TweetFollow Us on Twitter

Jan 00 Challenge

Volume Number: 16 (2000)
Issue Number: 1
Column Tag: Programmer's Challenge

Programmer's Challenge

by Bob Boonstra, Westford, MA

Peg Triangle

Welcome to the New Year! If you're not one of those people who quibble about whether the new century starts in 2000 or 2001, welcome also to a new century and a new millennium! As I write this, I can't be certain whether the doomsday predictions will turn out to have had any validity, but I'm betting that as you read this, the lights will be on, the telephones will work, the ATMs might be occasionally short of cash, the grocery stores will be replenishing their canned goods, and the pundits will be questioning what the fuss was all about. (At least this is my prediction for the so-called First World - I'm not close enough to the situation in the rest of the world to be as confident.) Of course, as someone whose Real Job included making certain that this transition to January was as boring as any other, I know that there was a lot of hard work invested in ensuring that life went on in the IT world.

But I'm betting that most of you are ready and able to take on this month's Programmer's Challenge. Especially since most of you are presumably Mac users, who didn't (or don't) have to go through the complicated process of remediating their Monopoly-OS machine so that it would continue to function. We're going to make the Challenge a little simpler this month, in hopes of encouraging some new participants to take a shot at making the Top Five.

A while back my daughter presented me with a puzzle she had made in wood-shop. (Yes, my town has progressed to the point where the girls take wood-shop and metallurgy classes and the boys take cooking and sewing.) The puzzle is a triangular block of wood with holes drilled into a triangular pattern: 1 hole in the first row, 2 holes in the second, etc. A peg occupies each of the holes, except one. The puzzle is solved by a sequence of jump moves, where a peg jumps over an adjacent peg into an open hole in the same direction, after which the jumped peg is removed from the board. The object of the game is to remove all of the pegs from the board, except one.

Our Challenge will be a slight generalization of this puzzle. The initial board position will always contain at least one vacant hole, but perhaps more than one. The object will be to minimize the number of pegs remaining on the board at the end of the game, but because of the initial configuration it might not be possible to reduce the number of pegs remaining to one.

The prototype for the code you should write is:

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

typedef struct TrianglePegPosition {
	short row;	/* 0..numberOfRows */
	short col;	/* -row, -row+2, ..., +row */
} TrianglePegPosition;

typedef struct PegJump {
	TrianglePegPosition from;
	TrianglePegPosition to;
	// must satisfy
	// ( (to.row == from.row) && (to.col == from.col +- 4) && 
	//			((from.row +- 1, from.col +-2) occupied) ||
	//   (to.row == from.row +- 2) && (to.col == from.col +- 2) &&
	//			((from.row +- 1, from.col +-1) occupied) )
} PegJump;

short /* number of moves */ SolvePegTriangle (
	short triangleSize,	/* number of rows in triangle to solve */
	short numInitialPegs,	/* number of pegs in starting puzzle position */
	TrianglePegPosition initialPegPositions[],
		/* peg locations in starting puzzle position */
	PegJump pegJumps[]
		/* return peg moves that solve the puzzle here, in sequence */
);

#if defined(__cplusplus)
}
#endif

Your SolvePegTriangle routine is provided with the initial puzzle conditions and must store the moves required to solve the puzzle in pegJumps, returning from SolvePegTriangle the number of moves in pegJumps. As initial conditions, SolvePegTriangle is given the dimension of the puzzle (triangleSize), the number of pegs in the initial puzzle state (numInitialPegs), and the position of those initial pegs.

The winner will be the solution that solves a sequence of puzzles at the lowest cost. Each millisecond of execution time used to solve the puzzles will incur a cost of 1 point. Each peg left on the board beyond the first will incur a cost of 1000 points (whether or not it is possible to remove all but one peg from the board).

This will be a native PowerPC Challenge, using the CodeWarrior Pro 5 environment. Solutions may be coded in C, C++, or Pascal. Solutions in Java will also be accepted this month. Java entries must be accompanied by a test driver that uses the interface provided in the problem statement.

Remember that you can get a head start on the Programmer's Challenge by subscribing to the Challenge mailing list. See www.mactech.com/progchallenge/ for details.

Three Months Ago Winner

The October SuperDuperGhost Challenge attracted entries from four of the top six contestants in the Programmer's Challenge points standing, and the top two in the points standing finished one and two. Congratulations to Ernst Munter (Kanata, Ontario) and Tom Saxton for finishing first and second, respectively, in the Ghost Challenge.

The SuperDuperGhost Challenge required contestants to compete in a tournament, where the object was to win a generalized game of Ghost. The concept of Ghost is simple - players spell a word, taking turns adding letters, trying to avoid being the one to add the last letter to a word in the dictionary. SuperDuperGhost complicated the original game by allowing the addition of letters to the end of the string, to the beginning of the string, to the beginning or the end, or finally at any place in the growing string, depending on the mode of the game. Scoring was based on winning games, with a penalty based on execution time, and an additional penalty for forming a word without declaring yourself the loser.

Each of the four entries in the Challenge competed against every other entry, with each player having a chance to play first against each other. With four entries in this Challenge, that meant that there were 12 matches in each round, of which each entry competed in 6. I conducted 10 rounds of competition, times four game modes (addToEndOnly, addToBeginningOnly, addToBeginningOrEnd, addAnywhere), for a total of 480 matches, with each player competing in 60 of each type.

Playing first had a significant advantage. Ernst's winning entry was successful in every single match where it made the first move, regardless of whether the game mode allowed additions to the beginning, end, beginning or end, or arbitrary location within the growing word string. Tom's second place entry did almost as well, winning 117 of the 120 matches where it played first. The third-place entry of Sebastian Maurer won all of the entries where it played first for the game modes in which it chose to compete; however, Sebastian only had time to complete code for two of the modes of the game (addToEndOnly and addToBeginningOnly). The table below lists the number of wins achieved by each entry in each of the four modes of the game.

  Wins
addEnd
Wins
addBeginning
Wins
addEither
Wins
addAnywhere
Ernst Munter 38 40 50 49
Tom Saxton 39 40 49 45
Sebastian Maurer 39 40 0 0
JG Heithcock 4 0 21 26

In the addToEndOnly and addToBeginningOnly modes, Ernst employs a recursive solution to find a letter that does not complete a word, but which forces an opponent to complete a word. If a win cannot be guaranteed, he selects a letter that admits solutions where his opponent must complete a word. Depending on the dictionary, this strategy always succeeds when Ernst moves first and sometimes succeeds otherwise. In the other two game modes, the code attempts to force the opponent to complete a word, but otherwise tries to guarantee that the opponent is forced to make a word shorter than the shortest word Ernst can be forced to make.

