workingBoard)[i] =
          ((double*)board)[i];
        
      result = DoMove1(workingBoard, boardSize, bowl, dir);
      if ((depth == 0) || (result == kGameOver))
        value = workingBoard[myMancala] -                   workingBoard[hisMancala];
      else
      {
        if (result == kPlayAgain)
          value = AlphaBeta1(
                depth - 1, workingBoard,
                boardStorage, boardSize,
                chosenBowl, chosenDirection,
                lowerBound, upperBound);
        else
          value = - AlphaBeta2(
                depth - 1, workingBoard,
                boardStorage, boardSize,
                chosenBowl, chosenDirection,
                - upperBound, - lowerBound);
      }

      if (value > lowerBound)
      {
        bestBowl = bowl;
        bestDir = dir;
        lowerBound = value;
        
        if (lowerBound >= upperBound)
          break;
      }
      
    }
  
  *chosenBowl = bestBowl;
  *chosenDirection = bestDir;
  return lowerBound;
}

AlphaBeta2
long AlphaBeta2(
  long depth,
  long board[],
  long *boardStorage,
  const long boardSize,
  long *chosenBowl,
  long *chosenDirection,
  long lowerBound,
  long upperBound
)
{
  long myMancala, hisMancala, firstBowl, halfBoardSize;
  long bowl, dir, value, bestBowl, bestDir;
  long *workingBoard;
  
  halfBoardSize = boardSize / 2;

  workingBoard = boardStorage + depth * boardSize;
  myMancala = halfBoardSize;
  hisMancala = 0;
  firstBowl = myMancala + 1;
  for (bowl = firstBowl; bowl < boardSize; bowl++)
    if (board[bowl] > 0)
    {
      long i, result;

      dir = -1;

      for (i = 0; i < halfBoardSize; i++)
        ((double*)workingBoard)[i] =
          ((double*)board)[i];
      
      result = DoMove2(workingBoard, boardSize,
                bowl, dir);
    if ((depth == 0) || (result == kGameOver))
        value = workingBoard[myMancala] -
              workingBoard[hisMancala];
      else
      {
        if (result == kPlayAgain)
          value = AlphaBeta2(
                depth - 1, workingBoard,
                boardStorage, boardSize,
                chosenBowl, chosenDirection,
                lowerBound, upperBound);
        else
          value = - AlphaBeta1(
                depth - 1, workingBoard,
                boardStorage, boardSize,
                chosenBowl, chosenDirection,
                - upperBound, - lowerBound);
      }
      if (value > lowerBound)
      {
        bestBowl = bowl;
        bestDir = dir;
        lowerBound = value;
        if (lowerBound >= upperBound)
          break;
      }
      
      dir = 1;
      
      for (i = 0; i < halfBoardSize; i++)
        ((double*)workingBoard)[i] =
          ((double*)board)[i];

      result = DoMove2(workingBoard, boardSize,
                bowl, dir);
      if ((depth == 0) || (result == kGameOver))
        value = workingBoard[myMancala] -
              workingBoard[hisMancala];
      else
      {
        if (result == kPlayAgain)
          value = AlphaBeta2(
                depth - 1, workingBoard,
                boardStorage, boardSize,
                chosenBowl, chosenDirection,
                lowerBound, upperBound);
        else
          value = - AlphaBeta1(
                depth - 1, workingBoard,
                boardStorage, boardSize,
                chosenBowl, chosenDirection,
                - upperBound, - lowerBound);
      }

      if (value > lowerBound)
      {
        bestBowl = bowl;
        bestDir = dir;
        lowerBound = value;
        if (lowerBound >= upperBound)
          break;
      }

    }
  
  *chosenBowl = bestBowl;
  *chosenDirection = bestDir;
  return lowerBound;
}

DropStones1
/***
Boolean DropStones()
Drops stones, return true if we get to play again
***/

inline Boolean DropStones1(
  long board[],
  const long boardSize,
  long bowlPlayed,
  long directionPlayed
)
{
  long myMancala, hisMancala, firstBowl, lastBowl;
  long stonesInHand, nextBowl;

  myMancala = 0;
  hisMancala = boardSize / 2;
  firstBowl = 1;
  lastBowl = hisMancala - 1;

  stonesInHand = board[bowlPlayed];
  board[bowlPlayed] = 0;
  nextBowl = bowlPlayed;
  /* Drop stones */
  while (stonesInHand > 0) {
    nextBowl += directionPlayed;
    
    if (nextBowl == hisMancala)
      nextBowl += directionPlayed;
    else
    {
      if (nextBowl < 0)
        nextBowl = boardSize - 1;
      else
        if (nextBowl == boardSize)
          nextBowl = 0;
    }
    board[nextBowl] += 1;
    stonesInHand -= 1;
  }
  
