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Jan 99 Prog Challenge

Volume Number: 15 (1999)
Issue Number: 1
Column Tag: Programmer's Challenge

January 1999 Programmer's Challenge

by Bob Boonstra, Westford, MA

Sphere Packing

This month we're going to help you recover from the clutter that might result from the holiday season. Imagine that your post-holiday household is filled with gifts, all of which have to be put somewhere. Imagine further that those gifts include sports equipment given to your children, or parents, or siblings, or grandchildren, as the case may be. And finally, imagine that the sports equipment includes a collection of balls of various sizes - basketballs, baseballs, soccer balls, beach balls, etc. (OK, if I've stretched your imagination to the breaking point, think of some other reason you might have a large collection of spherical objects.) We've got to find somewhere to store all of those balls, and space is at a premium. Fortunately, we also have a very large collection of boxes of various sizes, so many, in fact, that you can count on finding a box of the exact size that you might need. In keeping with our desire for a few less difficult problems, your Challenge is to pack the balls into the smallest box possible, so that we can store them efficiently.

The prototype for the code you should write is:

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

typedef struct Position {
  double coordinate[3];     /* coordinate[0]==X position, [1]==Y, [2]==Z */
} Position;

void PackSpheres(
    long numSpheres,        /* input: number of spheres to pack */
    double radius[],        /* input: radius of each of numSpheres spheres */
    Position location[]     /* output: location of center of each sphere */
);

#if defined (__cplusplus)
}
#endif

Your PackSpheres routine will be given the number of balls (numSpheres) to be packed away, along with the radius of each of those spheres. The task is simple. Arrange the collection of balls into a rectangular parallelepiped ("box") such that no ball intersects any other ball (i.e., the distance between the centers of any two balls is greater than or equal to the sum of their radii). PackSpheres returns back the coordinates of the center of each ball in the location parameter. Your objective is to minimize the volume of the box that contains all the balls, where the extent of the box in each dimension (X, Y, and Z) is determined by the maximum and minimum coordinates of the balls, considering both the location of the center of the ball and its radius.

While you must ensure that the balls do not intersect, you need not ensure that the balls touch. In our storage room, boxes of balls can contain balls that levitate in the open space between other balls.

The winner will be the solution that minimizes the volume of the box containing all the balls, plus a penalty of 1% of additional storage volume for each millisecond of execution time.

This will be a native PowerPC Challenge, using the latest CodeWarrior environment. Solutions may be coded in C, C++, or Pascal.

Three Months Ago Winner

Congratulations to Pat Brown (Staunton, VA) for submitting the winning solution to the October Hearts Challenge. Pat's solution beat the second-place entry submitted by Tom Saxton and "dummy" entries that rounded out a tournament of four players. Pat's solution was both the faster of the two and the more successful at avoiding point cards, capturing approximately one third fewer points than Tom's solution.

Pat's strategy was fairly simple. His passing strategy is to pass the three highest cards in his hand. By not including a low heart in the pass, this strategy can aid a shoot attempt by an opponent, as well as being dangerous if it passes the queen of spades to the left. When leading, the playing strategy is to force out the queen of spades as quickly as possible, unless of course he has the queen. While he does not attempt to "shoot the moon", he is watchful for attempts by other players to shoot, and holds on to high cards until any potential shoot is spoiled. Otherwise, Pat tries to play the highest legal card that is lower than the current trick leader.

Tom submitted two solutions, a simple one (used in the tournament at Tom's request), and a more sophisticated (but less successful) one. The simple solution also tries to avoid taking tricks and does not attempt to shoot. It is a little more clever in selecting the pass, in that it tries to create a void if possible. It does not keep track of who might be attempting to shoot, and therefore does not attempt to stop them. Tom's second player keeps track of who is void in what suits and tries to shoot when it has a strong hand. However, it isn't quite perfected, and does much worse in a tournament than the first player.

I've included a Point Comparison chart that helps explain the performance of the two players. The vertical bars indicate the number of hands in which each player captured the number of points shown along the horizontal axis. You can see that Pat's solution was slightly more successful at capturing fewer than 4 points in a hand, very successful at avoiding being stuck with the queen of spaces, and extremely effective at capturing fewer than 20 points in a hand. The line graphs show the cumulative effect of the respective strategies on the score.

