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May 99 Challenge

Volume Number: 15 (1999)
Issue Number: 5
Column Tag: Programmer's Challenge

May 99 Challenge

by Bob Boonstra, Westford, MA


Every once in a while, good fortune not only comes your way, but actually reaches out of your computer monitor, and grabs you by the throat. I felt a little like that while reading a recent issue of TidBITS. In it was a column by Rick Holzgrafe reflecting on the increasing speed of computers, in which Rick described a program he wrote for a PDP-11/60 to solve a word puzzle. The idea behind the puzzle was to take a phrase and map it onto a rectangular grid, with the objective being to map the phrase into a rectangle of the smallest possible area. The word puzzle looked like a good idea for a Challenge, and Rick and TidBITS agreed to let me use it.

In more detail, the puzzle works like this. To start, you are given a null-terminated string consisting of printable characters. You process the characters in order, ignoring any non-alphabetic characters and ignoring case. The first alphabetic character can be mapped to any square in the grid. The next letter can be mapped to any adjacent square, where adjacent is any of the eight neighboring squares in a horizontal, vertical, or diagonal direction. You may reuse a square if it is adjacent and already has the letter you are mapping. If the same letter occurs twice in a row in the input string, the letters must still be mapped to adjacent (but distinct) squares.

The prototype for the code you should write is:

#if defined(__cplusplus)
extern "C" {

typedef struct GridPoint {
   long x;
   long y;
} GridPoint;

void Piper (
   char *s,
   GridPoint pt[]

#if defined(__cplusplus)

For example, your Piper routine might be provided with the string:

            How much wood would a woodchuck chuck if a woodchuck 
            could chuck wood?

You might place the letters of that string into a 4x14 rectangle like:

                  ULD  ADLU
                K   WO

Or, you might compact them into an 4x4 rectangle:


You must return the GridPoint coordinates of where each character is mapped, with pt[i] containing the coordinates of input character s[i]. The origin of your coordinate system should be the cell where the first character is placed. The winner will be the solution that stores the input string in a rectangle of minimal area. Note that you are minimizing rectangle area, not the number of occupied squares. A time penalty of 1% for each second of execution time will be added

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

The February Challenge invited readers to write a player for the game of Chinese Checkers. Played on a hexagonal board with six appended triangles, Chinese Checkers pits between 2 and 6 players against one another, with the objective being to move one's pieces from the home triangle to the opposite triangle. In the traditional game, the home triangles are usually 3 or 4 positions on a side; the Challenge extended the game to triangles of up to 64 positions. Pieces can either be moved to an immediately adjacent position or jumped over an adjacent piece. A single piece is permitted to make a sequence of jumps in a single move.

As simple as the game sounds, readers found it to be very difficult, so difficult that no solutions were submitted for the Chinese Checkers Challenge. Which left Yours Truly in something of a difficult spot. I could stop the column at this point, which wouldn't be very interesting for readers, not to mention not very satisfying for the magazine. Or I could write a solution for the Challenge myself, something I haven't done since I retired from Competition four plus years ago. Somewhat against my better judgement, I selected the latter option.

The first thing I noticed in solving the Challenge was that the board coordinate system specified in the problem wasn't very useful in generating a solution. I needed a coordinate system that could be easily rotated in 60-degree increments, enabling my solution to play any of the six possible player positions. After some thought, I came up with a more symmetric coordinate system, called CanonPosition in the code, along with conversion routines ConvertPositionToCanonPosition and ConvertCanonPositionToPosition. The commentary in the code illustrates the coordinate system for a board of size 4. Then I needed a way to evaluate board positions. I decided on a simple metric that summed the distances of all pieces from the apex of their goal triangle. That metric could be improved upon by taking possible jump moves into account. The solution starts by computing all possible moves for our player. It then tries each of those moves, and then recursively calls MakeNextMove to process the next player. It computes and tries all moves for that player, and recurses for the next player. Recursion terminates when kMaxPlys turns have been taken for all players. Positions are evaluated using a min-max technique, where each player selects the position that maximizes his position relative to the best position of the other players.

