TweetFollow Us on Twitter

Sep 98 Prog Challenge

Volume Number: 14 (1998)
Issue Number: 9
Column Tag: Programmer's Challenge

Sep 98 Programmer's Challenge

by Bob Boonstra, Westford, MA

Big Baby

Fifty years ago this past June, the Manchester Mark I prototype computer, also known as "Baby", became operational. Baby was the first computer to store a program electronically, and was also the first computer to store instructions and data in the same memory. Because vacuum tube technology was too immature to store memory reliably, Baby was designed to test memory based on a cathode ray tube. Not much memory, mind you. Baby boasted a full 1K bits of memory, organized as 32 words (or lines) of 32 bits each.

In celebration of the birth of the first stored program computer on June 21, 1948, the Department of Computer Science at the University of Manchester recently reconstructed Baby and ran a programming contest to write the most imaginative program for Baby. Inspired by that contest, your Challenge is to write an assembler and an emulator for an extended ("Big") version of Baby. The prototype for the code you should write is:

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

#define kMaxInstructions 32

typedef UInt32 CRT_memory[kMaxInstructions];

pascal void AssembleBabyProgram(
   char *program,
   CRT_memory memory,
   UInt32 address_bits

pascal void ExecuteBabyProgram(
   CRT_memory memory,
   UInt32 address_bits

#if defined(__cplusplus)

Baby has a single general-purpose register, called the Accumulator. The program counter is called the Control Instruction, or CI. The CI is incremented just before the next instruction is fetched, which means that a jump instruction, for example, is coded with a value one less than the actual target address. Baby also has a red light that indicates the program has halted. One interesting thing about Baby is that it lacks an addition instruction - addition is done by subtraction.

Baby's instruction repertoire is listed below. The function bits (or opcode) associated with each instruction is listed in parentheses after the mnemonic.

STO (110)
Store the contents of the Accumulator in the store line.
SUB (001 or 101)
Subtract the contents of the store line from the Accumulator. There is no ADD instruction; addition is done indirectly by combining the SUB and the LDN instruction.
LDN (010)
Copy the contents of the store line, negated, to the accumulator.
JMP (000)
Copy the contents of the store line to the CI (so the store line holds the number of the line one before we want to jump to). In modern terms, this an indirect jump, which uses up an extra store line compared to a direct jump.
JRP (100)
Add the contents of the store line to the CI. This looks forward to larger machines, where it would be important to be able to load the same code in different places, and hence would need relative jumps.
CMP (011)
Skip the next instruction if the contents of the Accumulator are negative, i.e. a conditional branch.
STOP (111)
Stop the machine and turn the red light on
An assembler mnemonic to initialize a store line to a data value.

For example, the following program computes the greatest common divisor of the number in locations 30 and 31:

0000 NUM 0
0001 LDN 30
0002 STO 29
0003 LDN 31
0004 STO 31
0005 LDN 31
0006 STO 30
0007 LDN 29
0008 SUB 30
0009 CMP
0010 JRP 27
0011 SUB 31
0012 STO 31
0013 SUB 28
0014 CMP
0015 JMP 00
0016 STP
0027 NUM -3
0028 NUM 2
0029 NUM 0
0030 NUM 3141593
0031 NUM 5214

Baby's instructions are assembled into a 32 bit word by placing the function code associated with the mnemonic into bits 13-15 (numbered with bit 0 as the most significant bit). In the original Baby, the store line associated with the instruction is placed in bits 0-4. Bits 5-12 and 16-31 are not used as part of the instruction, although they can be used as data. The program listed above assembles to the following:


Our contest will make one change to the original Baby: in our extended, Big Baby, machine, the store line is extended from 5 bits (0-4) to address_bits bits (0 - address_bits-1). This allows more than 32 words of memory and therefore larger programs.

