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Sep 00 Challenge 3D For Free Using the Mac's Standard Apps

Volume Number: 16 (2000)
Issue Number: 9
Column Tag: Programmer's Challenge

Programmer's Challenge

by Bob Boonstra, Westford, MA

Busy Beavers

Before we get to this month's Challenge, I have to confess being a little distracted. No, not because the annual holiday up at the lake is just a few days away, although I'll also confess that the prospect of a couple of weeks away from the Real Job is most appealing. No, the distraction is because UPS just delivered another addition to the family of computers at the Boonstra household. The most recent additions have been iMacs for the Junior members of the family, but this one is for Me. A new G4. No, not one of the new dual-processor models introduced by Apple at JavitsWorld. (Those of us in Boston cannot acknowledge use of the term MacWorld for anything on the Right Coast that doesn't happen in Bean Town.) Dual processors might mean something to those PhotoShop users among you, but they don't do much for the Rest of Us until Mac OS X comes along. No, the new addition is one of those now-obsolete single-processor G4-500 models that have (finally) dropped a little in price. As those of you who participate in the Challenge contests know, I've been limping along with an old 8500, enhanced over the years with a faster 604e, then a dual 604e upgrade (BeOS, oh BeOS, wherefore art thou BeOS?), and finally with a G3 board. Several readers have asked in the past about whether AltiVec technology could be used in the Challenge, but, sadly, I didn't have a G4 to use in the evaluation. A problem now rectified, or at least it will be once I complete the file transfers proceeding even as I write.

Now that you all know about my new toy, we can get on to the business at hand. This month's problem was suggested by F. C Kuechmann, who earns two Challenge points for the suggestion. Your Challenge this month is to create a Busy Beaver Turing Machine and write a program that simulates its execution.

The Busy Beaver problem was invented in the early 1960s by Tibor Rado of Ohio State University. He asked the following question about 2-symbol Turing machines: what is the largest number of 1s that a Turing machine with n states could write to a tape initially filled with 0s. That "busy beaver" number, or BB(n), has some interesting properties. For example, by reasoning about the Halting Problem, one can show that BB(n) grows faster than any computable sequence.

An internet search shows that the Busy Beaver problem continues to attract interest. Until 1985, the largest value for a 5-state busy beaver produced 501 1s. Then George Uhing found a 5-state machine that produced 1915 1s before halting. And in 1987, Heiner Marxen (and Jürgen Buntrock showed that BB(5) is at least 4098.

For reference, you can start with the following URLs: Marxen's page at <http://www.drb.insel.de/~heiner/BB/index.html>, and <http://grail.cba.csuohio.edu/~somos/bb.html>

The prototype for the code you should write is:

typedef unsigned long ulong;

typedef enum {kMoveLeft=-1,kHalt=0, kMoveRight=1} MoveDir;

typedef struct TMRule {   /* Turing Machine rule */
  ulong oldState;         /* this rule applies when the machine state is oldState */
  Boolean inputSymbol;   /*   and the current input symbol is inputSymbol */
  ulong newState;         /* set current state to newState when this rule fires */
  Boolean outputSymbol;   /* write outputSymbol to tape when this rule fires */
  char moveDirection;    /* kMoveLeft, kMoveRight, or kHalt */
} TMRule;

ulong /* return number of rules */ BusyBeaver5(
   TMRule theTMRules[],
      /* preallocated storage, return the rules for your BB machine */
);

Boolean /* return true for success */ RunTuringMachine(
   TMRule theTMRules[],
      /* preallocated storage, return the rules for your BB machine */
   ulong numberOfTMRules,
      /* the number of rules in theTMRules */
   ulong numBytesInHalfTape,
      /* half-size of the "infinite" Turing Machine tape */
   unsigned char *tmTape,
      /* pointer to preallocated Turing Machine tape storage */
      /* Each byte contains 8 tape symbols, each symbol is 0 or 1. */
      /* The tape extends from tmTape[-numBytesInHalfTape] to 
                                       tmTape[numBytesInHalfTape -1] */
      /* Tape position 0 is (tmTape[0] & 0x80), 
         tape position 1 is (tmTape[0] & 0x40) 
         tape position -1 is (tmTape[-1] & 0x01), etc. */
   ulong *numberOf1sGenerated,
      /* return the number of 1s placed on the tape */
   ulong *numberOfRulesExecuted
   /* return the number of rules executed when running BB, including the halt rule */
   
);

The first thing you need to do is to select the 5-state Busy Beaver Turing Machine that you will simulate in your RunTuringMachine routine. Since scoring is based on how busy your beaver is, that is, on how many 1s it produces on the simulated Turing Machine tape, you want to give some careful thought to this selection. This Turing Machine should returned by your BusyBeaver5 using the TMRule data structure. BusyBeaver5 may return a hard-coded Turing Machine; it does not need to identify the busy beaver at run time.