The table below lists, for each of the solutions submitted, the total score achieved, the execution time in milliseconds, the total number of wins achieved, the number of wins when playing first, and the size and language code parameters. 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 Score Time (msec) Total Wins Wins play first Code Size Data Size Lang
Ernst Munter (527) 17700979 177120 10412 2019 C++
Tom Saxton (128) 17250 2575 173 117 6132 637 C
Sebastian Maurer (70) 7900 1157 79 60 4448 187 C
JG Heithcock (39) 5000 1543 51 28 2856 97 C

Top Contestants

Listed here are the Top Contestants for the Programmer's Challenge, including everyone who has accumulated 10 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.

RankNamePoints
1.Munter, Ernst237
2.Saxton, Tom126
3.Maurer, Sebastian77
4.Boring, Randy66
5.Rieken, Willeke51
6.Heithcock, JG43
7.Shearer, Rob34
8.Brown, Pat20
9.Hostetter, Mat20
10.Mallett, Jeff20
11.Jones, Dennis12
12.Hart, Alan11
13.Hewett, Kevin10
14.Murphy, ACC10
15.Selengut, Jared10
16.Smith, Brad10
17.Strout, Joe10
18.Varilly, Patrick10

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 Ernst's winning Ghost solution:

ghost-v2.cp
Copyright © 1999
Ernst Munter, Kanata, ON, Canada

/*  
  October 3, 1999.
  Submission to MacTech Programmer's Challenge for October 99.
  Copyright © 1999, Ernst Munter, Kanata, ON, Canada.
  
          "Super Duper Ghost"
          
  Version 2.
  
Problem Statement
---------
The program plays a game of ghost against one other player. Given a
dictionary, and an initial ghost string, one letter  must be added to
the ghost string without making a dictionary word.  But the new ghost
string must be part of a dictionary word.

There are four game types:
  (0) add a letter only to the end of the ghost string
  (1) add a letter only to the beginning.
  (2) add a letter only to the either the end or the beginning 
  (3) add a letter anywhere
  
Solution Strategy
---------
At each stage of the game the current ghost string is incremented by one
letter to yield a new ghost string.  Processing at each stage in the
game is independent of previous steps.  A "wordInMind" at one step may
be completely different from the wordInMind at the previous or the next
step.

A full lookahead is employed for game type (0), using recursion. The
objective is to find a letter which does not complete a word, but which
forces the opponent to make a word.

Depending on the actual dictionary, this strategy leads to a certain win
whenever possible.

If a win cannot be assured by the lookahead search, I select a move
which preferably includes words the opponent must make.  But of course,
the failed search means that the opponent can win if they play
correctly.

The strategy for game type (1) is identical.  In order to be able to use
the same code, all working strings are reversed, and the lookups are
done with a sorted inverse dictionary in which all words are reversed
(PLAIN becomes NIALP).

Modes 2 and 3
-------
Game types 2 and 3 are more complex and the strategy for these modes is
slightly different to account for the more difficult job of finding
valid target words.

Some of the code from the Disambiguator Programmers Challenge of July
1997 is reused to provide a method for finding dictionary words matching
ghost strings according to modes 2 and 3.

But because this lookup is not as fast as the direct binary search used
in modes 0 and 1, full look-ahead cannot be accomplished in a short
enough time.  So only a simple heuristic is used:

The words are conceptually divided into odd and even sets. A player who
starts will loose if he makes a word with an odd number of letters. 
Conversely, he can win if he can force the  opponent to make an
even-length word.

The choice of the next letter to play is thus based on an analysis of
all possible next letters, in all possible positions in the ghost
string.

The first choice, if available, is to use a letter that results in only
words the opponent can make (thus guaranteeing a win).

The second choice is to use a letter where the shortest word I can make
is longer than the shortest word the opponent can make.

Optimizations
-------
The moves for ghostStrings of length 0 and 1 are cached to avoid
recomputation when several games are played.

Assumptions
------
Dictionary words are at least 4, and at most 31 characters long.

Dynamic memory allocated by the program for the inverse dictionary and
the disambiguator tables is about 24 bytes per word of the  original
dictionary (depending on actual average word length).

Static memory is about 2K.

*/

#define DBG 0

#include "ghost.h"
#include "newdisambig.h"
#include "myString.h"
#include <string.h>
#include <stdlib.h>
#if DBG
#include <stdio.h>
#else
#define NDEBUG
#endif
#include <assert.h>

/******************** typedefs ************************/
typedef unsigned long ulong;
typedef const char* charPtr;
struct CacheType {
  ulong     response;// (insertion_point << 8) + character
  charPtr*  wordInMind;
};
typedef CacheType Cache[32];

/********************  globals  **********************/
static charPtr* gDictWords;
static long   gNumWords;     
static char*  gInverseChars;
static charPtr* gInverseDict;
static GameType gGameType;

// Selection of character orders for faster convergence
static char* gSearchOrder="JQXZWKVFBYHPMGUDCLOTNRASIE";
static char* gAlternateOrder="EISARNTOLCDUGMPHYBFVKWZXQJ"; 

// Caches of the 1st and second character choices
static Cache cache[4];
static CacheType* choices;
          
/******************** Utilities ***********************/
ClearCaches 
static void ClearCaches()
{
  memset(cache,0,sizeof(cache));
  choices=cache[0];
}

ReverseString 
static void ReverseString(char* s,int len)
{
  char* l=s;
  char* r=s+len-1;
  char t=*l;*l=*r;*r=t;
  for (int i=1;i<len/2;i++){
    char t=*++l;*l=*-r;*r=t;
  }
}

Expand 
inline void Expand(char* newGhost,char* fragment,
  int newGhostLen,int insert) 
// copy fragment into newGhost, leaving space for insert  
{
  strncpy(newGhost,fragment,insert);
  strncpy(newGhost+insert+1,fragment+insert,newGhostLen-insert);
  newGhost[newGhostLen]=0;
} 

CmpStr 
static int CmpStr(const void* a,const void* b)
{
  return StrCmp4(*((charPtr*)a),*((charPtr*)b));
}

IsinDict 
static charPtr* IsinDict(charPtr s)
{
  charPtr* x=(charPtr*)bsearch(&s,gDictWords,gNumWords,4,CmpStr);
  return x;
}

GetCharPositions 
static void GetCharPositions(
  char* ghostString,
  int   ghostLen,
  const char* word,
  int*  charPositions)
{
// Collects character positions for mode 3 from actual word
  int k=-1;
  for (int i=0;i<ghostLen;i++) {
    char c=*ghostString;
    char d;
    while (0 != (d=word[++k])) {
      if (c==d) break;
    }
    if (d==0)
      return;
    charPositions[i]=k; 
    ghostString++;
  }
} 