  /* Perform capture */
  if ((board[nextBowl] == 1) &&
    (nextBowl >= firstBowl) &&
    (nextBowl <= lastBowl))
  {
    board[nextBowl] = 0;
    board[myMancala] += 
      (1 + board[boardSize - nextBowl]);
    board[boardSize - nextBowl] = 0;
  }
  
  /* Return true if get to play again */
  return (nextBowl == myMancala);
}

DropStones2
inline Boolean DropStones2(
  long board[],
  const long boardSize,
  long bowlPlayed,
  long directionPlayed
)
{
  long myMancala, firstBowl, lastBowl;
  long stonesInHand, nextBowl;

  myMancala = boardSize / 2;
  firstBowl = myMancala + 1;
  lastBowl = boardSize - 1;

  stonesInHand = board[bowlPlayed];
  board[bowlPlayed] = 0;
  nextBowl = bowlPlayed;
  /* Drop stones */
  while (stonesInHand > 0) {
    nextBowl += directionPlayed;
    
    if (nextBowl <= 0)
      nextBowl = boardSize - 1;
    else
      if (nextBowl == boardSize)
        nextBowl = 1;
    board[nextBowl] += 1;
    stonesInHand -= 1;
  }
  
  /* Perform capture */
  if ((board[nextBowl] == 1) &&
    (nextBowl >= firstBowl) &&
    (nextBowl <= lastBowl))
  {
    board[nextBowl] = 0;
    board[myMancala] +=
      (1 + board[boardSize - nextBowl]);
    board[boardSize - nextBowl] = 0;
  }
  
  /* Return true if get to play again */
  return (nextBowl == myMancala);
}

FirstSideEmpty
/*
Boolean FirstSideEmpty()
Checks to see if first side has no stones left in it
*/
inline Boolean FirstSideEmpty(
  long board[],
  const long halfBoardSize
) 
{
  long bowl;
  for(bowl = halfBoardSize - 1; bowl > 0; bowl--)
    if (board[bowl] != 0)
      return false;
  return true;
}


SecondSideEmpty
/*
Boolean SecondSideEmpty()
Checks to see if first side has no stones left in it
*/
inline Boolean SecondSideEmpty(
  long board[],
  const long boardSize
) 
{
  long bowl;
  long halfBoardSize = boardSize / 2;
  for(bowl = boardSize - 1; bowl > halfBoardSize; bowl--)
    if (board[bowl] != 0)
      return false;
  return true;
}

RemainingToMancala
/*
void RemainingToMancala()
Moves remaining stones on specified side into Mancala
*/
inline void RemainingToMancala(
  long board[],
  const long boardSize,
  const Boolean playerOne
)
{
  long mancala, firstBowl, lastBowl, bowl;

  if (playerOne) {
    mancala = 0;
    firstBowl = 1;
    lastBowl = boardSize / 2 - 1;
  } else {
    mancala = boardSize / 2;
    firstBowl = boardSize / 2 + 1;
    lastBowl = boardSize - 1;
  }  
  
  for(bowl = firstBowl; bowl <= lastBowl; bowl++)
  {
    board[mancala] += board[bowl];
    board[bowl] = 0;
  }
}


DoMove1
/***
StateOfGame DoMove()
Drops the specified stones and cleans up the board 
if the game is over.
***/

inline StateOfGame DoMove1(
  long board[],
  const long boardSize,
  long bowlPlayed,
  long directionPlayed
)
{
  Boolean getToPlayAgain;

  getToPlayAgain = DropStones1(board, boardSize,
            bowlPlayed, directionPlayed);

  if (FirstSideEmpty(board, boardSize / 2)) {
    RemainingToMancala(board, boardSize, false);
    return kGameOver;
  }
  
  if (SecondSideEmpty(board, boardSize)) {
    RemainingToMancala(board, boardSize, true);
    return kGameOver;
  }
  
  if (getToPlayAgain)
    return kPlayAgain;
  else
    return kDefault;
}

DoMove2
inline StateOfGame DoMove2(
  long board[],
  const long boardSize,
  long bowlPlayed,
  long directionPlayed
)
{
  Boolean getToPlayAgain;
  
  getToPlayAgain = DropStones2(board, boardSize,
            bowlPlayed, directionPlayed);

  if (FirstSideEmpty(board, boardSize / 2)) {
    RemainingToMancala(board, boardSize, false);
    return kGameOver;
  }
  
  if (SecondSideEmpty(board, boardSize)) {
    RemainingToMancala(board, boardSize, true);
    return kGameOver;
  }
  