Your AssembleBabyProgram routine should accept the mnemonic input listed above, pointed to by the program parameter, and assemble them into 32-bit Baby instructions in memory. Your ExecuteBabyProgram routine will be called to execute the program one or more times. Both of your routines will be provided an address_bits parameter that describes the size of memory. You will be asked to assemble more than one program, your assembled programs may be executed more than one time each, and you may be asked to execute a program that has been hand-assembled.

More information about the University of Manchester Baby programming contest can be found at Programming reference documentation for Baby can be found at and at

The winner will be the solution that assembles and executes a set of test programs in the minimum amount of time.

This will be a native PowerPC Challenge, using the latest CodeWarrior environment. Solutions may be coded in C, C++, Pascal or, as is our tradition in the month of September, in assembly language. Thanks to Eric Shapiro for suggesting this Challenge.

Three Months Ago Winner

Congratulations to Tom Saxton for writing the most successful simulated gambler at the blackjack table of our June Programmer's Challenge Casino. Tom beat out four other entries and was one of only two entries to actually come out ahead at the blackjack table.

Tom precomputed the expected winnings for each situation and created tables with the action that led to the best result. He uses the Hi-Lo card counting method to determine whether the remaining cards contain a disproportionate number of high-valued cards, and then uses that estimate to adjust his wager. Tom's solution is also not too greedy; it contains heuristics to quit when it has won a reasonable amount or played long enough, ensuring that it has wagered enough credits to avoid the "freeloader" penalty imposed by the problem.

A few words about our other gamblers are in order. The second-place solution, by Kevin Hewitt, also used precomputed tables, but his were based only on the initial pair of cards dealt. Kevin also spent more time at the table, quitting only when winnings or losses exceeded a threshold. JG Heithcock's solution spent the least amount of time at the table. He quit soon after the minimum total bet criterion was met. Ken Slezak kept playing until he lost 75% of his bankroll (or quadrupled his money) and Randy Boring played until he ran out of money or, as it turned out, until the house threw him out of the casino. Both of those players left with not much more than the shirts on their backs.

Here are the statistics for the entries to the Blackjack Challenge. Each player played a series of five games where the house varied the number of decks of cards used. Players were given the same number of credits at the start of each game, totaling 21000 credits for all of the games. The table below lists the total number of credits wagered by the player, the number of credits left when the player decided to quit, the number of hands played, total execution time, and the overall player score. Also listed are the code and data sizes for the entries, along with the 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.

Name Credits Wagered Credits Left Hands Played Exec. Time Score Code Size Data Size Lang
Tom Saxton (19) 47451 25199 327 7169 25194 1496 1924 C
Kevin Hewitt 438700 23800 1833 37923 23766 996 2156 C
JG Heithcock (20) 22616 20484 769 17950 20470 1304 232 C
Ken Slezak (20) 91760 9140 1701 36911 9106 1240 172 C
Randy Boring (81) 437230 8670 15425 460099 8213 4920 353 C

Top Contestants

Here are the Top Contestants for the Programmer's Challenge, including everyone who has accumulated more than 20 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 190
  2. Boring, Randy 76
  3. Cooper, Greg 54
  4. Mallett, Jeff 50
  5. Rieken, Willeke 47
  6. Nicolle, Ludovic 34
  7. Lewis, Peter 31
  8. Maurer, Sebastian 30
  9. Saxton, Tom 29
  10. Heithcock, JG 27
  11. Gregg, Xan 24
  12. Murphy, ACC 24
  13. Hart, Alan 21
  14. Antoniewicz, Andy 20
  15. Day, Mark 20
  16. Higgins, Charles 20
  17. Hostetter, Mat 20
  18. Studer, Thomas 20

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 Tom's winning solution:

Copyright © 1998 Tom Saxton

#include "BlackJack.h"