My test code will then provide the output of BusyBeaver5 to your RunTuringMachine routine, which should simulate the execution of the input Turing Machine. RunTuringMachine will be provided with a blank (zero-filled) tape tmTape that is 2*numBytesInHalfTape in size. The "read head" of the Turing Machine is initially positioned over position [0] of the tape. On exit, tmTape should contain the output of the Turing Machine being simulated. In addition, you should return in the appropriate output parameters the number of 1s on the output tape and the number of state transitions that occurred during your execution of the Turing Machine. RunTuringMachine should return TRUE if it was able to successfully execute the Turing Machine, and FALSE if it failed for some reason, such as running out of simulated tape. (It is not my intention to provide a simulated tape that is too short, but your code should fail gracefully if that happens during testing.)

RunTuringMachine must provide a general Turing Machine simulation, not dependent on the Busy Beaver problem or on the content of the initial input tape. I may choose to verify correctness of your RunTuringMachine code against other input besides that produced by BusyBeaver5.

The winner will be the solution that identifies the 5-state Busy Beaver generating the most 1s on the output tape. Among solutions with equal numbers of 1s, the solution that produces the output in the fewest number of Turing Machine steps will be the winner. And, for solutions that produce the same output in the same number of steps, the winner will be the solution that executes the Turing Machine in the least execution time. While my hope is that one of you might break new ground in the field of busy beaver research, my expectation is that the winning solution will be determined by the execution time criterion.

This will be a native PowerPC Challenge, using the CodeWarrior Pro 5 environment. Solutions may be coded in C, C++, or Pascal. As is our tradition for the September Column, we'll also allow solutions that are completely or partially coded in assembly language. And, yes, this time you can take advantage of the AltiVec features of the G4.

Three Months Ago Winner

Congratulations to Willeke Rieken (The Netherlands) for submitting the winning solution to the June Rub*k Rotation Programmer's Challenge. Readers may recall that the Rub*k Rotation Challenge required contestants to display an image of the famous puzzle and respond to commands to rotate the entire cube or individual cube faces. Scoring was based on correctness of the solution, in this case the smoothness of the displayed rotations, and on execution time.

The fact that Willeke was the only person to submit an entry does not detract from his solution in the slightest, although it did significantly increase his chances of winning. (You can't win if you don't play!) Willeke elected to use QuickDraw3D to implement his solution, motivated by a desire to gain some experience with the QD3D API. His code creates 26 individual cubies (the center cubie is never visible) using the AddCubie routine. Although it might look like a lot of work to set up the cube, the effort pays off in the simplicity with which one can rotate the cube (RotateCube), turn a face of the cube (QuarterTurn), and draw the entire cube (DrawCube), regardless of orientation.

With only one entry, I'll omit the usual table describing the parameters of the solution, and simply observe that this victory vaults Willeke into 4th place in the overall Challenge standings. And remember, you can't win if you don't ...., oh, I'm repeating myself.

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.

Rank Name Points
1. Munter, Ernst 245
2. Saxton, Tom 126
3. Maurer, Sebastian 78
4. Rieken, Willeke 65
5. Boring, Randy 50
6. Shearer, Rob 47
7. Taylor, Jonathan 26
8. Brown, Pat 20
9. Heathcock, JG 16
10. Downs, Andrew 12
11. Jones, Dennis 12
12. Day, Mark 10
13. Duga, Brady 10
14. Fazekas, Miklos 10
15. Murphy, ACC 10
16. Selengut, Jared 10
17. Strout, Joe 10

There are three ways to earn points: (1) scoring in the top 5 of any Challenge, (2) being the first person to find a bug in a published winning solution or, (3) being the first person to suggest a Challenge that I use. The points you can win are:

1st place 20 points
2nd place 10 points
3rd place 7 points
4th place 4 points
5th place 2 points
finding bug 2 points
suggesting Challenge 2 points

Here is Willeke's winning Rub*k Rotation solution:

RubikRotation.c
Copyright © 2000
Willeke Rieken

/*
   draws (a simplified version of) Rubik's cube and animates
   rotations of the cube and of the faces of the cube.
   I'm using QD3D because I never used it and it seemed
   more fun than a diy method and drowning in sin and cos
   and I still think it is.
   