The code could be improved in many ways. Instead of trying all possible positions, it could prune some obviously bad moves in the backward direction. This is complicated by the fact that some good jump multi-moves can include individual jumps that appear to be moving backward. The code might also be improved by evaluating moves by progressive deepening, rather than the depth-first search currently used, and by ordering move evaluation based on the scores at the prior depth. This technique is used in chess programs to prune the move tree to a manageable size. These and other optimizations are left to the reader. :-)

Remember, you can't win if you don't play. To ensure that you have as much time as possible to solve the Challenge, subscribe to the Programmer's Challenge mailing list. To subscribe, see the Challenge web page at <>. The Challenge is sent to the list around the 12th of the month before the solutions are due, often in advance of when the physical magazine is delivered.

Here is our sample Chinese Checkers solution:

Chinese Checkers.c
Copyright © 1999 J. Robert Boonstra

*  Example solution for the February 1999 Programmer's Challenge
 *  This solution is provided because no solutions were submitted
 *  for the ChineseCheckers Challenge.  This solution leaves a 
 *  great deal to be desired: it is not optimized, it does not 
 *  prune prospective moves efficiently, and it does not employ
 *  any of the classic alpha-beta techniques for efficiently
 *  selecting a move.

#include <stdio.h>
#include <stdlib.h>
#include <Quickdraw.h>
#include "ChineseCheckers.h"

/* Position coordinates specified in problem (size==4)

  0:                           0
  1:                         0   1 
  2:                      -1   0   1 
  3:                    -1   0   1   2
  4:  -6  -5  -4  -3  -2  -1   0   1   2   3   4   5   6 
  5:    -5  -4  -3  -2  -1   0   1   2   3   4   5   6
  6:      -5  -4  -3  -2  -1   0   1   2   3   4   5  
  7:        -4  -3  -2  -1   0   1   2   3   4   5
  8:          -4  -3  -2  -1   0   1   2   3   4  
  9:        -4  -3  -2  -1   0   1   2   3   4   5
 10:      -5  -4  -3  -2  -1   0   1   2   3   4   5  
 11:    -5  -4  -3  -2  -1   0   1   2   3   4   5   6
 12:  -6  -5  -4  -3  -2  -1   0   1   2   3   4   5   6 
 13:                    -1   0   1   2
 14:                      -1   0   1 
 15:                         0   1 
 16:                           0

#define kMaxPlys 1
#define kEmpty -1

/* CanonPosition uses units with (0,0) at the middle of the board */
typedef struct CanonPosition {
   long row;
   long col;
} CanonPosition;

/* Canonical position coordinates (size==4)

 -8:                           0
 -7:                        -1   1 
 -6:                      -2   0   2 
 -5:                    -3  -1   1   3
 -4: -12 -10  -8  -6  -4  -2   0   2   4   6   8  10  12 
 -3:   -11  -9  -7  -5  -3  -1   1   3   5   7   9  11
 -2:     -10  -8  -6  -4  -2   0   2   4   6   8  10  
 -1:        -9  -7  -5  -3  -1   1   3   5   7   9
  0:          -8  -6  -4  -2   0   2   4   6   8  
  1:        -9  -7  -5  -3  -1   1   3   5   7   9
  2:     -10  -8  -6  -4  -2   0   2   4   6   8  10  
  3:   -11  -9  -7  -5  -3  -1   1   3   5   7   9  11
  4: -12 -10  -8  -6  -4  -2   0   2   4   6   8  10  12 
  5:                    -3  -1   1   3
  6:                      -2   0   2 
  7:                        -1   1 
  8:                           0

/* PlayerPos is used to store the location of each of a players pieces */
typedef struct PlayerPos {
   CanonPosition pos;
} PlayerPos;

typedef char *CanonBoard;

static long myNumPlayers,myNumPieces,myIndex,myGameSize,
static PlayerPos *myPositions;