  if (getToPlayAgain)
    return kPlayAgain;
  else
    return kDefault;
}

ClaimingVictory
/* Boolean ClaimingVictory()
  Only called before returning from Mancala
  Does not clean up the board
*/
Boolean ClaimingVictory(
  long board[],
  const long boardSize,
  const Boolean playerOne
)
{
  long bowl;
  long sum = 0;
  long halfBoardSize = boardSize / 2;
  
  if (FirstSideEmpty(board, halfBoardSize))
  {
    for (bowl = halfBoardSize + 1;
        bowl < boardSize; bowl++)
      sum += board[bowl];
    if (playerOne)
      return board[0] > (sum + board[halfBoardSize]);
    else
      return board[0] < (sum + board[halfBoardSize]);
  }
  if (SecondSideEmpty(board, boardSize))
  {
    for (bowl = 1; bowl < halfBoardSize; bowl++)
      sum += board[bowl];
    if (playerOne)
      return (board[0] + sum) > board[halfBoardSize];
    else
      return (board[0] + sum) < board[halfBoardSize];
  }
  return false;
}
 
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Paragon NTFS breaks down the barriers between Windows and OS X. Paragon NTFS effectively solves the communication problems between the Mac system and NTFS, providing full read and write access to... Read more
RestoreMeNot 2.0.3 - Disable window rest...
RestoreMeNot provides a simple way to disable the window restoration for individual applications so that you can fine-tune this behavior to suit your needs. Please note that RestoreMeNot is designed... Read more
Macgo Blu-ray Player 2.10.9.1750 - Blu-r...
Macgo Mac Blu-ray Player can bring you the most unforgettable Blu-ray experience on your Mac. Overview Macgo Mac Blu-ray Player can satisfy just about every need you could possibly have in a Blu-ray... Read more
Apple iOS 8.1 - The latest version of Ap...
The latest version of iOS can be downloaded through iTunes. Apple iOS 8 comes with big updates to apps you use every day, like Messages and Photos. A whole new way to share content with your family.... Read more
TechTool Pro 7.0.5 - Hard drive and syst...
TechTool Pro is now 7, and this is the most advanced version of the acclaimed Macintosh troubleshooting utility created in its 20-year history. Micromat has redeveloped TechTool Pro 7 to be fully 64... Read more
PDFKey Pro 4.0.2 - Edit and print passwo...
PDFKey Pro can unlock PDF documents protected for printing and copying when you've forgotten your password. It can now also protect your PDF files with a password to prevent unauthorized access and/... Read more
Yasu 2.9.1 - System maintenance app; per...
Yasu was originally created with System Administrators who service large groups of workstations in mind, Yasu (Yet Another System Utility) was made to do a specific group of maintenance tasks... Read more
Hazel 3.3 - Create rules for organizing...
Hazel is your personal housekeeper, organizing and cleaning folders based on rules you define. Hazel can also manage your trash and uninstall your applications. Organize your files using a... Read more

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Infuse Pro (Photography)
Infuse Pro 3.0 Device: iOS Universal Category: Photography Price: $9.99, Version: 3.0 (iTunes) Description: ** All-new version 3 includes fully licensed and certified DTS® and DTS-HD® audio! ** | Read more »
Swap Heroes (Games)
Swap Heroes 1.0 Device: iOS Universal Category: Games Price: $.99, Version: 1.0 (iTunes) Description: **Half price for a limited time only** Swap Heroes is a casual turn-based strategy adventure. Form a group of heroes and guide them... | Read more »
Ghost Blade (Games)
Ghost Blade 1.1 Device: iOS Universal Category: Games Price: $4.99, Version: 1.1 (iTunes) Description: Get the most outstanding 3D Action Game from App Store NOW! For those who dare pursue dreams. Masterpiece of Yu Shi Game ---China... | Read more »
Fiete – A Day on a Farm Review
Fiete – A Day on a Farm Review By Amy Solomon on October 21st, 2014 Our Rating: :: A MEMORABLE EXPERIENCEUniversal App - Designed for iPhone and iPad Fiete – A day on a farm in an interactive app for young children full of... | Read more »
Tilt to Live: Gauntlet’s Revenge is Almo...
Tilt to Live: Gauntlet’s Revenge is Almost Here Posted by Jessica Fisher on October 21st, 2014 [ permalink ] One Man Left has announced the official release date of Tilt to Live: Gauntlet’s Re | Read more »
Sago Mini Monsters Celebrates Halloween...
Sago Mini Monsters Celebrates Halloween with Fun Costumes and Special Treats. Posted by Jessica Fisher on October 21st, 2014 [ permal | Read more »
Inferno 2 Review
Inferno 2 Review By Andrew Fisher on October 21st, 2014 Our Rating: :: TWIN STICK GOODNESSUniversal App - Designed for iPhone and iPad With tight controls and awesome, stark visuals, Inferno 2 is loads of fun.   | Read more »
Clips Review
Clips Review By Jennifer Allen on October 21st, 2014 Our Rating: :: CONVENIENT PASTINGUniversal App - Designed for iPhone and iPad Making copying and pasting more powerful than usual, Clips is a great way to move stuff around.   | Read more »
MonSense Review
MonSense Review By Jennifer Allen on October 21st, 2014 Our Rating: :: ORGANIZED FINANCESiPhone App - Designed for the iPhone, compatible with the iPad Organize your finances with the quick and easy to use, MonSense.   | Read more »
This Week at 148Apps: October 13-17, 201...
Expert App Reviewers   So little time and so very many apps. What’s a poor iPhone/iPad lover to do? Fortunately, 148Apps is here to give you the rundown on the latest and greatest releases. And we even have a tremendous back catalog of reviews; just... | Read more »