   the model object for the cube consists of 26 group objects
   for each cubie and a rotation object. the rotation object
   contains all previous rotations of the whole cube added together.
   each cubie object contains a box object and a rotation object.
   a cubie rotation object contains all previous rotations of the
   cubie that was caused by rotating a face of the cube.
   
   during rotation of the cube an extra rotation object is
   submitted. after the rotation the rotation object of the cube
   is adjusted.
   during rotation of a face an exta rotation object is added to
   every cubie in the face. after the rotation the extra rotation
   object is removed and the rotation object of the cubie is adjusted.
   
   references to the rotation object of the cube and to the cubie objects
   are kept in globals.
*/

#include <QD3D.h>
#include <QD3DDrawContext.h>
#include <QD3DRenderer.h>
#include <QD3DShader.h>
#include <QD3DCamera.h>
#include <QD3DLight.h>
#include <QD3DGeometry.h>
#include <QD3DGroup.h>
#include <QD3DMath.h>
#include <QD3DTransform.h>
#include <QD3DView.h>
#include <QD3DAcceleration.h>
#include <QD3DErrors.h>

#include "RubikRotation.h"

TQ3ViewObject   gView;   // the view for the scene
TQ3StyleObject   gInterpolation;
         // interpolation style used when rendering
TQ3StyleObject   gBackFacing;
         // whether to draw shapes that face away from the camera
TQ3StyleObject   gFillStyle;
         // whether drawn as solid filled object or decomposed to components
TQ3GroupObject   gCubeModel;   // the cube
TQ3GroupObject   gCubies[3][3][3];
         // the cubies
TQ3TransformObject   gCubeRotation;
         // cumulation of every rotation of the whole cube until now
TQ3TransformObject   gTempCubeRotation;
         // used during rotation of the cube
float   gStepSize;

static TQ3DrawContextObject MyNewDrawContext(CWindowPtr theWindow)
// create context
{
   TQ3DrawContextData   myDrawContextData;
   TQ3MacDrawContextData   myMacDrawContextData;
   TQ3ColorARGB   clearColor;
   TQ3DrawContextObject   myDrawContext ;
   
   //   Set the background color
   clearColor.a = 1.0;
   clearColor.r = 1.0;
   clearColor.g = 1.0;
   clearColor.b = 1.0;
   
   //   Fill in draw context data
   myDrawContextData.clearImageMethod = kQ3ClearMethodWithColor;
   myDrawContextData.clearImageColor = clearColor;
   myDrawContextData.paneState = kQ3False;
   myDrawContextData.maskState = kQ3False;
   myDrawContextData.doubleBufferState = kQ3True;
   myMacDrawContextData.drawContextData = myDrawContextData;
   myMacDrawContextData.window = theWindow;
   myMacDrawContextData.library = kQ3Mac2DLibraryNone;
   myMacDrawContextData.viewPort = 0;
   myMacDrawContextData.grafPort = 0;
   
   //   Create draw context
   myDrawContext = Q3MacDrawContext_New(&myMacDrawContextData) ;
   return myDrawContext ;
}

static TQ3CameraObject MyNewOrthographicCamera(CWindowPtr theWindow, short cubeWidth)
// create orthographic camera
{
   TQ3OrthographicCameraData   orthographicData;
   TQ3CameraObject   camera;
   TQ3Point3D   from = {0.0, 1.5, 7.0};
   TQ3Point3D   to = {0.0, 0.0, 0.0};
   TQ3Vector3D   up = {0.0, 1.0, 0.0};

   orthographicData.cameraData.placement.cameraLocation = from;
   orthographicData.cameraData.placement.pointOfInterest = to;
   orthographicData.cameraData.placement.upVector = up;
   orthographicData.cameraData.range.hither = 1.0;
   orthographicData.cameraData.range.yon = 1000.0;
   orthographicData.cameraData.viewPort.origin.x = -1.0;
   orthographicData.cameraData.viewPort.origin.y = 1.0;
   orthographicData.cameraData.viewPort.width = 2.0;
   orthographicData.cameraData.viewPort.height = 2.0;