/* global board */
static CanonBoard myBoard;

/* moveIncrement is added to a CanonPosition to find the adjacent square in the
 * six possible directions 0..6, with 0==horizontal right, 1==down right, ...
 * 5==up right
static CanonPosition moveIncrement[6] = 
   { { 0, 2}, { 1, 1}, { 1,-1}, { 0,-2}, {-1,-1}, {-1, 1} };

/* macros to access the board */
#define CanonRowSize(size) (6*(size)+1)
#define CanonBoardPos(row,col) (3*(myGameSize) +    \
         (2*(myGameSize)+(row))*(CanonRowSize(myGameSize)) + (col))
#define CanonBoardVal(board,row,col)          \
#define IsEmpty(board,row,col)             \
         (kEmpty == board[CanonBoardPos(row,col)])

/* Convert coordinates from problem statement to canonical coordinates */
static CanonPosition ConvertPositionToCanonPosition (
            Position *pos, long size) {
   CanonPosition canon;
   canon.row = pos->row - 2 * size;
   if (pos->row == 2 * (int)(pos->row/2)) {
      canon.col = 2 * pos->col;
   } else {
      canon.col = 2 * pos->col - 1;
   return canon;

/* Convert canonical coordinates to coordinates from problem statement */
static Position ConvertCanonPositionToPosition (CanonPosition *canon, long size) {
   Position pos;
   pos.row = canon->row + 2 * size;
   if (canon->row == 2 * (int)(canon->row/2)) {
      pos.col = canon->col / 2;
   } else {
      pos.col = (canon->col + 1) / 2;
   return pos;

/* rotate board by posNum increments of player positions (60 degrees) */
static CanonPosition RotateCanonPosition0ToN(
         CanonPosition oldPos, long posNum) {
   CanonPosition newPos;
   while (posNum<0) posNum+=6;   /* normalize to 0..5 */
   while (posNum>5) posNum-=6;
   switch (posNum) {
   case 0:
      newPos.row = oldPos.row;
      newPos.col = oldPos.col;
   case 1:
      newPos.row = (oldPos.row + oldPos.col)/2;
      newPos.col = (oldPos.col - 3*oldPos.row)/2;
   case 2:
      newPos.row =  (oldPos.col - oldPos.row)/2;
      newPos.col = -(oldPos.col + 3*oldPos.row)/2;
   case 3:
      newPos.row = -oldPos.row;
      newPos.col = -oldPos.col;
   case 4:
      newPos.row = -(oldPos.row + oldPos.col)/2;
      newPos.col = -(oldPos.col - 3*oldPos.row)/2;
   case 5:
      newPos.row = -(oldPos.col - oldPos.row)/2;
      newPos.col =  (oldPos.col + 3*oldPos.row)/2;
   return newPos;

/* return the max column number in a given row */
static long MaxColInRow(long row, long size) {
   long maxCol;
   if (row<-size) {
      maxCol = row+2*size;
   } else if (row<0) {
      maxCol = 2*size-row;
   } else if (row<=size) {
      maxCol = row+2*size;
   } else /* if (row<=2*size) */ {
      maxCol = 2*size-row;
   return maxCol;

/* determine if a row,col coordinate represents a legal position */
static Boolean IsLegalPosition(CanonPosition *pos) {
   long maxCol;
   if ((pos->row<-2*myGameSize) || (pos->row>2*myGameSize)) 
         return false;
   if ((pos->row + pos->col) != 
               2 * (int)((pos->row + pos->col)/2)) 
      return false;
   maxCol = MaxColInRow(pos->row,myGameSize);
   if ((pos->col<-maxCol) || (pos->col>maxCol)) 
      return false;
   return true;