// Customized heap sort for the inverse dictionary
Send 
static void Send(
// Inserts word wp in wordList as a priority queue
// in preparation for sorting later
  charPtr wordList[],
  charPtr wp,
  ulong numWords) 
{
  charPtr* base=wordList-1;
  charPtr z;
  long i=numWords+1,j=i>>1;
  while ((j>0)&&StrCmp4(wp,z=base[j])>0) {
    base[i]=z;
    i=j;
    j=i>>1;
  }
  base[i]=wp;
}

Sort 
static void Sort(
  charPtr wordList[],
  long numWords) 
{
// Heap sort step 2, used for final sorting of the wordList.
  charPtr* sList=wordList-1;
  charPtr x;
  int  i,j;
  charPtr* b=sList+numWords+1;
  if (numWords>1) do {
    i=1;j=2;
    x=sList[numWords-];
    *(-b) = sList[1];
    if (numWords<=1) {
      sList[1]=x;
      break;
    }
    while (j<=numWords) {
      if ((j<numWords) &&
          (StrCmp4(sList[j],sList[j+1])<0))
        j++;
      if (StrCmp4(x,sList[j])>=0)
        break;
      sList[i]=sList[j];
      i=j;j+=j;
    }
    sList[i]=x;
  } while(1);
}


/****************** The inverse dictionary **********/
ScanDict 
static int ScanDict()
{
// counts characters in all dictionary words
  int num=0;
  const charPtr* d=gDictWords;
  for (int i=0;i<gNumWords;i++,d++)
  {
    num+=StrLen4(*d);
  }
  return num;
}

InverseCopy 
static void InverseCopy(int numChars)
{
// Copies/inverts all words from gDictWords to gInverseDict 
// by doing a character by character copy back to front.
  const charPtr* d=gDictWords;
  char* dest=gInverseChars+numChars;
  int numWords=0;
  for (int i=0;i<gNumWords;i++,d++)
  {
    *-dest=0;
    const char* src=*d;
    while (*src) {
      *-dest = *src++;
    }
    Send(gInverseDict,dest,numWords++);
  }
}

MakeInverseDict 
static void MakeInverseDict()
{
  if (gInverseDict) // already initialized
    return;
    
  int numChars=ScanDict();
  gInverseChars=new char[numChars+gNumWords];
  gInverseDict=new charPtr[gNumWords];
  InverseCopy(numChars+gNumWords);
  Sort(gInverseDict,gNumWords); 
}

DeleteInverseDict 
static void DeleteInverseDict()
{
  if (gInverseDict) {
    delete [] gInverseDict;
    gInverseDict=0;
  }
  if (gInverseChars) {
    delete [] gInverseChars;
    gInverseChars=0;
  }
}

/************ Finding ghosts in a dictionary ***********/

CmpFragment 
static int gLength;
static int CmpFragment(const void* a,const void* b)
{
  return strncmp(*((charPtr*)a),*((charPtr*)b),gLength);
}

FindFirst 
static charPtr* FindFirst(
  charPtr fragment,
  int len,
  charPtr* dict)
{
  charPtr* x;
  {
    gLength=len;          
    x=(charPtr*)bsearch(&fragment,dict,gNumWords,4,
      CmpFragment);
    if (strncmp(fragment,*x,len))
      return 0; 

    while (x>dict) {
      charPtr* y=x-1;           
      if (strncmp(fragment,*y,len)) 
        break;
      x=y;  
    }
  } 
  return x;
} 

/************** Choosing the next move *******************/

Choose01
static ulong Choose01(
  char* fragment, // word fragment (ghost string)
  int fragLen,  
  charPtr* dict)
// Recursive search for best next character, modes 0 and 1  
// Returns char-to-play that would force opp to make a word
{

// Try the whole alphabet, least used letters first
  char* tryChar=gSearchOrder;
  do {
// tack a character to the end of the fragment  
    fragment[fragLen-1]=*tryChar;       
// find the shortest matching word in the dictionary      
    charPtr* x=FindFirst(fragment,fragLen,dict);
    if (x){
      if ((*x)[fragLen]==0) {
// bad choice: we must not make a complete word
        continue;
      } else {
// call opponent's choice, see if they can win      
        char next=Choose01(fragment,fragLen+1,dict);
        if (next==0){
// opponont is forced to make a word, caller wins with this choice
          return *tryChar;
        } 
      }
    } 
  } while (*++tryChar); 
// remove letter and terminate shorter string before returning  
  fragment[fragLen-1]=0;
// failed 
  return 0;
}

#if DBG
static int S[4];
#endif

Choose23
static ulong Choose23(char* fragment,int newGhostLen)
// Search for best move for modes 2 and 3 
// Returns character and insertion point, packed in <16 bits
{
  ulong bestResponse=0;
  
// words are in groups according to length, even and odd.
// myGroups contain words I would complete
// oppGroups contain words the opponent would complete  
  int myGroups=newGhostLen & 1;
#define oppGroups (1 ^ myGroups)
#define MYGROUP(x) (0==(((x)^newGhostLen)&1))
#define OPPGROUP(x) (0!=(((x)^newGhostLen)&1))
  int step=1;
  if ((gGameType==addToBeginningOrEnd) &&
    (newGhostLen>1))
      step=newGhostLen-1;
  
  int delta,bestDelta=-64;
  for (int insert=0;insert<newGhostLen;insert+=step)
  {
    char newGhost[32];
    Expand(newGhost,fragment,newGhostLen,insert);
    
    char* tryChar;
    if (newGhostLen==1) tryChar=gAlternateOrder;
    else tryChar=gSearchOrder;
    
    do {
      newGhost[insert]=*tryChar;    
      int shortest[2];
      int numGroups=
      ShortestMatches(newGhost,newGhostLen,gGameType,shortest);
      
      if (numGroups==0) // The fragment is not found in any word
        continue;
      
      if (numGroups==1)
      {
        if MYGROUP(shortest[0]) { 
          if (shortest[0]==newGhostLen) {
// must never make a dictionary word
            continue;         
          }
// Mygroup words are bad, opp loose only if they make a mistake
          delta=shortest[0]-64;
          if (delta>bestDelta) {
// But keep longest of these choices, it may be all we have
            bestDelta=delta;
            bestResponse=*tryChar + (insert<<8);
          }
        } else { 
// I am guaranteed to win, return immediately
          bestResponse=*tryChar + (insert<<8);
          return bestResponse;
        }
      } else {
// Words in both groups. Keep the one with the highest delta,
// that is where opponents word(s) are shorter than mine.     
        if MYGROUP(shortest[0]) {
          if (shortest[0]==newGhostLen) {
// must never make a dictionary word
            continue;         
          }
          delta=shortest[0]-shortest[1];
        } else {
          if (shortest[1]==newGhostLen) {
// must never make a dictionary word
            continue;         
          }
          delta=shortest[1]-shortest[0];
        }
          
        if (delta>bestDelta) {
          bestDelta=delta;
          bestResponse=*tryChar + (insert<<8);
        }           
      }
      