// Naming Conventions:
// Without getting into the gory details of the Hungarian naming convention,
// here are some common prefixes and their meanings:
//      a       array
//      p       pointer
//      c       count
//      mp      map (one data type to another)
//      i       index
// The prefixes modify a base type. So, if FOO is a base type (like a struct,
// or an enum), the following declarations illustrate the above prefixes:
//      FOO     foo;
//      FOO *   pfoo;
//      FOO     afoo[10];
//      int     ifoo; // an index into an array of FOOs
//      int     cfoo; // a count of FOOs.
//      for (ifoo = 0; ifoo < cfoo; ++ifoo)
//         pfoo = &afoo[ifoo];

enum { fFalse = 0, fTrue = 1 };
#define DIM(a) (sizeof(a)/sizeof((a)[0]))

// Be sure to enable this define to pick up a couple of post-deadline bug fixes.
// #define BUGFIX

// disable debug code
#define Assert(f)

// The following tables determine the actions for all possible hands,
// divided into three groups: pairs, soft hands and hard hands, considered
// in that order. (A pair of aces is treated as a pair, not as a soft hand.)
// The tables were computed by taking the Dealer's up card and assuming
// a huge shoe with an even card distribution finding the probability
// for each of the possible final dealers scores (bust, 17, 18, 19, 20 and 21).
// Then, given that table, I computed the expected earnings (win, lose or
// push) for each of the possible actions, and recorded the action with
// the best result.
// I found the book "Best Blackjack" by Frank Scoblete (c) 1996 to be
// helpful, and my tables are close to his multi-deck tables.
// I modeled an infinite, evenly distributed shoe, he may have modeled
// a fixed number of decks.

// macros to make these tables manageable...
#define H kHitMe
#define D kDoubleDownAndHitMe
#define S kStandPat
#define X kSplitAndHitMe
#define B kClaimBlackjack

// For "hard" hands (no Aces scored as 11), plug in the dealer's up card
// (minus 1) and the hand's score to find the next action. If this isn't the
// first action of the hand, treat kDoubleDownAndHitMe as kHitMe.
Action mp_spot_score_actionHard[10][22] = 
//      0   - 21
   { H,H,H,H,H,H,H,H,H,H,H,H,H,H,H,H,H,S,S,S,S,S },   /*  A */
   { H,H,H,H,H,H,H,H,H,D,D,D,H,S,S,S,S,S,S,S,S,S },   /*  2 */
   { H,H,H,H,H,H,H,H,H,D,D,D,H,S,S,S,S,S,S,S,S,S },   /*  3 */
   { H,H,H,H,H,H,H,H,H,D,D,D,S,S,S,S,S,S,S,S,S,S },   /*  4 */
   { H,H,H,H,H,H,H,H,H,D,D,D,S,S,S,S,S,S,S,S,S,S },   /*  5 */
   { H,H,H,H,H,H,H,H,D,D,D,D,S,S,S,S,S,S,S,S,S,S },   /*  6 */
   { H,H,H,H,H,H,H,H,H,D,D,D,H,H,H,H,H,S,S,S,S,S },   /*  7 */
   { H,H,H,H,H,H,H,H,H,H,D,D,H,H,H,H,H,S,S,S,S,S },   /*  8 */
   { H,H,H,H,H,H,H,H,H,H,D,D,H,H,H,H,H,S,S,S,S,S },   /*  9 */
   { H,H,H,H,H,H,H,H,H,H,H,D,H,H,H,H,H,S,S,S,S,S }    /*  10 */

// For "soft" hands (at least one Ace used as an 11), plug in the dealer's up card
// (minus 1) and the hand's "other" card (or combined score without the ace)
// to find the next action.
Action mp_spot_spot_actionSoft[10][10] = 
   { H, H, H, H, H, H, S, S, S, B },   /*  A */
   { H, H, H, H, H, D, S, S, S, B },   /*  2 */
   { H, H, H, H, H, D, D, S, S, B },   /*  3 */
   { H, H, H, H, D, D, D, S, S, B },   /*  4 */
   { H, H, H, D, D, D, D, S, S, B },   /*  5 */
   { H, H, H, D, D, D, D, S, S, B },   /*  6 */
   { H, H, H, H, H, D, S, S, S, B },   /*  7 */
   { H, H, H, H, H, H, S, S, S, B },   /*  8 */
   { H, H, H, H, H, H, H, S, S, B },   /*  9 */
   { H, H, H, H, H, H, H, S, S, B }    /* 10 */