The table below summarizes the scoring for Pat and Tom's Hearts entries. The teams played a total of 24 matches, consisting of over 25000 hands of 13 tricks each. The Total Points column in the table lists the number of hearts captured during all of those tricks, plus 13 points for each Queen of Spades, and -26 points for each shoot. The table shows the number of tricks "won" by each player, and the number of times each successfully "shot the moon". You can see that Pat's winning solution did not attempt to shoot, and was very successful at avoiding being stuck with all of the point cards. Although not shown in the table, the less-than-intelligent "dummy" players "shot the moon" more often than either Pat or Tom. This was a consequence of their simplistic "strategy" for not taking points, which led them to hold on to high cards longer than a more sophisticated player would have done. Also shown in the table are the execution time of each solution in milliseconds, the total score, including the penalty of one point per millisecond of execution time, and the code and data sizes. As usual, the number in parentheses after the entrant's name is the total number of Challenge points earned in all Challenges prior to this one.

Name Total Points Tricks Won Shoots Time (msec) Score Code Size Data Size
Pat Brown 94775 59703 1 833 95608 3152 398
Tom Saxton (49) 157105 80902 67 1230 158335 2548 72

Top Contestants

Listed here are the Top Contestants for the Programmer's Challenge, including everyone who has accumulated 20 or more 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 204
  2. Saxton, Tom 59
  3. Boring, Randy 56
  4. Mallett, Jeff 50
  5. Rieken, Willeke 47
  6. Cooper, Greg 44
  7. Maurer, Sebastian 40
  8. Heithcock, JG 37
  9. Murphy, ACC 34
  10. Nicolle, Ludovic 34
  11. Lewis, Peter 31
  12. Hart, Alan 21
  13. Antoniewicz, Andy 20
  14. Brown, Pat 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 place20 points
2nd place10 points
3rd place7 points
4th place4 points
5th place2 points
finding bug2 points
suggesting Challenge2 points

Here is Pat's winning Hearts solution:

MyHearts.c
Copyright © 1998 Pat Brown

#include "Hearts.h"

/* ***************************************************
 * Hearts.c
 *
 * Author: Pat Brown
 *
 * Trivia: there are 5.36447377655x10^28 different ways that a
 * deck can be dealed out for a game of Hearts.
 */

#define gMAX        52
#define gMIN        1

// Just the relative rankings, 1..52.
// Can be referenced easily using spot and suit value.
/*
        2C,2D,2S,3C,3D,3S,4C,4D,4S,5C,5D,5S,6C,6D,6S,2H,3H,4H,
        5H,6H,7C,7D,7S,8C,8D,8S,9C,9D,9S,7H,8H,9H,10C,10D,10S,
        JC,JD,JS,QC,QD,KC,KD,AC,AD,10H,JH,QH,KS,AS,KH,AH,QS
*/
static const int gCardValue[5][14] =
{
    {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},    // NoSuit
    {0, 3, 6, 9,12,15,22,25,28,35,38,52,48,49},    // Spade
    {0,16,17,18,19,29,30,31,32,45,46,47,50,51},    // Heart
    {0, 2, 5, 8,11,14,21,24,27,34,37,40,42,44},    // Diamond
    {0, 1, 4, 7,10,13,20,23,26,33,36,39,41,43}     // Club
};

inline int getCardValue(theSuit, theSpot)
        { return gCardValue[theSuit][theSpot]; }

inline UInt16 NEXTSEAT(UInt16 theSeat)
        { return (theSeat+1)%4; }


/************
  Prototypes
*************/
inline static SInt16 findThisCard(const Card theCards[13],
        const Suit theSuit, const Spot theSpot);
static UInt16 findHighestLimitCard(const Card theCards[13],
        const int uLimit);
static UInt16 findLowestLimitCard(const Card theCards[13],
        const int lLimit);
static UInt16 findHighestIndexLimitCard(const Card theCards[13],
        const UInt16 valid[13], const int numValid, const int uLimit);
static UInt16 findLowestIndexLimitCard(const Card theCards[13],
        const UInt16 valid[13], const int numValid, const int lLimit);
static int findValidCards(const Card theCards[13],
        const Suit theSuit, UInt16 validCards[13]);