    } while (*++tryChar);
  }
  return bestResponse;
}

/************** Playing the next move *******************/

PlayMode0
static charPtr* PlayMode0(
    int     newGhostLen,
    char    newGhostString[256],
    charPtr*  dict,
    ulong&    response)
{
  
// use recursive search for winning move  
  response=Choose01(newGhostString,newGhostLen,dict);

  if (response) goto OK;
  
// else
// no winning move was found, so let's use a heuristic choice:
// The preference is for the shortest string of even (odd) length
// which the opponent would have to make.  But if all available
// words are of the wrong length (I will have to make it), I choose
// a longer target word to increase the chances for the opponent
// to make a mistake.  
  charPtr* z=FindFirst(newGhostString,newGhostLen-1,dict);
  ulong bestResponse[2]={0,0};
  ulong len,bestLen[2];
  
  int preferShort=1 & (newGhostLen+1);
#define preferLong (1-preferShort)
  bestLen[preferLong]=0;
  bestLen[preferShort]=100;
  response=0; 
  for(;;) {
// get first word which differs in the next letter    
    do {
      ulong nextLetter=(*z)[newGhostLen - 1];
      if (nextLetter > response) {
        response=nextLetter;
        len=StrLen4(*z);
        if (len > newGhostLen)
          goto Try_This;
      }
      z++;
      if (z>=dict+gNumWords) 
        break;
// make sure it is still the same word stem 
    } while(0==strncmp(newGhostString,*z,newGhostLen-1));
no_other_choice:    
    break;
      
Try_This:
// record longest and shortest alternatives
    if ((len&1)==preferShort){
      if (len <= bestLen[preferShort]) {
        bestLen[preferShort]=len;
        bestResponse[preferShort]=response;
      }
    } else {
      if (len >= bestLen[preferLong]) {
        bestLen[preferLong]=len;
        bestResponse[preferLong]=response;
      }
    }
  }
    
  if (bestLen[preferShort] < 100) { 
    response=bestResponse[preferShort];
    goto OK;
  } 
  if (bestLen[preferLong] > 0) { 
    response=bestResponse[preferLong];
    goto OK;
  } 
  
// Bluffing is not allowed, so we have to give up:
  return 0;
  
OK: 
  newGhostString[newGhostLen-1]=response;
  newGhostString[newGhostLen]=0;  
  
  return FindFirst(newGhostString,newGhostLen,dict);
}

PlayMode1
static charPtr* PlayMode1(
  int newGhostLen,
  char newGhostString[256],
  ulong & response)
{ 
// returns wordInMind 
// mode 1 (add at beginning) can be handled by mode 0 logic
// after all strings are reversed.
  if (newGhostLen>2) 
    ReverseString(newGhostString,newGhostLen-1);
    
  charPtr* wordInMind = 
    PlayMode0(newGhostLen,newGhostString,gInverseDict,response);
    
  if (wordInMind)
  { 
// have to reverse wordInMind string and ghost string to normal
    char buffer[32];
    strcpy(buffer,*wordInMind); 
    int wordLen=strlen(buffer);
    ReverseString(buffer,wordLen);
    if (newGhostLen>1) 
      ReverseString(newGhostString,newGhostLen);
    
// and then find actual word in proper dictionary
    wordInMind=FindFirst(buffer,wordLen,gDictWords);

    return wordInMind;
  }
  return 0;
}

PlayMode23
static charPtr* PlayMode23(
  int   newGhostLen,
  char  newGhostString[256],
  ulong&  response)
{
// returns wordInMind 
  response=Choose23(newGhostString,newGhostLen);
  if (response) {
    char c=response & 0xFF;
    int insert=response>>8;
    
    char newGhost[32];
    Expand(newGhost,newGhostString,newGhostLen,insert);
    newGhost[insert]=c;
    strcpy(newGhostString,newGhost);
    
    charPtr wordInMind=ShortestWord(newGhost,gGameType);
    
// find the chosen word_in_mind in the dictionary
    charPtr* dictWord=IsinDict(wordInMind);
    return dictWord;
  }
  return 0; 
}

MakeReport 
static int MakeReport(
  int   ghostLen,
  char  newGhostString[256],
  charPtr* wordInMind,
    int   charPositions[256])
{
// Returns wordInMindIndex for the actual word chosen
// and computes charPositions from the word, according to mode
  int wordLen=strlen(*wordInMind);
  switch (gGameType) {
case addToEndOnly:
    for (int i=0;i<ghostLen;i++) 
      charPositions[i]=i;
    break;  
case addToBeginningOnly:
    for (int i=0;i<ghostLen;i++) 
      charPositions[i]=wordLen-ghostLen+i;
    break;  
case addToBeginningOrEnd: 
    {
      char* start=strstr(*wordInMind,newGhostString);
      assert(start);
      for (int i=0;i<ghostLen;i++) 
        charPositions[i]=start-*wordInMind+i;
    }
    break;
case addAnywhere:
    GetCharPositions(
      newGhostString,ghostLen,*wordInMind,charPositions);
  }
  return wordInMind-gDictWords;
}

/***************** Non-static Functions ********************/

InitSuperDuperGhost
void InitSuperDuperGhost(
  const char *dictWords[],  /* alphabetically sorted uppercase dictionary words */
  long numDictionaryWords /* number of null-terminated words in dictionary */
) {
  gDictWords=dictWords;
  gNumWords=numDictionaryWords;
  ClearCaches();
}  

NewGhostGame 
void NewGhostGame(
  GameType theGameType
) {
  if (gGameType != theGameType) {
    gGameType=theGameType;
    choices=cache[theGameType];
    
    if (gGameType == addToBeginningOnly) 
      MakeInverseDict();
      
    else if (gGameType > addToBeginningOnly)
      InitDisambiguator(gDictWords,gNumWords);
  }
}