/* move a piece between positions from and to, does not check legality of move */
static void MoveFromTo(CanonBoard b,CanonPosition *from,CanonPosition *to,long newValue) {
   PlayerPos *p = &myPositions[newValue*myNumPieces];
   long oldValue = CanonBoardVal(b,from->row,from->col);
   int i;
   if (oldValue != newValue) {
      DebugStr("\p check err");
   if ( IsLegalPosition(from) && IsLegalPosition(to) ) {
      CanonBoardVal(b,from->row,from->col) = kEmpty;
      CanonBoardVal(b,to->row,to->col) = (char)newValue;
      for (i=0; i<myNumPieces; i++) {
         if (    (p[i].pos.row == from->row) && 
                     (p[i].pos.col == from->col)) {
            p[i].pos.row = to->row;
            p[i].pos.col = to->col;

/* return the distance of a given position from a goal postion for player 0 */
static long PositionDistFromGoal (const CanonPosition *a, const CanonPosition *goal) {
   long rowDelta,colDelta;
   rowDelta = a->row - goal->row;
   if (rowDelta<0) rowDelta = -rowDelta;
   colDelta = a->col - goal->col;
   if (colDelta<0) colDelta = -colDelta;
   if (rowDelta>=colDelta) return rowDelta;
   else return rowDelta + (colDelta-rowDelta)/2;

/* return the cumulative distance of a player from his goal postion */
static long PlayerDistFromGoal(long player) {
   long cumDist;
   int i;
   CanonPosition goal;
   PlayerPos *p = &myPositions[player*myNumPieces];
   goal.row = -2*myGameSize;
   goal.col = 0;
   goal = 
   for (i=0, cumDist=0; i<myNumPieces; i++) {
      CanonPosition *cp = &p[i].pos;
      long dist = PositionDistFromGoal(cp,&goal);
      cumDist += dist;
   return cumDist;

/* initialize the positions for a player at a given position */
static void InitPlayer(char *b,PlayerPos *piecePositions, long player, long position,long size) {
   CanonPosition pos,newPos;
   int col,maxCol,pieceCount;
   PlayerPos *piecePos;
   pieceCount = 0;
   for (maxCol=0; maxCol<size; maxCol++) {
      pos.row = -2*size+maxCol;
      maxCol = maxCol;
      for (col=-maxCol; col<=maxCol; col+=2) {
         pos.col = col;
         newPos = RotateCanonPosition0ToN(pos,position);
         CanonBoardVal(b,newPos.row,newPos.col) = (char)player;
   piecePos = &piecePositions[myNumPieces*player + pieceCount];
         piecePos->pos = newPos;

/* some variables to record the history of multi-jump moves, to
   prevent them from repeating infinitely */
static CanonPosition gMoveHistoryPos[6*64];
static long gMoveHistoryDirection[6*64];
static long gMoveHistoryCtr = -1;