inline UInt16        findHighestCard(const Card theCards[13])
    { return findHighestLimitCard(theCards,gMAX); }
inline UInt16        findLowestCard(const Card theCards[13])
    { return findLowestLimitCard(theCards,gMIN); }
inline UInt16        findHighestIndexCard(const Card theCards[13],
        const UInt16 valid[13], const int numValid)
    { return findHighestIndexLimitCard(theCards,valid,numValid,gMAX); }
inline UInt16        findLowestIndexCard(const Card theCards[13],
        const UInt16 valid[13], const int numValid)
    { 
        return findLowestIndexLimitCard(theCards,valid,numValid,gMIN); 
    }

/******************
  Global variables
*******************/
static UInt16     mySeat;
// hasPoints is a bitfield of which players have
// taken points in this hand
static int            hasPoints;
// another bitfield of what suits I'm cutting
static int            cuttingSuit;
static int            tryToSpoil;
/******************************************************
runningTotal keeps track of "points" for each player
in a hand. These aren't real points, but a key to
watch for someone trying to pull a sweep.
If someone gets more than six hearts, or the queen of
spades and three hearts, they may be trying to sweep
(unless someone else has points).
*******************************************************/
static int            runningTotal[4];
static Boolean    blackLadyInHand;
static Boolean    blackLadyPlayed;
static Boolean    heartsBroken;

/********************
  Required functions
*********************/

InitTournament
pascal void InitTournament(const UInt16 numPlayers,
                const UInt16 gameEndingScore)
{
    return;
}

InitGame
pascal void InitGame(const UInt32 playerID[4],
                const UInt16 yourSeat)
{
    mySeat = yourSeat;
}

SelectPass
pascal void SelectPass(const Card dealtHand[13],
         const Pass passDirection, UInt16 passedCards[3])
{
    int    i, top, newtop;

// Init globals at the start of a hand.
    blackLadyPlayed = heartsBroken = 
            tryToSpoil = hasPoints = cuttingSuit = 
            runningTotal[0]=runningTotal[1]=runningTotal[2]=runningTotal[3]
            = 0;

    if (passDirection != kNoPass)
    {
        top = gMAX;
        for (i=0; i<3; i++) // get the three highest cards
        {
            newtop = passedCards[i] = 
                    findHighestLimitCard(dealtHand, top);
            top = getCardValue(dealtHand[newtop].suit, 
                                    dealtHand[newtop].spot)-1;
        }
    }
}

PlayTrick
pascal void PlayTrick(const UInt16 trickNumber,
                 const UInt16 trickLeader, const Card yourHand[13],
                 const Card cardsPlayed[4], UInt16 *yourPlay)
{
    UInt16     validCards[13], myCard;
    int            num, i;
    Suit         leadingSuit;
    Spot         whatsTaking;
    UInt16     whosTaking;
    Boolean    pointsTaking;

    if (trickNumber == 0)
    {
    // see if I've been passed the Queen of Spades
        blackLadyInHand = 
                    (findThisCard(yourHand, kSpade, kQueen) >= 0);
        if (trickLeader == mySeat)
        {
            *yourPlay = findThisCard(yourHand, kClub, k2);
            return;
        }
        else
            goto NOTLEADING;
    }
    
    if (trickLeader == mySeat)
    {
        // try to force the Queen of Spades (unless I have it)
        if (!blackLadyPlayed && !blackLadyInHand)
        {
            if (
                (num = findValidCards(yourHand, kSpade, validCards)) != 0)
            {
            myCard = findLowestIndexCard(yourHand, validCards, num);
                // don't play higher than the Queen
                if (yourHand[myCard].spot < kKing)
                {
                    *yourPlay = myCard;
                    return;
                }
            }
        } // (!blackLadyPlayed && !blackLadyInHand)
        num = findValidCards(yourHand, kNoSuit, validCards);
        *yourPlay = findLowestIndexCard(yourHand, validCards, num);
        return;
    } // if (trickLeader == mySeat)