PlayGhost 
void PlayGhost(
    const char *ghostString,  /* the string so far, null-terminated */
    char newGhostString[256], /* new ghostString, one letter added to ghostString */
    int *wordInMindIndex, /* your string will match dictWords[wordInMindIndex] */
    int charPositions[256]
  /* index into dictWords[wordInMindIndex] for each char in newGhostString */
) {
  int newGhostLen=strlen(ghostString)+1;
  strcpy(newGhostString,ghostString);
  newGhostString[newGhostLen]=0;
  charPtr* wordInMind=0;
  
// check cached choices for very short ghosts.
  ulong response=0;
  if (newGhostLen<=2) {
    if (newGhostLen<2) {
      wordInMind=choices[0].wordInMind;
      if (wordInMind) {
        response=choices[0].response;
        newGhostString[0]=response; 
        goto succeed; 
      }     
    } else {
      wordInMind=choices[31&ghostString[0]].wordInMind;
      if (wordInMind) {
        response=choices[31&ghostString[0]].response; 
        if (response>>8) {  
          newGhostString[1]=response; // append
        } else  {
          newGhostString[0]=response; // insert
          newGhostString[1]=ghostString[0]; 
        }
        goto succeed;
       }        
    }
  }
    
  switch (gGameType) {
case addToEndOnly:
    wordInMind=PlayMode0(
      newGhostLen,newGhostString,gDictWords,response);
    if (wordInMind) break;  
    else goto fail;
case addToBeginningOnly:
    wordInMind=PlayMode1(newGhostLen,newGhostString,response);
    if (wordInMind) break;  
    else goto fail;
case addToBeginningOrEnd:
case addAnywhere:
    wordInMind=PlayMode23(newGhostLen,newGhostString,response);
    if (wordInMind) break;  
    else goto fail;
  }

// remember choice in cache 
  if (newGhostLen<=2) {
    if (newGhostLen<2){
      choices[0].response=response;
      choices[0].wordInMind=wordInMind;         
    } else {
      if (gGameType==addToEndOnly) // fixup insertion point
        response |= (1<<8);
      choices[31&ghostString[0]].response=response;
      choices[31&ghostString[0]].wordInMind=wordInMind;   
    }
  }
  
succeed:
  
  *wordInMindIndex=MakeReport(newGhostLen,
    newGhostString,wordInMind,charPositions);
  return; 
  
fail: 
  newGhostString[0]=0;
}

TermSuperDuperGhost 
void TermSuperDuperGhost(void)
{
  DeleteInverseDict();
  TermDisambiguator();
}

newdisambig-v2.cp
#include "newdisambig.h"
#include "myString.h"
#define NDEBUG
#include <assert.h>
/*** Function prototypes ***/
static ulong MakeSubDigest(CCC* xString,char sig[]);
static bool MatchFirstN(CCC* x,char* findString,int minLen,int group);
static bool MatchLastN(CCC* x,char* findString,int minLen,int group);
static bool MatchMiddleN(CCC* x,char* findString,int minLen,int group);
static bool MatchAnyN(CCC* x,char* findString,int minLen,int group);
/*** Static allocations ***/
// charTable serves double duty: 
//    in parsing, it helps separate wild cards.
//    in digest forming, it provides a sort order. 
static char charTable[128] = {
 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
 1, 2, 3, 4, 5, 6, 7, 8, 9,10, 0, 0, 0, 0, 0, 0,
 0,25,12,19,18,28,10,16,13,27, 4, 7,20,14,23,21,
15, 3,24,26,22,17, 9, 8, 5,11, 6, 0, 0, 0, 0, 1,
 0,25,12,19,18,28,10,16,13,27, 4, 7,20,14,23,21,
15, 3,24,26,22,17, 9, 8, 5,11, 6, 0, 0, 0, 0, 0
};
typedef bool (*StringMatch)(CCC* x,char* findString,int minLen,int group);
static StringMatch stringMatch[4]={
  MatchFirstN,
  MatchLastN,
  MatchMiddleN,
  MatchAnyN
};
// The table LSB stores the position of the least 
// significant '1' bit in a byte (range 1 to 8), 
// a zero-byte reports 0.
// This table is built from nested #defines 
#define T1 1
#define T2 T1,2,T1
#define T3 T2,3,T2
#define T4 T3,4,T3
#define T5 T4,5,T4
#define T6 T5,6,T5
#define T7 T6,7,T6
#define T8 T7,8,T7
static char LSB[256]={0,T8}; 
static CCC** gWordList;
static ulong gNumWords;
#define MIN(a,b) (a&b)
// HASH is just shorthand for charTable.
#define HASH(c) (charTable[c])

struct WordIndex
// The class WordIndex holds a pointer to a word from
// wordList and computes digests and signature for it.
struct WordIndex {
  ulong digest1;
  CCC* word;
  void Init(CCC* wordx) {
    CCC* wp=wordx;
    int s=HASH(*wp);
    ulong dig1=1L<<s;
    for (;;) {
      int c;
      if (0==(c=*++wp)) break;
      s=HASH(c);
      ulong bit=1L<<s;
      dig1 |= bit;
    }
    digest1=dig1;
    word=wordx;
  }
  void GetSignature(char* sig) { 
// computes its signature, i.e. converts the digest to a string  
    ulong dig1=digest1>>1;
    char c=1;
    while (dig1){
      if (dig1 & 1)
        *sig++=c;
      c++; dig1 >>=1; 
    } 
    *sig=0;
    return;
  }
  CCC* Word(){return word;} 
};

struct Page
// The class Page holds indices of 32 words in wordList 
// which are of the same length (words >= 31 together).
// Page also contains both word digests for each word,
// in the bits[] array, stored in signature oriented columns. 
// A page provides string matching for the 32 words it owns.
struct Page{  
  CCC*  word[32];
  ulong fill;
  Page* next;
  ulong pageDigest1;      
  ulong bits[32];     
   
  void Init(Page* following) {
// clears all and sets linkage. 
// memory may already be precleared, but not necessarily
// since pages may overlay the temporary wordIndex 
    memset(this,0,sizeof(Page));
    next=following;
  }
  int IsFull() {return (fill>=32);}
  void Add(WordIndex* wip) {
  // Adds one word to a page, 
  // ORs the word digests into the page digests,
  // Also ORs the horizontal bit slice representing word digests
  //  into the bits array.
    char sig[64];
    ulong curbit=1L<<fill;
    word[fill++]=wip->word;
    pageDigest1 |= wip->digest1;
    wip->GetSignature(sig);
    int c;
    char* sigp=sig;
    while (0 !=(c=*sigp++)) {
      bits[c] |= curbit;
    }
  }
  ulong Match(char sig[]) 
  // Accumulates vertical bit slices from a given signature
  // Returns a bit map of likely candidate words
  {
    int c=sig[0];
    ulong acc=bits[c];
    while ((acc) && (0 != (c=*++sig))) {
      acc &= bits[c];
    }
    return acc;
  }
  CCC* GetFirst(
    StringMatch matchFun,
  ulong acc,
    char* findString,
    int minLen,
    int group) 
  {
    CCC** wp=word-1;         
    do {
      ulong accLo=acc & 0xFF;
      if (accLo) {
        int j=LSB[accLo];
        acc>>=j;
        wp+=j;
        if (matchFun(*wp,findString,minLen,group))
          return *wp;
      } else {     
        acc>>=8;  
        wp+=8;
      }
    } while (acc);
    return 0; 
  }
};       