Price Scanner via MacPrices.net

Select MacBook Airs $100 off MSRP, free shipp...
B&H Photo has 2014 a couple of MacBook Airs on sale for $100 off MSRP. Shipping is free, and B&H charges NY sales tax only. They also include free copies of Parallels Desktop and LoJack for... Read more
13-inch 2.5GHz MacBook Pro on sale for $100 o...
B&H Photo has the 13″ 2.5GHz MacBook Pro on sale for $999.99 including free shipping plus NY sales tax only. Their price is $100 off MSRP. Read more
Strong iPhone, Mac And App Store Sales Drive...
Apple on Monday announced financial results for its fiscal 2014 fourth quarter ended September 27, 2014. The Company posted quarterly revenue of $42.1 billion and quarterly net profit of $8.5 billion... Read more
Apple Posts How-To For OS X Recovery
OS X 10.7 Lion and later include OS X Recovery. This feature includes all of the tools you need to reinstall OS X, repair your disk, and even restore from a Time Machine backup. OS X Recovery... Read more
Mac OS X Versions (Builds) Supported By Vario...
Apple Support has posted a handy resource explaining which Mac OS X versions (builds) originally shipped with or are available for your computer via retail discs, downloads, or Software Update. Apple... Read more
Deals on 2011 13-inch MacBook Airs, from $649
Daily Steals has the Mid-2011 13″ 1.7GHz i5 MacBook Air (4GB/128GB) available for $699 with a 90 day warranty. The Mid-2011 13″ 1.7GHz i5 MacBook Air (4GB/128GB SSD) is available for $649 at Other... Read more
2013 15-inch 2.0GHz Retina MacBook Pro availa...
B&H Photo has leftover previous-generation 15″ 2.0GHz Retina MacBook Pros now available for $1599 including free shipping plus NY sales tax only. Their price is $400 off original MSRP. B&H... Read more
Updated iPad Prices
We’ve updated our iPad Air Price Tracker and our iPad mini Price Tracker with the latest information on prices and availability from Apple and other resellers, including the new iPad Air 2 and the... Read more
Apple Pay Available to Millions of Visa Cardh...
Visa Inc. brings secure, convenient payments to iPad Air 2 and iPad mini 3as well as iPhone 6 and 6 Plus. Starting October 20th, eligible Visa cardholders in the U.S. will be able to use Apple Pay,... Read more
Textkraft Pocket – the missing TextEdit for i...
infovole GmbH has announced the release and immediate availability of Textkraft Pocket 1.0, a professional text editor and note taking app for Apple’s iPhone. In March 2014 rumors were all about... Read more

Jobs Board

Senior Event Manager, *Apple* Retail Market...
…This senior level position is responsible for leading and imagining the Apple Retail Team's global event strategy. Delivering an overarching brand story; in-store, Read more
*Apple* Solutions Consultant (ASC) - Apple (...
**Job Summary** The ASC is an Apple employee who serves as an Apple brand ambassador and influencer in a Reseller's store. The ASC's role is to grow Apple Read more
Project Manager / Business Analyst, WW *Appl...
…a senior project manager / business analyst to work within our Worldwide Apple Fulfillment Operations and the Business Process Re-engineering team. This role will work Read more
*Apple* Retail - Multiple Positions (US) - A...
Job Description: Sales Specialist - Retail Customer Service and Sales Transform Apple Store visitors into loyal Apple customers. When customers enter the store, Read more
Position Opening at *Apple* - Apple (United...
…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
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