   // calculate view plane, size of the cube is 3.0 in QD3Points
   orthographicData.left = -1.5 * 
         ((float)(theWindow->portRect.right - 
                     theWindow->portRect.left)) / 
               (float)(cubeWidth + 1);
  orthographicData.top = orthographicData.left;
  orthographicData.right = -orthographicData.left;
  orthographicData.bottom = orthographicData.right;

   camera = Q3OrthographicCamera_New(&orthographicData);
   return camera;
}

static TQ3CameraObject MyNewViewPlaneCamera(CWindowPtr theWindow, short cubeWidth)
{
// create perspective camera
   TQ3ViewPlaneCameraData   viewPlaneData;
   TQ3CameraObject   camera;
   TQ3Point3D   from = {0.0, 0.0, 7.0};
   TQ3Point3D   to = {0.0, 0.0, 1.5};
   TQ3Vector3D   up = {0.0, 1.0, 0.0};

   viewPlaneData.cameraData.placement.cameraLocation = from;
   viewPlaneData.cameraData.placement.pointOfInterest = to;
   viewPlaneData.cameraData.placement.upVector = up;
   viewPlaneData.cameraData.range.hither = 1.0;
   viewPlaneData.cameraData.range.yon = 1000.0;
   viewPlaneData.cameraData.viewPort.origin.x = -1.0;
   viewPlaneData.cameraData.viewPort.origin.y = 1.0;
   viewPlaneData.cameraData.viewPort.width = 2.0;
   viewPlaneData.cameraData.viewPort.height = 2.0;

   // calculate view plane, size of the cube is 3.0 in QD3Points
   viewPlaneData.viewPlane = 5.5;
  viewPlaneData.halfWidthAtViewPlane = 1.5 * 
         ((float)(theWindow->portRect.right - 
                     theWindow->portRect.left)) / 
               (float)(cubeWidth + 1);
  viewPlaneData.halfHeightAtViewPlane = 
         viewPlaneData.halfWidthAtViewPlane;
  viewPlaneData.centerXOnViewPlane = 0.0;
  viewPlaneData.centerYOnViewPlane = 0.0;

   camera = Q3ViewPlaneCamera_New(&viewPlaneData);
   return camera;
}

static TQ3GroupObject MyNewAmbientOnlyLights()
{
   TQ3GroupObject   myLightList;
   TQ3LightData   myLightData;
   TQ3LightObject   myAmbientLight;
   TQ3ColorRGB   whiteLight = {1.0, 1.0, 1.0};
   
   //   Set up light data for ambient light.
   myLightData.isOn = kQ3True;
   myLightData.color = whiteLight;
   
   //   Create ambient light.
   myLightData.brightness = 1.0;
   myAmbientLight = Q3AmbientLight_New(&myLightData);

   //   Create light group and add each of the lights into the group.
   myLightList = Q3LightGroup_New();
   Q3Group_AddObject(myLightList, myAmbientLight);
   Q3Object_Dispose(myAmbientLight) ;
   return myLightList;
}

static TQ3GroupObject MyNewLights()
{
   TQ3GroupObject   myLightList;
   TQ3LightData   myLightData;
   TQ3PointLightData   myPointLightData;
   TQ3DirectionalLightData   myDirectionalLightData;
   TQ3LightObject   myAmbientLight, myPointLight, myFillLight;
   TQ3Point3D   pointLocation = {-10.0, 0.0, 10.0};
   TQ3Vector3D   fillDirection = {10.0, 0.0, 10.0};
   TQ3ColorRGB   whiteLight = {1.0, 1.0, 1.0};
   
   //   Set up light data for ambient light.
   //   This light data will be used for point and fill light also.
   myLightData.isOn = kQ3True;
   myLightData.color = whiteLight;
   
   //   Create ambient light.
   myLightData.brightness = 0.25;
   myAmbientLight = Q3AmbientLight_New(&myLightData);
   
   //   Create point light.
   myLightData.brightness = 1.0;
   myPointLightData.lightData = myLightData;
   myPointLightData.castsShadows = kQ3False;
   myPointLightData.attenuation = kQ3AttenuationTypeNone;
   myPointLightData.location = pointLocation;
   myPointLight = Q3PointLight_New(&myPointLightData);

   //   Create fill light.
   myLightData.brightness = 0.2;
   myDirectionalLightData.lightData = myLightData;
   myDirectionalLightData.castsShadows = kQ3False;
   myDirectionalLightData.direction = fillDirection;
   myFillLight = Q3DirectionalLight_New(&myDirectionalLightData);

   //   Create light group and add each of the lights into the group.
   myLightList = Q3LightGroup_New();
   Q3Group_AddObject(myLightList, myAmbientLight);
   Q3Group_AddObject(myLightList, myPointLight);
   Q3Group_AddObject(myLightList, myFillLight);

   Q3Object_Dispose(myAmbientLight);
   Q3Object_Dispose(myPointLight);
   Q3Object_Dispose(myFillLight);

   return myLightList;
}

static TQ3ViewObject MyNewView(CWindowPtr theWindow, short cubeWidth)
{
   TQ3ViewObject   myView;
   TQ3DrawContextObject   myDrawContext;
   TQ3RendererObject   myRenderer;
   TQ3CameraObject   myCamera;
   TQ3GroupObject   myLights;
   
   myView = Q3View_New();
   