struct PageIndex
// The class PageIndex contains a pointer to a page, and
// keeps a copy of the page digest1.
// During the scan, PageIndex provides a screening function
// to eliminate unnecessary page accesses if digest1 can
// already rule out all words on a page.  
struct PageIndex {
  ulong digest1;  
  Page* page;     
  ulong Init(Page* thePage) {
    digest1=thePage->pageDigest1;
    page=thePage;
    return thePage->fill;
  }
  Page* Screen(ulong findDigest1) {
    if ((findDigest1 ^ (findDigest1 & digest1))) 
      return 0;
    return page;    
  }
};     

struct PrivateData
// The class PrivateData is the main structure mapped into the
// private memory space allocated on the heap.
// The pageGroup[] array holds pointers to linked lists of
//    pages, according to word length.
// Once all pages are assembled, the page addresses are remapped
//    into a linear page index, sorted by ascending word length
// The indexGroup[i] array points to the the first page of each
//    group of pages of a given word length i.
static struct PrivateData {
// Page* nextPage; overlay on unused pageGroup[0]
#define nextPage pageGroup[0]
  Page*  pageGroup[32];
// PageIndex* endOfPageIndex; overlay on indexGroup[0] 
#define endOfPageIndex indexGroup[0]
  PageIndex* indexGroup[32];
  long storageSize;
  int  bottom[1];
  void Init(CCC* wordList[],ulong numWords,long minimumStorage) 
  { 
    gWordList=wordList;
    gNumWords=numWords;
    storageSize=minimumStorage;
    WordIndex* wip; 
// Initialize word index
    WordIndex* wordIndexList=(WordIndex*)bottom;
    for (int n=0;n<numWords;n++) 
      wordIndexList[n].Init(gWordList[n]);
// Unload word index and build pages in linked lists
// based on word length    
    nextPage=(Page*)this + storageSize/sizeof(Page) - 1;
    wip=wordIndexList+numWords;     
    while (wip>wordIndexList) {
      wip-;
      if (0==InsertWordInPage(wip)) 
        return;
    }
// Map linked lists to a linear index of pages by length    
    if (0==BuildIndex()) {
      nextPage=NULL;  // not enough storage
      return;
    }               
  }
  int InsertWordInPage(WordIndex* wip) {
// Inserts one word in a page, opens a new page if
// none exists or if the current page is full.  
    int len=strlen(wip->Word());
    if (len==0) return 1;  // ignore 0-length words
    Page* page=pageGroup[len];    
    if ((page==0) || (page->IsFull())) {             Page* temp=page;  
      page=nextPage-;      
// test if the bottom of the growing page array collides 
// with the top of the shrinking word index array        
      if (page <= (Page*)wip) {
// not enough storage, we have to bail out
        nextPage=NULL;  
        return 0;
      }
      page->Init(temp);
      pageGroup[len]=page;
    }  
    page->Add(wip);              
    return 1;
  }
  PageIndex* BuildIndex() {
// Builds the page index, starting at this->bottom, 
// overwriting storage previously used by word index.
    PageIndex* pi=(PageIndex*)bottom;
    PageIndex* piTop=(PageIndex*)nextPage;
    for (int len=1;len<32;len++) {
      Page* page=pageGroup[len];
      indexGroup[len]=pi;
      int num=0;
      while (page) {
        if (pi>=piTop) 
          return 0;
        num+=pi++->Init(page);
        page=page->next;
      }
    }
    return (endOfPageIndex=pi);
  }
  CCC* GetShortestWord( 
      char* findString,
      int mode) 
  {            
// Return the shortest word compatible with findstring and mode  
    char sig[64];
    ulong findDigest1=MakeSubDigest(findString,sig);
    int minLen=strlen(findString);
    for (int group=minLen;group<32;group++)
    {
    PageIndex* pi=indexGroup[group];
    PageIndex* endGroup=
    (group<31?indexGroup[group+1]:endOfPageIndex);
      for (;pi<endGroup;pi++) {
          Page* page=pi->Screen(findDigest1);
          if (page) {
            ulong acc=page->Match(sig);
            if (acc) {
              CCC* matchWord=page->GetFirst(
                stringMatch[mode&3],
                  acc,findString,minLen,group);
                if (matchWord)
                  return matchWord; 
              }   
          }
      }
    }
    return 0;
  }
  int GetShortestMatches( 
      char* findString,
      int minLen,
      int mode,
      int shortest[2]) 
  {           
//  Finds the shortest word matching findString and mode.
//  Returns the length of this word, or 0 if none found 
//  Only check words of even (odd) length
    char sig[64];
    ulong findDigest1=MakeSubDigest(findString,sig);  
    int step=1,numFound=0;
    for (int group=minLen;group<32;group+=step) {
    PageIndex* pi=indexGroup[group];
    PageIndex* endGroup=
    (group<31?indexGroup[group+1]:endOfPageIndex);
      for (;pi<endGroup;pi++) {
          Page* page=pi->Screen(findDigest1);
          if (page) {
            ulong acc=page->Match(sig);
            if (acc) {
              CCC* matchWord=page->GetFirst(
                stringMatch[mode&3],
                  acc,findString,minLen,group);
                if (matchWord) {
                  shortest[numFound++]=group;
                  
// return as soon as two matches are found.
                  if (numFound >= 2)
                    return numFound;
                    
// if this was the first match in an even (odd) group, 
// we continue with the odd (even) groups only.                     
                  group-;
                  step=2;
                  break;
                }   
              } 
          }
      }
    }
    return numFound;
  }
}* PD;
//*************** external access functions (API) **************

InitDisambiguator
void InitDisambiguator(
  CCC * wordList[],  
  ulong numWords ){
// Sets up the private data structure
  if (PD) // already done
    return;
  long wordIndexStore=numWords*sizeof(WordIndex);
  long pageStore=(31+numWords/32)*sizeof(Page);
  long pageIndexStore=pageStore * sizeof(PageIndex) / sizeof(Page);
    long minimumStorage=
      sizeof(*PD) +
      (wordIndexStore>pageStore+pageIndexStore?
        wordIndexStore:pageStore+pageIndexStore);
  PD=(PrivateData*)(new char[minimumStorage]);
  memset(PD,0,minimumStorage);
  PD->Init(wordList,numWords,minimumStorage);  
}