/* Calculate a move for a given piece for a given player in a given moveDir.
 * Return true there is a legal move.
 * Return doneWithThisDirection==true if there are no more moves in this direction.
static Boolean CalcMove(
         CanonBoard b, long player, long pieceNum, long moveDir, 
         CanonPosition *p1, CanonPosition *p2, 
         Boolean *doneWithThisDirection, long iterationLimit) {
   Boolean legalMove = true;
   if (gMoveHistoryCtr<0) {
      PlayerPos *p = &myPositions[player*myNumPieces];
      *p2 = *p1 = p[pieceNum].pos;
      p2->row += moveIncrement[moveDir].row;
      p2->col += moveIncrement[moveDir].col;
      if (!IsLegalPosition(p2)) legalMove = false;
      else if (IsEmpty(b,p2->row,p2->col)) {
      } else {
         long oldVal = CanonBoardVal(b,p2->row,p2->col);
         p2->row += moveIncrement[moveDir].row;
         p2->col += moveIncrement[moveDir].col;
         if (!IsLegalPosition(p2)) legalMove = false;
         else if (IsEmpty(b,p2->row,p2->col)) {
            if (gMoveHistoryCtr>iterationLimit) 
                        DebugStr("\p limit exceeded");
            gMoveHistoryPos[++gMoveHistoryCtr] = *p1;
            gMoveHistoryDirection[gMoveHistoryCtr] = 6;
            gMoveHistoryPos[++gMoveHistoryCtr] = *p2;
            gMoveHistoryDirection[gMoveHistoryCtr] = -1;
         } else {
            legalMove = false;
   } else {
      CanonPosition pStart,pTemp;
      long newDir;
      pStart = pTemp = gMoveHistoryPos[gMoveHistoryCtr];
      while (   (gMoveHistoryCtr>=0) && 
                     (gMoveHistoryDirection[gMoveHistoryCtr]>=6) ) {
      if (gMoveHistoryCtr>0) {
         newDir = gMoveHistoryDirection[gMoveHistoryCtr];
         pTemp.row += moveIncrement[newDir].row;
         pTemp.col += moveIncrement[newDir].col;
         if (!IsLegalPosition(&pTemp)) legalMove=false;
         else if (IsEmpty(b,pTemp.row,pTemp.col)) legalMove=false;
         else {
            pTemp.row += moveIncrement[newDir].row;
            pTemp.col += moveIncrement[newDir].col;
            if (!IsLegalPosition(&pTemp)) legalMove=false;
            else if (!IsEmpty(b,pTemp.row,pTemp.col)) legalMove=false;
            else {
               int i;
               for (i=0; i<=gMoveHistoryCtr; i++)
                  if (   (pTemp.row == gMoveHistoryPos[i].row) && 
                           (pTemp.col == gMoveHistoryPos[i].col) )
               if (legalMove) {
                  gMoveHistoryDirection[++gMoveHistoryCtr] = -1;
                  gMoveHistoryPos[gMoveHistoryCtr] = pTemp;
                  *p1 = gMoveHistoryPos[0];
                  *p2 = pTemp;
      } else {
   *doneWithThisDirection = (gMoveHistoryCtr<0);
   return legalMove;

/* multiplier to determine how much storage to reserves for moves for each piece */
#define kMemAllocFudge 12

static long EnumerateMoves(CanonBoard b, long player, CanonPosition moveFrom[], CanonPosition moveTo[]) {
   long numMoves = 0;
   int piece,moveDir;
   Boolean legalMove,doneWithThisDirection;
   for (piece=0; piece<myNumPieces; piece++) {
      int pieceCounter=0;
      int firstPieceMoveIndex = numMoves;
      moveDir = 0;
      do {
         legalMove = CalcMove(b,player,piece,moveDir,
         if (doneWithThisDirection)
         if (!legalMove) continue;
         if (numMoves>=kMemAllocFudge*myNumPieces-1) {
            DebugStr("\pnumMoves limit exceeded");
         } else {
            int i;
            for (i=firstPieceMoveIndex; i<numMoves; i++)
               if ( (moveTo[i].row==moveTo[numMoves].row) && 
                   (moveTo[i].col==moveTo[numMoves].col) )
                     legalMove = false;
            if (!legalMove) continue;
      } while (moveDir<6);
   return numMoves;

 * Recursive routine to explore move tree.
 * MakeNextMove iterates over all possible moves for a player.
 * If ply limit is not yet reached, it recurses by calling for the next player.
 * Ply limit is decreased by 1 when the "me" player is called.
 * Recursion terminates when ply limit is reached.
 * Score is assigned on return based on the perspective of the player making the move.
 * Simple-minded score algorithm is used: 
 *   difference between player score and the best other player score, where
 *   a player's score is the number of spaces he is away from the final state
 * No alpha-beta pruning is employed - search is exhaustive.

static long MakeNextMove(CanonBoard b, long me, long player, long playerDistances[6], long numPlys,
   Boolean firstTime, CanonPosition *from, CanonPosition *to) {
   long theMove,nextPlayer,numMoves,
               bestScore=0x7FFFFFFF, myBestDistance=0x7FFFFFFF;
   CanonPosition pFrom,pTo,bestFrom,bestTo;
   int newPlys;
   CanonPosition *moveFrom,*moveTo;