NOTLEADING:    
    leadingSuit = cardsPlayed[trickLeader].suit;
    num=0;
    // this is faster than scanning yourHand every time
    if ((cuttingSuit & (1 << leadingSuit)))
        goto CUTTING;
    if (
        (num = findValidCards(yourHand, leadingSuit, validCards))==1)
    {
    // only one card we can play
        *yourPlay = validCards[0];
        return;
    }
    if (num == 0)
    {
        cuttingSuit |= 1 << leadingSuit;
        goto CUTTING;
    }
    if (num == 0)
    {
CUTTING:
    // we're cutting this suit
        if (trickNumber == 0)
        {
        // Can't play points on the first trick.
        // 51 keeps us from playing the Queen of Spades.
            num = findValidCards(yourHand, kNoSuit, validCards);
            *yourPlay = 
        findHighestIndexLimitCard(yourHand, validCards, num, 51);
            return;
        }
        if (!tryToSpoil)
            *yourPlay = findHighestCard(yourHand);
        else // Save the high cards to spoil a sweep.
            *yourPlay = findLowestCard(yourHand);
        return;
    } // if (num == 0)
    
    // See who's winning this trick so far.
    i = trickLeader;
    pointsTaking = leadingSuit == kHeart;
    whatsTaking = kNoSpot;
    while (i != mySeat)
    {
        if (    (cardsPlayed[i].suit == kSpade) && 
                    (cardsPlayed[i].spot == kQueen))
            pointsTaking = true;
        if (cardsPlayed[i].suit == leadingSuit)
        {
            if (cardsPlayed[i].spot > whatsTaking)
            {
                whatsTaking = cardsPlayed[i].spot;
                whosTaking = i;
            }
        }
        else // (cardsPlayed[i].suit != leadingSuit)
        {
                pointsTaking |= (cardsPlayed[i].suit == kHeart);
        } // if (cardsPlayed[i].suit == leadingSuit) else
        i = NEXTSEAT(i);
    } // while (i != mySeat)

    if ((leadingSuit == kSpade) && blackLadyInHand)
    {
        myCard = findThisCard(yourHand, kSpade, kQueen);
        if (whatsTaking > kQueen) // dump it on King or Ace
        {
            *yourPlay = myCard;
            return;
        }
        else // don't play the Queen of Spades
        {
            for (i=0;i<num;i++)
            {
                if (validCards[i] == myCard)
                {
                    while (++i < num)
                        validCards[i-1] = validCards[i];
                    num-;
                }
            } // for (i=0;i<num;i++)
        } // if (whatsTaking > kQueen) else
    } // if ((leadingSuit == kSpade) && blackLadyInHand)
            
    if (trickLeader == NEXTSEAT(i)) // playing last
    {
        if (!pointsTaking)
        {
            if (tryToSpoil) // don't waste the high cards
                *yourPlay = 
                    findLowestIndexCard(yourHand, validCards, num);
            else
                *yourPlay = 
                    findHighestIndexCard(yourHand, validCards, num);
            return;
        }
        else
        {
            if (tryToSpoil == (1 << whosTaking))
            {
        myCard = findHighestIndexCard(yourHand, validCards, num); 
              if (yourHand[myCard].spot < whatsTaking) // we can't take this trick
              myCard = findLowestIndexCard(yourHand, validCards, num);
                *yourPlay = myCard;
                return;
            }
            else // someone else is spoiling the sweep
            {
                *yourPlay = 
                findHighestIndexLimitCard(yourHand, validCards, num, 
                                    getCardValue(leadingSuit, whatsTaking));
                return;
            }
        } // if (!pointsTaking) else
    } // if (trickLeader == NEXTSEAT(i))
    
    if (tryToSpoil)
    {
        myCard = findHighestIndexCard(yourHand, validCards, num);
    if (yourHand[myCard].spot < whatsTaking) // we can't take this trick
        myCard = findLowestIndexCard(yourHand, validCards, num);
        *yourPlay = myCard;
        return;
    }
    