// If dealt a pair, plug in the dealer's up card (minus 1) and the spot
// value of the pair (minus 1) to find the suggested action.
Action mp_spot_spot_actionPair[10][10] = 
   { X, H, H, H, H, H, H, H, S, S },   /*  A */
   { X, X, X, H, D, H, X, X, X, S },   /*  2 */
   { X, X, X, H, D, H, X, X, X, S },   /*  3 */
   { X, X, X, H, D, X, X, X, X, S },   /*  4 */
   { X, X, X, H, D, X, X, X, X, S },   /*  5 */
   { X, X, X, D, D, X, X, X, X, S },   /*  6 */
   { X, X, X, H, D, H, X, X, S, S },   /*  7 */
   { X, X, X, H, D, H, H, X, X, S },   /*  8 */
   { X, X, H, H, D, H, H, X, X, S },   /*  9 */
   { X, H, H, H, H, H, H, H, S, S }    /*  10 */

// undefine shortcuts used in the above tables
#undef H
#undef D
#undef S
#undef X
#undef B

// Score bust as zero.
#define scoreBust            0
// The Player's hand is limited to five cards.
#define ccardMaxPlayer       5
// The dealer can never draw more than nine cards
// (nine 2's for example).
#define ccardMaxDealer      10

// Entry in the SPOT table, used for scoring and printing card values
typedef struct ESPOT
   char   score;
   char   sz[3];

static const ESPOT s_dnspot[kKing+1] = 
   {  0, "?" },
   {  1, "A" },
   {  2, "2" },
   {  3, "3" },
   {  4, "4" },
   {  5, "5" },
   {  6, "6" },
   {  7, "7" },
   {  8, "8" },
   {  9, "9" },
   { 10, "10" },
   { 10, "J" },
   { 10, "Q" },
   { 10, "K" },

// game statistics...
static int s_cdeck;
static int s_ccreditStart;
static int s_ccreditMinBet;
static int s_ccreditMidBet;
static int s_ccreditMaxBet;
static int s_ccreditBalance;
static int s_ccreditTotalBet;

// callback functions
static BetProc *s_pfnMakeABet;
static HitProc *s_pfnHitMe;

// function to score a hand
static int _ScoreHand(const Card acard[], int ccard,
                              int *pcAce);

// struct for counting cards...
typedef struct DECK
   int acspot[10+1];
   int cspotStart;
   int cspotRemain;
   int dcount;
   int fInfinite;
static DECK s_deck;
// calls to reset card counters and count the cards in a hand
void _InitDeck(int cdeck, int fInfinite);
void _CountCards(const Card acard[], int ccard);
// call to compute the proper action given the player's hand and
// the dealer's up card, and whether or not this is the first action
static Action _ActionLookupHand(Spot spotDealer, Card acard[], int ccard, int fFirst);

// Call to start a game
void InitBlackjack(
   int numDecks,       /* number of decks used by the dealer, 2..10*/
   int yourBankroll,   /* number of credits you have to start */
   int minBet,         /* minimum bet for each hand */
   int maxBet,         /* maximum bet for each hand */
   BetProc pfnMakeABet,/* callback to place a wager */
   HitProc pfnHitMe    /* callback to get a card */
   s_cdeck             = numDecks;
   s_ccreditStart      = yourBankroll;
   s_ccreditMinBet     = minBet;
   s_ccreditMaxBet     = maxBet;
   s_pfnMakeABet       = pfnMakeABet;
   s_pfnHitMe          = pfnHitMe;

   s_ccreditTotalBet   = 0;
   s_ccreditBalance    = s_ccreditStart;