ShortestMatches
int /*number found*/ ShortestMatches(
//  Finds the shortest odd and even words matching findString 
//  Returns only the lengths of the 0, 1, or 2 words 
  char  *findString,
  int len,
  int mode,      
  int shortest[2]
) {  
    assert(PD);
    int numFound=
    PD->GetShortestMatches(findString,len,mode,shortest); 
    return numFound;
}

ShortestWord
CCC* ShortestWord(char  *findString,int mode)
{
  return PD->GetShortestWord(findString,mode);
}

TermDisambiguator
void TermDisambiguator(void)
{
  if (PD)
  {
    delete [] PD;// was allocated with new[]
    PD=0;
  } 
}

//******* Static Functions **********

MatchFirstN
static bool MatchFirstN(
    CCC* x,
    char* findString,
    int minLen,
    int group) {
#pragma unused(group)   
// match of x against findString, first minLen letters 
  return (0==strncmp(x,findString,minLen));
}

MatchLastN
static bool MatchLastN(
    CCC* x,
    char* findString,
    int minLen,
    int group) {
// match of x against findString, last minLen letters 
  return (0==strcmp(x+group-minLen,findString));
}

MatchMiddleN
static bool MatchMiddleN(
    CCC* x,
    char* findString,
    int minLen,
    int group) {
// match of x against findString, any consecutive minLen letters
  for (int d=0;d<=group-minLen;d++) { 
    if (0==strncmp(x+d,findString,minLen))
      return true;
  }
  return false;
}

MatchAnyN
static bool MatchAnyN(
    CCC* x,
    char* findString,
    int minLen,
    int group) {
// match of x against findString, any minLen letters in order
#pragma unused(group)
  for (int i=0;i<minLen;i++) {
    char c=*findString;
    char d;
    while (0 != (d=*x++)) {
      if (c==d) break;
    }
    if (d==0)
      return false;
    findString++;
  }
  return true;
}

MakeSubDigest
static ulong MakeSubDigest(
    CCC* xString,
    char sig[]) {

// Creates a pair of word digests and a signature from 
// findString.  No duplicate signature characters.

  int s=HASH(xString[0]);
  ulong digest1=1L<<s;
  for (;;) {
    int c;
    if (0==(c=*++xString)) break;
    s=HASH(c);
    ulong bit=1L<<s;
    if (0==(digest1 & bit)) {
      digest1 |= bit;
    }
  }

// Make the signature in bit order, that is with the
// less frequent English letters first, so that page
// scanning will fail as soon as possible if no word
// in the page will match.  

  ulong bit1=2;
  ulong single=digest1;
  int s1;
  for (s1=1;s1<=28;s1++) {
    if (single & bit1) *sig++=s1;
    bit1 += bit1;
  }
  *sig++=0;
  return digest1;
}  
mystring.h
#if defined(__cplusplus)
extern "C" {
#endif

#ifndef MYSTRING_H
#define MYSTRING_H
typedef unsigned long ulong;

StrCmp4
inline long StrCmp4(const char* a,const char* b)
// Fast comparator for words of minimum length 4
{
  const ulong* wa=(ulong*)(a);  
  const ulong* wb=(ulong*)(b);
  ulong ca=*wa;
  ulong cb=*wb;
  long d=ca-cb;
  if (d) return d;
  a+=3,b+=3;
  do// (;;)
  {
    ca=*++a;
    cb=*++b;    
    d=ca-cb;    
    //if (d) break;// words differ
    //if (ca==0) break;// words same, and NULL reached
  } while (ca && (d==0));
  return d;
}

StrCmpN4
inline long StrCmpN4(const char* a,const char* b,ulong n)
// Fast comparator for words of minimum length 4, up to n letters
{
  const ulong* wa=(ulong*)(a);  
  const ulong* wb=(ulong*)(b);
  ulong ca=*wa;
  ulong cb=*wb;
  long d=ca-cb;
  if (d) return d;
  a+=3,b+=3;
  for (int i=4;i<n;i++)
  {
    ca=*++a;
    cb=*++b;    
    d=ca-cb;    
    if (d) break;// words differ
    if (ca==0) break;// words same, and NULL reached
  }
  return d;
}

StrLen4
inline ulong StrLen4(const char* w)
{
  ulong len=4;
  w+=3;
  while (*++w) len++;
  return len;
}
#endif
#if defined(__cplusplus)
}
#endif
 
AAPL
$117.73
Apple Inc.
-0.90
MSFT
$47.49
Microsoft Corpora
-0.10
GOOG
$541.24
Google Inc.
+1.97

MacTech Search:
Community Search:

Software Updates via MacUpdate

MacUpdate Desktop 6.0.3 - Discover and i...
MacUpdate Desktop 6 brings seamless 1-click installs and version updates to your Mac. With a free MacUpdate account and MacUpdate Desktop 6, Mac users can now install almost any Mac app on macupdate.... Read more
SteerMouse 4.2.2 - Powerful third-party...
SteerMouse is an advanced driver for USB and Bluetooth mice. It also supports Apple Mighty Mouse very well. SteerMouse can assign various functions to buttons that Apple's software does not allow,... Read more
iMazing 1.1 - Complete iOS device manage...
iMazing (was DiskAid) is the ultimate iOS device manager with capabilities far beyond what iTunes offers. With iMazing and your iOS device (iPhone, iPad, or iPod), you can: Copy music to and from... Read more
PopChar X 7.0 - Floating window shows av...
PopChar X helps you get the most out of your font collection. With its crystal-clear interface, PopChar X provides a frustration-free way to access any font's special characters. Expanded... Read more
Carbon Copy Cloner 4.0.3 - Easy-to-use b...
Carbon Copy Cloner backups are better than ordinary backups. Suppose the unthinkable happens while you're under deadline to finish a project: your Mac is unresponsive and all you hear is an ominous,... Read more
ForeverSave 2.1.3 - Universal auto-save...
ForeverSave auto-saves all documents you're working on while simultaneously doing backup versioning in the background. Lost data can be quickly restored at any time. Losing data, caused by... Read more
Voila 3.8.1 - Capture, annotate, organiz...
Voila is a screen-capture, recording, and annotation tool that is a full-featured replacement for Mac's screen-capture and screen-recording capabilities. It has a large and robust set of editing,... Read more
SyncTwoFolders 2.0.6 - Syncs two user-sp...
SyncTwoFolders simply synchronizes two folders. It supports synchronization across mounted network drives and it is a possibility to run a simulation showing in a log what will be done. Please visit... Read more
Duplicate Annihilator 5.1.1 - Find and d...
Duplicate Annihilator takes on the time-consuming task of comparing the images in your iPhoto library using effective algorithms to make sure that no duplicate escapes. Duplicate Annihilator detects... Read more
HandBrake 0.10.0 - Versatile video encod...
HandBrake is a tool for converting video from nearly any format to a selection of modern, widely supported codecs. Supported Sources: VIDEO_TS folder, DVD image or real DVD (unencrypted -- CSS is... Read more