    // Standard behaviour
    // Play the highest card under the current highest card.
    *yourPlay = findHighestIndexLimitCard(yourHand, validCards, 
                            num, getCardValue(leadingSuit, whatsTaking));
    return;
}

TrickResults
pascal void TrickResults(const Card lastTrick[4],
                const UInt16 trickWinner)
{
// Keep track on who has what points so we can watch for a sweep.
    int    i;
    int    points = 0;
    int    whoWon;

    for (i=0; i<4; i++)
    {
        switch (lastTrick[i].suit)
        {
            case kSpade:
                if (lastTrick[i].spot == kQueen)
                {
                // not 13, we trigger a sweep when "points" hit 7
                    points += 4;
                    blackLadyPlayed = true;
                    blackLadyInHand = false;
                }
                break;
            case kHeart:
                points++;
                heartsBroken = true;
                break;
        }
    } // for (i=0; i<4; i++)
    if (points == 0)
        return;
    points = runningTotal[trickWinner] += points;
    whoWon = 1 << trickWinner;
    hasPoints |= whoWon;
    if (tryToSpoil)
    {
        if (whoWon != tryToSpoil)
            tryToSpoil = 0;
    }
    else // (!tryToSpoil)
    {
        if (trickWinner != mySeat)
            tryToSpoil = ((hasPoints == whoWon) && (points > 6)) 
? whoWon : 0;
    }
}

HandResults
pascal void HandResults(const SInt16 pointsThisHand[4],
                const SInt32 cumPoints[4])
{
    return;
}

/**************
  My functions
***************/

findThisCard
/**************************************
Return the index of a particular card,
or -1 if it's not there.
***************************************/
inline static SInt16 findThisCard(const Card theCards[13],
                const Suit theSuit, const Spot theSpot)
{
    SInt16    c = -1, i = 13;
    
    while ((c<0) && i-)
    {
        if (    (theCards[i].spot == theSpot) && 
                    (theCards[i].suit == theSuit))
                c = i;
    }
    return c;
}

findHighestLimitCard
/*****************************************************
These next few functions find cards based on a limit.
(it's an inclusive limit)
If there are no cards within the limit, then call
the opposite function.
******************************************************/
static UInt16 findHighestLimitCard(const Card theCards[13],
                const int uLimit)
{
    int         i = 13;
    int         points, theValue = 0;
    SInt16    theCard = -1;
    
    while (i-)
    {
        points = getCardValue(theCards[i].suit, theCards[i].spot);
        if ((points > theValue) && (points <= uLimit))
        {
            theCard = i;
            if (uLimit == (theValue = points))
                return theCard;
        }
    }
    if (theCard < 0)
        theCard = findLowestLimitCard(theCards, uLimit);
    return theCard;
}

findLowestLimitCard
static UInt16 findLowestLimitCard(const Card theCards[13],
                const int lLimit)
{
    int         i = 13;
    int         points, theValue = 99;
    SInt16    theCard = -1;
    
    while (i-)
    {
        points = getCardValue(theCards[i].suit, theCards[i].spot);
        if ((points < theValue) && (points >= lLimit))
        {
            theCard = i;
            if (lLimit == (theValue = points))
                return theCard;
        }
    }
    if (theCard < 0)
        theCard = findHighestLimitCard(theCards, lLimit);
    return theCard;
}

findHighestIndexLimitCard
/***************************************************
Index functions use an array of valid card indexes.
************ INFINITE RECURSION WARNING ************
 Do not call these functions with numValid == 0!!!
****************************************************/
static UInt16 findHighestIndexLimitCard(const Card theCards[13],
                const UInt16 valid[13], const int numValid, 
                const int uLimit)
{
    int         i = numValid;
    int         points, theValue = 0;
    SInt16    theCard = -1;
    
    while (i-)
    {
        points = getCardValue(theCards[valid[i]].suit, 
                              theCards[valid[i]].spot);
        if ((points > theValue) && (points <= uLimit))
        {
            theCard = valid[i];
            if (uLimit == (theValue = points))
                return theCard;
        }
    }
    if (theCard < 0)
    theCard = findLowestIndexLimitCard(theCards, valid, numValid, 
                                                 uLimit);
    return theCard;
}