// Call to play a hand
Boolean Blackjack(Boolean fNewDeck)
   int      ccreditBet;
   Card     acardPlayer[ccardMaxPlayer], acardDealer[ccardMaxDealer];
   int      ccardPlayer, ccardDealer;
   Action   actionFirst;
   int      ccreditWin;
   Spot     spotDealer;
   int      ihand, chand;
   int      count;
   Result   result;
   if (fNewDeck)
      _InitDeck(s_cdeck, fFalse /*fInfinite*/);
   // normalize the card count. A positive count means that the shoe is
   // heavy in large cards, which makes it more likely for the dealer to
   // bust. A negative count means that the shoe is heavy in small cards,
   // which makes it less likely that the dealer with bust.
   count = (s_deck.dcount*52)/s_deck.cspotRemain;
   // Make a bet that is proportional to our current balance, so that losing
   // streaks don't clean us out, and winning streaks rake in extra chips.
   // Bet more when the count is high, less when it's low, but stay within
   // the stated betting limits.
   ccreditBet = (count+2)*s_ccreditBalance/50;
   if (ccreditBet < s_ccreditMinBet)
      ccreditBet = s_ccreditMinBet;
   else if (ccreditBet > s_ccreditMaxBet)
      ccreditBet = s_ccreditMaxBet;
   // Place bet, get some cards
   (*s_pfnMakeABet)(ccreditBet, acardPlayer, acardDealer);
   ccardPlayer = ccardDealer = 2;
   // store and normalize the dealer's up card
   spotDealer = acardDealer[1].spot;
   if (spotDealer > k10)
      spotDealer = k10;
   // get the first action for the hand
   actionFirst = 
            _ActionLookupHand(spotDealer, acardPlayer, 2, fTrue);
   if (actionFirst == kDoubleDownAndHitMe)
      ccreditBet *= 2;
   chand = (actionFirst == kSplitAndHitMe) ? 2 : 1;
   // play out the hand(s) (there are two hands if we kSplitAndHitMe)
   for (ihand = 0; ihand < chand; ++ihand)
      Boolean   fInsurance;
      Action action = actionFirst;
      // take the "insurance" side bet when the dealer shows an Ace and there is
      // a better than one third chance of the dealer having a 10 for the other card.
      fInsurance = (spotDealer == kAce) && 
                        (3*s_deck.acspot[k10] > s_deck.cspotRemain);
         // play out an action
         result = 
               (*s_pfnHitMe)(action, fInsurance, acardPlayer, 
                           &ccardPlayer, acardDealer, &ccardDealer, 
         if (result != kNoResult)
         // If we didn't kStandPat or bust, calculate the next action
         action = _
         ActionLookupHand(spotDealer, acardPlayer, ccardPlayer, 
      // count the cards shown in this hand
      _CountCards(acardPlayer, ccardPlayer);
      if (ihand == chand-1)
         _CountCards(acardDealer, ccardDealer);
      // tally our win/loss
      s_ccreditBalance += ccreditWin;
      s_ccreditTotalBet += ccreditBet;

   // If we have lost most of our money, quit
   if (s_ccreditBalance < s_ccreditStart/3)
      return fFalse;
   // If we have won a lot, and will avoid the freeloader penalty, quit
   if (s_ccreditBalance > 7*s_ccreditStart/4 && 
            s_ccreditTotalBet > s_ccreditStart)
      return fFalse;
   // If we have won some, and played for twice the freeloader requirement, quit
   if (s_ccreditBalance > 5*s_ccreditStart/4 && 
            s_ccreditTotalBet > 2*s_ccreditStart)
      return fFalse;
   // If we haven't lost, and played for five times the freeloader requirement, quit
   if (s_ccreditBalance > s_ccreditStart && 
            s_ccreditTotalBet > 5*s_ccreditStart)
      return fFalse;
   // If we've played 10 times the freeloader penalty, quit before the time penalty
   // takes it all away...
   if (s_ccreditTotalBet > 10*s_ccreditStart)
      return fFalse;
   return fTrue;