   /* allocate storage for possible moves */
   moveFrom = (CanonPosition *)
   if (0==moveFrom) 
         DebugStr("\pproblem allocation moveFrom memory");
   moveTo = (CanonPosition *)
   if (0==moveTo) 
         DebugStr("\pproblem allocation moveTo memory");
   /* prime best move with starting move */
   bestFrom = *from;
   bestTo = *to;
   /* enumerate all legal moves for this player */
   numMoves = EnumerateMoves(b,player,moveFrom,moveTo);
   /* examine all of the enumerated moves */
   for (theMove=0; theMove<numMoves; theMove++) {
      long opponent,scoreDifference,minOpponentDistance,
      int thePlayer;
      pFrom = moveFrom[theMove];
      pTo = moveTo[theMove];
      if (firstTime) {
         *from = pFrom;
         *to = pTo;
      nextPlayer = (player+1)%myNumPlayers;
      newPlys = (player==me) ? numPlys-1 : numPlys;
      /* record move in the simulated board */
      myDistance = PlayerDistFromGoal(player);
      /* recurse if ply limit not reached */
      if ( (newPlys>=0) && (myDistance>myMinDist) ){
         /* MakeNextMove returns each player's distance from the goal in 
            returnedDistances, and the score from nextPlayer's perspective in 
            returnScore is ignored except by nonrecursive callers to MakeNextMove 
         long returnScore;
         returnScore = 
               MakeNextMove(b, me, nextPlayer, returnedDistances, 
                           newPlys, false, from, to);
      } else /*if (player==me)*/ {
         /* terminating recursion, calculate position values for each player */
         /* compute distances for all players */
         for (thePlayer=0; thePlayer<myNumPlayers; thePlayer++)
            returnedDistances[thePlayer] = 
      /* compute best opponent score from this player perspective */
      for (thePlayer=0,minOpponentDistance=0x7fffffff; 
                     thePlayer<myNumPlayers; thePlayer++) {
         if (   (thePlayer != player) && 
            (returnedDistances[thePlayer]<minOpponentDistance) ) 
            minOpponentDistance = returnedDistances[thePlayer];
      scoreDifference = 
      /* Save score if it is the best for this player.
         This move is best if
         (1) our distance from goal minus best opponents distance is smallest, or
         (2) goal distance difference is equal, but our absolute distance is smallest, or
         (3) goal distance difference is equal, and coin flip says pick this move 
                                          (commented out) */
      if ( (scoreDifference < bestScore) ||
          ((scoreDifference==bestScore) && 
                  (returnedDistances[player]<myBestDistance)) /*||
((scoreDifference==bestScore) && ((rand()&0x0080)==1))*/ ) {
         bestScore = scoreDifference;
         myBestDistance = returnedDistances[player];
         for (opponent=0; opponent<myNumPlayers; opponent++)
      playerDistances[opponent] = returnedDistances[opponent];
         bestFrom = pFrom;
         bestTo = pTo;
      /* reverse move to clear board for mext move */
   /* free dynamically allocated move storage */
   /* return best move */
   *from = bestFrom;
   *to = bestTo;

   return bestScore;

/* find best move for player me from this position on the board */
static long FindBestMove(CanonBoard b, long me, long numPlys, CanonPosition *from, CanonPosition *to) {
   long playerDistances[6];

   return MakeNextMove(b,me,me,playerDistances,numPlys,true,from,to);

void InitChineseCheckers(
   long numPlayers,      /* 2..6  */
   long gameSize, /* base of home triangle, 3..63, you have size*(size+1)/2 pieces */
   long playerPosition[6],   /* 0..5, entries 0..numPlayers-1 are valid */
   long yourIndex /* 0..numPlayers-1, your position is playerPosition[yourIndex] */
) {
   int i,numPositions;
   /* allocate memory for board */
   numPositions = 6*(1+gameSize)*4*(1+gameSize);
   myBoard = (char *)malloc(numPositions*sizeof(char));
   if (myBoard==0) DebugStr("\p could not allocate board");
   myNumPieces = gameSize*(gameSize+1)/2;
   myPositions = (PlayerPos *)
   if (myPositions==0) 
               DebugStr("\p could not allocate myPositions");