findLowestIndexLimitCard
static UInt16 findLowestIndexLimitCard(const Card theCards[13],
                const UInt16 valid[13], const int numValid, 
                const int lLimit)
{
    int         i = numValid;
    int         points, theValue = 99;
    SInt16    theCard = -1;
    
    while (i-)
    {
        points = getCardValue(theCards[valid[i]].suit, 
                                                    theCards[valid[i]].spot);
        if ((points < theValue) && (points >= lLimit))
        {
            theCard = valid[i];
            if (lLimit == (theValue = points))
                return theCard;
        }
    }
    if (theCard < 0)
theCard = findHighestIndexLimitCard(theCards, valid, numValid, 
                                                   lLimit);
    return theCard;
}

findValidCards
/*********************************************************
Fill an array with indexes to cards of a particular suit.
Returns the number of valid cards (the size of the array)
Passing kNoSuit will fill the list depending on whether
hearts can be played now.
**********************************************************/
static int findValidCards(const Card theCards[13],
                const Suit theSuit, UInt16 validCards[13])
{
    UInt16    i;
    int         num = 0;
    
    if (theSuit == kNoSuit)
    {
        if (heartsBroken)
        {
            for (i=0; i<13; i++)
                if (theCards[i].suit != kNoSuit) validCards[num++] = i;
        }
        else // (!heartsBroken)
        {
            for (i=0; i<13; i++)
            {
                if (    (theCards[i].suit != kHeart) && 
                            (theCards[i].suit != kNoSuit))
                    validCards[num++] = i;
            }
            if (num == 0) // Nothing but hearts left to play.
            {
                for (i=0; i<13; i++)
            if (theCards[i].suit != kNoSuit) validCards[num++] = i;
            }
        } // if (heartsBroken) else
    }
    else // (theSuit != kNoSuit)
    {
        for (i=0; i<13; i++)
        {
            if (theCards[i].suit == theSuit)
                validCards[num++] = i;
        }
    }
    return num;
}

 

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Great news for all of you Game of Dice fans out there - JoyCity have just released a brand new limited edition pack with a really cool twist. The premise of Game of Dice is fairly straightforward, asking you to roll dice to navigate your way around... | Read more »
Burly Men at Sea (Games)
Burly Men at Sea 1.0 Device: iOS Universal Category: Games Price: $4.99, Version: 1.0 (iTunes) Description: Burly Men at Sea is a folktale about a trio of large, bearded fishermen who step away from the ordinary to seek adventure. | Read more »
3 tips for catching the gnarliest waves...
Like a wave breaking on the shore, Tidal Rider swept its way onto the App Store charts this week settling firmly in the top 10. It’s a one-touch high score-chaser in which you pull surfing stunts while dodging seagulls and collecting coins. The... | Read more »
The beginner's guide to destroying...
Age of Heroes: Conquest is 5th Planet Games’ all new turn-based multiplayer RPG, full of fantasy exploration, guild building, and treasure hunting. It’s pretty user-friendly as far as these games go, but when you really get down to it, you’ll find... | Read more »
Infinite Tanks (Games)
Infinite Tanks 1.0.0 Device: iOS Universal Category: Games Price: $4.99, Version: 1.0.0 (iTunes) Description: | Read more »
Agatha Christie - The ABC Murders (FULL)...
Agatha Christie - The ABC Murders (FULL) 1.0 Device: iOS Universal Category: Games Price: $6.99, Version: 1.0 (iTunes) Description: Agatha Christie: The ABC Murders Your weapon is your knowledge. Your wits will be put to the ultimate... | Read more »
HeadlessD (Games)
HeadlessD 1.0 Device: iOS Universal Category: Games Price: $.99, Version: 1.0 (iTunes) Description: HeadlessD is hand-painted dungeon crawler with intuitive touch controls and NO in-app purchases. | Read more »
Leaf for Twitter (Social Networking)
Leaf for Twitter 1.0.1 Device: iOS iPhone Category: Social Networking Price: $4.99, Version: 1.0.1 (iTunes) Description: | Read more »
Banner Saga 2 (Games)
Banner Saga 2 1.0 Device: iOS Universal Category: Games Price: $4.99, Version: 1.0 (iTunes) Description: The epic award winning story-based role-playing game continues its emotional journey across a breaking world. Lead your Viking... | Read more »