// Call to get the next action for this hand
static Action _ActionLookupHand(Spot spotDealer, Card acard[], int ccard, int fFirst)
   int score, cAce;
   Spot spot;
   Action action;
   // get the hand's score, and the count of Aces scored as 11
   score = _ScoreHand(acard, ccard, &cace);
   Assert(kAce <= spotDealer && spotDealer <= k10);
   if (fFirst && ccard == 2 && acard[0].spot == acard[1].spot)
      // first action on a pair, check the pair's table
      if ((spot = acard[0].spot) > k10)
         spot = k10;
      action = 
   else if (cAce > 0)
      // "soft" hand, check the soft table
      spot = (Spot)(score - 11);
      Assert(kAce <= spot && spot <= k10);
#ifdef DEBUG
      if (ccard == 2)
         int icard = acard[0].spot == kAce ? 1 : 0;
         Assert(spot == acard[icard].spot || 
                        (spot == k10 && acard[icard].spot > k10));
      action = 
      // "hard" hand, chech the hard table
      action = 
   // If it's not the first play of the hand, we can only kStandPat or kHitMe
#ifdef BUGFIX
   // Another Bug Fix: be careful trying to catch illegal actions...
   if (action == kClaimBlackjack && ccard != 2)
      action = kStandPat;
   if (!fFirst && (action == kDoubleDownAndHitMe || 
                                    action == kSplitAndHitMe))
      action = kHitMe;
   // This code is wrong, it incorrectly returns kHitMe in two cases:
   //  1. If a pair of 10s or Aces is split, then one of them turned into a blackjack
   //  2. A score of 21 is reached with an Ace and two or more cards.
   if (!fFirst && action != kStandPat)
      action = kHitMe;
   return action;

// reset the counts for a fresh set of decks
static void _InitDeck(int cdeck, int fInfinite)
   Spot spot;
   int cspot = 4*cdeck;
   for (spot = kAce; spot < k10; ++spot)
      s_deck.acspot[spot] = cspot;
   Assert(spot == k10);
   s_deck.acspot[k10] = 4*cspot;
   s_deck.cspotRemain = s_deck.cspotStart = 52*cdeck;
   s_deck.dcount = 0;
   s_deck.fInfinite = fInfinite;

// This is the counting method used by the couple of people I've talked
// who have actually counted cards playing Blackjack. It's call "Hi-Lo"
// in "Best Blackjack". I tried several other counting models listed
// in that book, and this performed the best. It gives a simple assessment
// of how far off balance the shoe is with respect to small and large cards.
static const int s_mp_spot_dcount[k10+1] =
//    A  2  3  4  5  6  7  8  9  10
{ 0, -1, 1, 1, 1, 1, 1, 0, 0, 0, -1 };

// Remove the specified set of cards from the shoe
void _CountCards(const Card acard[], int ccard)
   if (s_deck.fInfinite)
   while (ccard- > 0)
      Spot spot = acard[ccard].spot;
// Bug Fix: we shouldn't count hidden cards...
#ifdef BUGFIX
      if (spot == kHiddenSpot)
      if (spot > k10)
         spot = k10;
      s_deck.dcount += s_mp_spot_dcount[spot];

// Determine the score for the given cards. When possible, score
// Aces at 11, and return the number of aces thusly scored.
static int _ScoreHand(const Card acard[], int ccard, int *pcAce)
   int cAceDummy;
   int score = 0;
   int cAce = 0;

   if (pcAce == NULL)
      pcAce = &cAceDummy;
   *pcAce = 0;
   while (ccard- > 0)
      if (acard[ccard].spot == kAce)
      score += s_dnspot[acard[ccard].spot].score;
   if (score > 21)
      return scoreBust;
   while (score + 10 <= 21 && cAce > 0)
      score += 10;

   return score;

Community Search:
MacTech Search:

Software Updates via MacUpdate

Thunderbird 52.3.0 - Email client from M...
As of July 2012, Thunderbird has transitioned to a new governance model, with new features being developed by the broader free software and open source community, and security fixes and improvements... Read more
coconutBattery 3.6.3 - Displays info abo...
With coconutBattery you're always aware of your current battery health. It shows you live information about your battery such as how often it was charged and how is the current maximum capacity in... Read more
Little Snitch 4.0.2 - Alerts you about o...
Little Snitch gives you control over your private outgoing data. Track background activity As soon as your computer connects to the Internet, applications often have permission to send any... Read more
VueScan 9.5.82 - 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
Postbox 5.0.17 - Powerful and flexible e...
Postbox is a new email application that helps you organize your work life and get stuff done. It has all the elegance and simplicity of Apple Mail, but with more power and flexibility to manage even... Read more
CleanMyMac 3.8.6 - $39.95
CleanMyMac makes space for the things you love. Sporting a range of ingenious new features, CleanMyMac lets you safely and intelligently scan and clean your entire system, delete large, unused files... Read more
Default Folder X 5.1.6b3 - Enhances Open...
Default Folder X attaches a toolbar to the right side of the Open and Save dialogs in any OS X-native application. The toolbar gives you fast access to various folders and commands. You just click on... Read more
Amazon Chime 4.6.5852 - Amazon-based com...
Amazon Chime is a communications service that transforms online meetings with a secure, easy-to-use application that you can trust. Amazon Chime works seamlessly across your devices so that you can... Read more
VOX 2.8.30 - Music player that supports...
VOX just sounds better! The beauty is in its simplicity, yet behind the minimal exterior lies a powerful music player with a ton of features and support for all audio formats you should ever need.... Read more
iFFmpeg 6.4.3 - Convert multimedia files...
iFFmpeg is a comprehensive media tool to convert movie, audio and media files between formats. The FFmpeg command line instructions can be very hard to master/understand, so iFFmpeg does all the hard... Read more

The best games we played this week - Aug...
Another busy week has come to a close. We played a lot of excellent games this week and now it's time to look back and reflect on some our favorites. Here are our picks for the week of August 18. [Read more] | Read more »
War Wings beginner's guide - how to...
War Wings is the newest project from well-established game maker Miniclip. It's a World War II aerial dogfighting game with loads of different airplane models to unlock and battle. The game offers plenty of single player and multiplayer action. We... | Read more »
How to win every 2v2 battle in Clash Roy...
2v2 is coming back to Clash Royale in a big way. Although it's only been available for temporary periods of time, 2v2 has seen a hugely positive fan response, with players clamoring for more team-based gameplay. Soon we'll get yet another taste of... | Read more »
Roll to Win with Game of Dice’s new upda...
Joycity’s hit Game of Dice gets a big new update this week, introducing new maps, mechanics, and even costumes. The update sets players loose on an exciting new map, The Cursed Tower, that allows folks to use special Runes mid-match. If you feel... | Read more »
Bottom of the 9th (Games)
Bottom of the 9th 1.0.1 Device: iOS iPhone Category: Games Price: $4.99, Version: 1.0.1 (iTunes) Description: Play the most exciting moment of baseball in this fast-paced dice and card game! | Read more »
The best apps for viewing the solar ecli...
If you somehow missed the news, many parts of the United States will be witness to a total solar eclipse on August 21 for the first time in over 90 years. It'll be possible to see the eclipse in at least some capacity throughout the continental U... | Read more »
The 5 best mobile survival games
Games like ARK: Survival Evolved and Conan Exiles have taken the world of gaming by storm. The market is now flooded with hardcore survival games that send players off into the game's world with nothing but maybe the clothes on their back. Never... | Read more »
Portal Walk (Games)
Portal Walk 1.0 Device: iOS Universal Category: Games Price: $1.99, Version: 1.0 (iTunes) Description: Portal Walk is adventure and relaxing platform game about Eugene. Eugene stuck between worlds and trying to find way back home.... | Read more »
Technobabylon (Games)
Technobabylon 1.0 Device: iOS Universal Category: Games Price: $4.99, Version: 1.0 (iTunes) Description: City of Newton, 2087. Genetic engineering is the norm, the addictive Trance has replaced almost any need for human interaction,... | Read more »
5 reasons why 2v2 is the best mode in Cl...
Supercell has been teasing fans with 2v2 windows that allow players to team up for limited periods of time. The Summer of 2v2 was just this past July, but players are already clamoring for more of that sweet, sweet team-based action. The fans have... | Read more »