   /* copy parameters */
   for (i=0;i<6; i++) myPlayerPosition[i] = playerPosition[i];
   myIndex = yourIndex;
   myNumPlayers = numPlayers;
   myGameSize = gameSize;
   /* initialize board */
   for (i=0; i<numPositions; i++) myBoard[i] = kEmpty;
   for (i=0; i<numPlayers; i++) {
   /* calculate distance metric at goal position */
   for (i=1, myMinDist=0; i<gameSize; i++) myMinDist += i*(i+1);

void YourMove(
   Position *fromPos,   /* originating position */
   Position *toPos   /* destination position */
) {
   CanonPosition from,to;
   long numPlys = kMaxPlys;
   *fromPos = ConvertCanonPositionToPosition(&from,myGameSize);
   *toPos = ConvertCanonPositionToPosition(&to,myGameSize);

void OpponentMove(
   long opponent,   /* index in playerPosition[] of the player making move */
   Position fromPos,   /* originating position */
   Position toPos      /* destination position */
) {
   CanonPosition from,to;
   from = ConvertPositionToCanonPosition(&fromPos,myGameSize);
   to =   ConvertPositionToCanonPosition(&toPos,myGameSize);

void TermChineseCheckers(void) {
   free (myPositions);
   free (myBoard);
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BBEdit is the leading professional HTML and text editor for the Mac. Specifically crafted in response to the needs of Web authors and software developers, this award-winning product provides a... Read more
ExpanDrive 4.2.1 - Access cloud storage...
ExpanDrive builds cloud storage in every application, acts just like a USB drive plugged into your Mac. With ExpanDrive, you can securely access any remote file server directly from the Finder or... Read more

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Make your own Tribez Figures (and More)...
Make your own Tribez Figures (and More) with Toyze Posted by Jessica Fisher on December 19th, 2014 [ permalink ] Universal App - Designed for iPhone and iPad | Read more »
So Many Holiday iOS Sales Oh My Goodness...
The holiday season is in full-swing, which means a whole lot of iOS apps and games are going on sale. A bunch already have, in fact. Naturally this means we’re putting together a hand-picked list of the best discounts and sales we can find in order... | Read more »
It’s Bird vs. Bird in the New PvP Mode f...
It’s Bird vs. Bird in the New PvP Mode for Angry Birds Epic Posted by Jessica Fisher on December 19th, 2014 [ permalink ] Universal App - Designed for iPhone and iPad | Read more »
Telltale Games and Mojang Announce Minec...
Telltale Games and Mojang Announce Minecraft: Story Mode – A Telltale Games Series Posted by Jessica Fisher on December 19th, 2014 [ permalink ] | Read more »
WarChest and Splash Damage Annouce Their...
WarChest and Splash Damage Annouce Their New Game: Tempo Posted by Jessica Fisher on December 19th, 2014 [ permalink ] WarChest Ltd and Splash Damage Ltd are teaming up again to work | Read more »
BulkyPix Celebrates its 6th Anniversary...
BulkyPix Celebrates its 6th Anniversary with a Bunch of Free Games Posted by Jessica Fisher on December 19th, 2014 [ permalink ] BulkyPix has | Read more »
Indulge in Japanese cuisine in Cooking F...
Indulge in Japanese cuisine in Cooking Fever’s new sushi-themed update Posted by Simon Reed on December 19th, 2014 [ permalink ] Lithuanian developer Nordcurrent has yet again updated its restaurant simulat | Read more »
Badland Daydream Level Pack Arrives to C...
Badland Daydream Level Pack Arrives to Celebrate 20 Million Downloads Posted by Ellis Spice on December 19th, 2014 [ permalink ] | Read more »
Far Cry 4, Assassin’s Creed Unity, Desti...
Far Cry 4, Assassin’s Creed Unity, Destiny, and Beyond – AppSpy Takes a Look at AAA Companion Apps Posted by Rob Rich on December 19th, 2014 [ permalink ] These day | Read more »
A Bunch of Halfbrick Games Are Going Fre...
A Bunch of Halfbrick Games Are Going Free for the Holidays Posted by Ellis Spice on December 19th, 2014 [ permalink ] Universal App - Designed for iPhone and iPad | Read more »