Latest Forum Discussions

See All

Tilt to Live Bundle Set to Arrive This T...
Tilt to Live Bundle Set to Arrive This Thanksgiving Posted by Ellis Spice on November 25th, 2014 [ permalink ] One Man Left has unveiled an upcoming Tilt to Live bundle, allowing players to get the series for a di | Read more »
BattleLore: Command (Entertainment)
BattleLore: Command 1.0 Device: iOS Universal Category: Entertainment Price: $9.99, Version: 1.0 (iTunes) Description: ***NOTE: Compatible with iPad 2/iPad mini, iPod touch 5 and up and iPhone 4S and up – WILL NOT RUN ON EARLIER... | Read more »
Weather Or Not Review
Weather Or Not Review By Jennifer Allen on November 25th, 2014 Our Rating: :: STYLISH WEATHER REPORTINGiPhone App - Designed for the iPhone, compatible with the iPad Check the weather quickly and conveniently with Weather or Not... | Read more »
The All-New Football Manager Handheld 20...
The All-New Football Manager Handheld 2015 is Available Now Posted by Jessica Fisher on November 25th, 2014 [ permalink ] Universal App - Designed for iPhone and iPad | Read more »
Six iOS Games to Get You Ready for Thank...
Image Source: Friends Wiki At this point in the month, you or at least a few people you know are probably getting ready to scramble around (or are already scrambling around) for Thanksgiving Dinner. It’s a hectic day of precise oven utilization, but... | Read more »
Call of Duty: Heroes: Tips, Tricks, and...
Hello Heroes: What’d we think of Call of Duty‘s take on Clash of Clans? Check out our Call of Duty: Heroes review to find out! Just downloaded Call of Duty: Heroes and need some handy tips and tricks on how to get ahead of the rest? As we often do,... | Read more »
Call of Duty: Heroes Review
Call of Duty: Heroes Review By Jennifer Allen on November 25th, 2014 Our Rating: :: CLASH OF FRANCHISESUniversal App - Designed for iPhone and iPad Mix Clash of Clans with Call of Duty, and this is what you get.   | Read more »
Slider Review
Slider Review By Jordan Minor on November 25th, 2014 Our Rating: :: SLIDE TO PLAYUniversal App - Designed for iPhone and iPad Slider has all the excitement of unlocking your phone screen.   | Read more »
oh my giraffe (Games)
oh my giraffe 1.0.0 Device: iOS Universal Category: Games Price: $1.99, Version: 1.0.0 (iTunes) Description: Eat fruits while being chased by lions. Cut the vines to send fruit plummeting onto the lions. Don't worry, your flexible... | Read more »
One of 2000’s Most Loves Adventure Games...
One of 2000’s Most Loves Adventure Games, The Longest Journey, has Come to iOS Posted by Jessica Fisher on November 25th, 2014 [ permalink ] | Read more »

Price Scanner via MacPrices.net

Early Black Friday MacBook Pro sale: 15-inch...
 Best Buy has posted early Black Friday prices on 15″ Retina MacBook Pros, with models on sale for $300 off MSRP on their online store for a limited time. Choose free local store pickup (if available... Read more
A9 Chips Already?
It’s barely more than a couple of months since Apple got the first A8 systems-on-chip into consumer hands, but rumor and news focus is already turning to the next-generation A9 SoC. Apple Daily... Read more
NewerTech Announces NuGuard KXs Impact X-Orbi...
NewerTech has announced updates to its family of Impact X-Orbing Screen Armor bringing military grade, triple layer protection to Apple’s new iPhone 6 and 6 Plus. Like all models in the NuGuard KXs... Read more
13-inch 1.4GHz MacBook Air on sale for $889,...
 B&H Photo has the 13″ 1.4GHz/128GB MacBook Air on sale for $889 including free shipping plus NY tax only. Their price is $110 off MSRP. B&H will also include free copies of Parallels Desktop... Read more
Save up to $300 on Macs and iPads with your A...
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
Apple refurbished Mac Pros available for up t...
The Apple Store is offering Apple Certified Refurbished Mac Pros for up to $600 off the cost of new models. An Apple one-year warranty is included with each Mac Pro, and shipping is free. The... Read more
Jumptuit Launches One-Tap Windows 8.1 iTunes...
Jumptuit has launched Windows 8.1 support for One-Tap iTunes Sync. with which Windows 8.1 users can now easily sync their iTunes libraries with Microsoft OneDrive. Jumptuit provides easy access from... Read more
Apple restocks refurbished 13-inch 2014 Retin...
The Apple Store has restocked Apple Certified Refurbished 2014 13″ 2.6GHz Retina MacBook Pros for up to $230 off the cost of new models. An Apple one-year warranty is included with each model, and... Read more
CEA Study Finds More People Recycling Electro...
A new study by the Consumer Electronics Association (CEA) finds that electronics recycling receives the continued and growing support of consumers. According to the CEA,s Recycling and Reuse Study,... Read more
15″ 2.2GHz Retina MacBook Pro on sale for $17...
 B&H Photo has the 2014 15″ 2.2GHz Retina MacBook Pro on sale today for $1749. Shipping is free, and B&H charges NY sales tax only. B&H will also include free copies of Parallels Desktop... Read more

Jobs Board

*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* Solutions Consultant (ASC) - Apple (...
**Job Summary** The ASC is an Apple employee who serves as an Apple brand ambassador and influencer in a Reseller's store. The ASC's role is to grow Apple Read more
*Apple* Solutions Consultant (ASC) - Apple (...
**Job Summary** The ASC is an Apple employee who serves as an Apple brand ambassador and influencer in a Reseller's store. The ASC's role is to grow Apple Read more
*Apple* Solutions Consultant (ASC)- Retail S...
**Job Summary** The ASC is an Apple employee who serves as an Apple brand ambassador and influencer in a Reseller's store. The ASC's role is to grow Apple Read more
Project Manager, *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
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.