Price Scanner via

Back To School With The Edge Desk All-in-one...
Back to school is just around the corner, and the ergonomically correct Edge Desk all-in-one portable kneeling desk is ideal for students living in dorms and small apartments, Edge Desk features:... Read more
Norton Core Secure Wi-Fi Router Now Available...
First introduced at the 2017 Consumer Electronics Show (CES), Norton Core, a secure, high-performance Wi-Fi router, fundamentally changed the concept of Wi-Fi routers by making security the primary... Read more
ViewSonic Adds New 27-inch 4K UHD Monitor to...
ViewSonic Corp. has introduced the VP2785-4K, a 27-inch 4K UHD (3840×2160) monitor that delivers precise and consistent color representation and performance to ensure incredible image quality. Built... Read more
Apple now offering Certified Refurbished 2017...
Apple is now offering Certified Refurbished 2017 27″ iMacs for up to $350 off original MSRP. Apple’s one-year warranty is standard, and shipping is free. The following models are available: – 27″ 3.... Read more
13-inch 2.3GHz MacBook Pros on sale for $100...
Amazon has the new 2017 13″ 2.3GHz MacBook Pros on sale today for $100 off MSRP, each including free shipping: – 13″ 2.3GHz/128GB Space Gray MacBook Pro (MPXQ2LL/A): $1199.99 $100 off MSRP – 13″ 2.... Read more
Clearance 2016 13-inch MacBook Airs available...
B&H Photo has clearance 2016 13″ MacBook Airs available for up to $200 off original MSRP. Shipping is free, and B&H charges NY & NJ sales tax only: – 13″ 1.6GHz/128GB MacBook Air (MMGF2LL... Read more
Clearance 21-inch and 27-inch iMacs available...
B&H Photo has clearance 21″ and 27″ Apple iMacs available for up to $500 off original MSRP, each including free shipping plus NY & NJ sales tax only: – 27″ 3.3GHz iMac 5K: $1799 $500 off... Read more
New iOS 11 Productivity Features Welcome But...
The iOS community is in late summer holding mode awaiting the September arrival of the iPhone 8 and iOS 11. iOS 11 public betas have been available for months — number six was released this week —... Read more
Samsung Electronics Launches New Portable SSD...
Samsung Electronics America, Inc. has announced the launch of Samsung Portable SSD T5 – its newest portable solid state drive (PSSD) that raises the bar for the performance of external memory... Read more
TrendForce Reports YoY Gain of 3.6% for 2Q17...
Market research firm TrendForce reports that the global notebook shipments for this second quarter registered a sequential quarterly increase of 5.7% and a year-on-year increase of 3.6%, totaling 39.... Read more

Jobs Board

Development Operations and Site Reliability E...
Development Operations and Site Reliability Engineer, Apple Payment Gateway Job Number: 57572631 Santa Clara Valley, California, United States Posted: Jul. 27, 2017 Read more
Frameworks Engineering Manager, *Apple* Wat...
Frameworks Engineering Manager, Apple Watch Job Number: 41632321 Santa Clara Valley, California, United States Posted: Jun. 15, 2017 Weekly Hours: 40.00 Job Summary Read more
Business Development Manager - *Apple* Medi...
Job Summary Apple Music is a single, intuitive app that...- all in one place. You can stream any Apple Music song, playlist or album, and download it Read more
Development Operations and Site Reliability E...
Development Operations and Site Reliability Engineer, Apple Payment Gateway Job Number: 57572631 Santa Clara Valley, California, United States Posted: Jul. 27, 2017 Read more
Frameworks Engineering Manager, *Apple* Wat...
Frameworks Engineering Manager, Apple Watch Job Number: 41632321 Santa Clara Valley, California, United States Posted: Jun. 15, 2017 Weekly Hours: 40.00 Job Summary Read more
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.