Price Scanner via

The Apple Store offering free next-day shippi...
The Apple Store is now offering free next-day shipping on all in stock items if ordered before 12/23/14 at 10:00am PT. Local store pickup is also available within an hour of ordering for any in stock... Read more
It’s 1992 Again At Sony Pictures, Except For...
Techcrunch’s John Biggs interviewed a Sony Pictures Entertainment (SPE) employee, who quite understandably wished to remain anonymous, regarding post-hack conditions in SPE’s L.A office, explaining “... Read more
Holiday sales this weekend: MacBook Pros for...
 B&H Photo has new MacBook Pros on sale for up to $300 off MSRP as part of their Holiday pricing. Shipping is free, and B&H charges NY sales tax only: - 15″ 2.2GHz Retina MacBook Pro: $1699... Read more
Holiday sales this weekend: MacBook Airs for...
B&H Photo has 2014 MacBook Airs on sale for up to $120 off MSRP, for a limited time, for the Thanksgiving/Christmas Holiday shopping season. Shipping is free, and B&H charges NY sales tax... Read more
Holiday sales this weekend: iMacs for up to $...
B&H Photo has 21″ and 27″ iMacs on sale for up to $200 off MSRP including free shipping plus NY sales tax only. B&H will also include a free copy of Parallels Desktop software: - 21″ 1.4GHz... Read more
Holiday sales this weekend: Mac minis availab...
B&H Photo has new 2014 Mac minis on sale for up to $80 off MSRP. Shipping is free, and B&H charges NY sales tax only: - 1.4GHz Mac mini: $459 $40 off MSRP - 2.6GHz Mac mini: $629 $70 off MSRP... Read more
Holiday sales this weekend: Mac Pros for up t...
B&H Photo has Mac Pros on sale for up to $500 off MSRP. Shipping is free, and B&H charges sales tax in NY only: - 3.7GHz 4-core Mac Pro: $2599, $400 off MSRP - 3.5GHz 6-core Mac Pro: $3499, $... Read more
Save up to $400 on MacBooks with Apple Certif...
The Apple Store has Apple Certified Refurbished 2014 MacBook Pros and MacBook Airs available for up to $400 off the cost of new models. An Apple one-year warranty is included with each model, and... Read more
Save up to $300 on Macs, $30 on iPads with Ap...
Purchase a new Mac or iPad at The Apple Store for Education and take up to $300 off MSRP. All teachers, students, and staff of any educational institution qualify for the discount. Shipping is free,... Read more
iOS and Android OS Targeted by Man-in-the-Mid...
Cloud services security provider Akamai Technologies, Inc. has released, through the company’s Prolexic Security Engineering & Research Team (PLXsert), a new cybersecurity threat advisory. The... Read more

Jobs Board

*Apple* Store Leader Program (US) - Apple, I...
…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 experience, Read more
Project Manager, *Apple* Financial Services...
**Job Summary** Apple Financial Services (AFS) offers consumers, businesses and educational institutions ways to finance Apple purchases. We work with national and Read more
*Apple* Retail - Multiple Positions (US) - A...
Sales Specialist - Retail Customer Service and Sales Transform Apple Store visitors into loyal Apple customers. When customers enter the store, you're also the Read more
*Apple* Retail - Multiple Positions (US) - A...
Sales Specialist - Retail Customer Service and Sales Transform Apple Store visitors into loyal Apple customers. When customers enter the store, you're also the 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
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