Price Scanner via MacPrices.net

MacBook Airs on sale for up to $100 off MSRP
B&H Photo has 13″ and 11″ MacBook Airs on sale for up to $100 off MSRP. Shipping is free, and B&H charges NY sales tax only: - 11″ 1.6GHz/128GB MacBook Air: $799 $100 MSRP - 11″ 1.6GHz/256GB... Read more
Apple refurbished 12-inch 128GB iPad Pros ava...
Apple has Certified Refurbished 12″ Apple iPad Pros available for up to $160 off the cost of new iPads. An Apple one-year warranty is included with each model, and shipping is free: - 32GB 12″ iPad... Read more
Phone2Action Unveils New Voter Turnout Techno...
Phone2Action, a leading digital advocacy platform, today launched its Tech to Vote Civic Action Center digital advocacy and communications platform on National Voter Registration Day September 27.... Read more
Apple & Deloitte Team Up to Help Business...
Apple and international professional services firm Deloitte have announced a partnership to help companies quickly and easily transform their workflow dynamics by maximizing the power, ease-of-use,... Read more
Chop Commute – See Traffic and Drive Times on...
Shrewsbury, Massachusetts based Indie developer, InchWest has released Chop Commute 1.61, a Mac app that takes the guesswork out of daily commute by showing real-time traffic and drive times right on... Read more
12-inch 32GB WiFi iPad Pros on sale for $50 o...
B&H Photo has 12″ 32GB WiFi Apple iPad Pros on sale for $50 off MSRP, each including free shipping. B&H charges sales tax in NY only: - 12″ Space Gray 32GB WiFi iPad Pro: $749 $50 off MSRP -... Read more
Recent price drops on refurbished iPad minis...
Apple recently dropped prices on several Certified Refurbished iPad mini 4s and 2s as well as iPad Air 2s. An Apple one-year warranty is included with each model, and shipping is free: - 16GB iPad... Read more
Apple refurbished Mac minis available startin...
Apple has Certified Refurbished Mac minis available starting at $419. Apple’s one-year warranty is included with each mini, and shipping is free: - 1.4GHz Mac mini: $419 $80 off MSRP - 2.6GHz Mac... Read more
13-inch 2.5GHz MacBook Pro available for $928...
Overstock has the 13″ 2.5GHz MacBook Pro available for $927.99 including free shipping. Their price is $171 off MSRP. Read more
Buying McLaren Would Give Apple Instant Car C...
Apple “iCar” rumors have waxed and waned over the years, piquing interest and speculation as to whether Apple is seriously interested in getting into the automotobile business, either in a joint... Read more

Jobs Board

*Apple* Retail - Multiple Positions- Chicago...
Job Description: Sales Specialist - Retail Customer Service and Sales Transform Apple Store visitors into loyal Apple customers. When customers enter the store, Read more
*Apple* Retail - Multiple Positions- Raleigh...
Job Description:SalesSpecialist - Retail Customer Service and SalesTransform Apple Store visitors into loyal Apple customers. When customers enter the store, Read more
User Support Specialist *Apple* Product Spe...
…Description:Ciber, Inc. is seeking a User Support Specialist - Apple Product Support in Nashville, TN!Responsibilities:Support, implementation, and upgrade of Read more
Restaurant Manager (Neighborhood Captain) - A...
…in every aspect of daily operation. WHY YOU'LL LIKE IT: You'll be the Big Apple . You'll solve problems. You'll get to show your ability to handle the stress and Read more
US- *Apple* Store Leader Program - Apple (Un...
…Summary Learn and grow as you explore the art of leadership at the Apple Store. You'll master our retail business inside and out through training, hands-on Read more
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