   //   Create and set draw context.
   myDrawContext = MyNewDrawContext(theWindow);
   Q3View_SetDrawContext(myView, myDrawContext);
   Q3Object_Dispose(myDrawContext) ;
   
   //   Create and set renderer.
   // use the interactive software renderer
   myRenderer = 
      Q3Renderer_NewFromType(kQ3RendererTypeInteractive);
   Q3View_SetRenderer(myView, myRenderer);
   // these two lines set us up to use the best possible renderer,
   // including  hardware if it is installed.
   Q3InteractiveRenderer_SetDoubleBufferBypass(myRenderer, 
         kQ3True);                  
   Q3InteractiveRenderer_SetPreferences(myRenderer, 
         kQAVendor_BestChoice, 0);
   /* for software renderer, without hardware accelleration, replace with:
   Q3InteractiveRenderer_SetPreferences(myRenderer, kQAVendor_Apple, 
         kQAEngine_AppleSW);
   */
   Q3Object_Dispose(myRenderer);
   
   //   Create and set camera.
   myCamera = MyNewViewPlaneCamera(theWindow, cubeWidth);
   /* for an orthographic camera, replace with:
   myCamera = MyNewOrthographicCamera(theWindow, cubeWidth);
   */
   Q3View_SetCamera(myView, myCamera);
   Q3Object_Dispose(myCamera) ;
   
   //   Create and set lights.
   myLights = MyNewAmbientOnlyLights();
   /* for better looking lights, replace with:
   myLights = MyNewLights();
   */
   Q3View_SetLightGroup(myView, myLights);
   Q3Object_Dispose(myLights);

   return myView;
}

static void DrawCube()
{   
   TQ3ViewStatus   myStatus;
   Q3View_StartRendering(gView);
   do
   {
      Q3Style_Submit(gInterpolation, gView);
      Q3Style_Submit(gBackFacing, gView);
      Q3Style_Submit(gFillStyle, gView);
      if (gTempCubeRotation)
         Q3Transform_Submit(gTempCubeRotation, gView);
      Q3DisplayGroup_Submit(gCubeModel, gView);
      myStatus = Q3View_EndRendering(gView);
   } while (myStatus == kQ3ViewStatusRetraverse);
}

static void AddCubie(TQ3GroupObject theGroup, long theX, long theY, long theZ,
                  TQ3ColorRGB *theLeftColor, TQ3ColorRGB *theRightColor, TQ3ColorRGB *theFrontColor,
                  TQ3ColorRGB *theBackColor, TQ3ColorRGB *theTopColor, TQ3ColorRGB *theBottomColor)
{
   TQ3GeometryObject   myBox;
   TQ3BoxData   myBoxData;
   TQ3SetObject   faces[6];
   TQ3GroupObject   aCubie;
   TQ3TransformObject   aTransformation;
   TQ3Matrix4x4   aMatrix;
   short   face;

   // create a rotation object, it doesn't rotate yet
   // but it will be adjusted after rotating the face
   aCubie = Q3DisplayGroup_New();
   Q3Matrix4x4_SetIdentity(&aMatrix);
   aTransformation = Q3MatrixTransform_New(&aMatrix);
   Q3Group_AddObject(aCubie, aTransformation);
   Q3Object_Dispose(aTransformation);
   
   // create the box itself
   myBoxData.faceAttributeSet = faces;
   myBoxData.boxAttributeSet = nil;
   myBoxData.faceAttributeSet[0] = Q3AttributeSet_New();
   Q3AttributeSet_Add(myBoxData.faceAttributeSet[0], 
         kQ3AttributeTypeDiffuseColor, theLeftColor);
   myBoxData.faceAttributeSet[1] = Q3AttributeSet_New();
   Q3AttributeSet_Add(myBoxData.faceAttributeSet[1], 
         kQ3AttributeTypeDiffuseColor, theRightColor);
   myBoxData.faceAttributeSet[2] = Q3AttributeSet_New();
   Q3AttributeSet_Add(myBoxData.faceAttributeSet[2], 
         kQ3AttributeTypeDiffuseColor, theFrontColor);
   myBoxData.faceAttributeSet[3] = Q3AttributeSet_New();
   Q3AttributeSet_Add(myBoxData.faceAttributeSet[3], 
         kQ3AttributeTypeDiffuseColor, theBackColor);
   myBoxData.faceAttributeSet[4] = Q3AttributeSet_New();
   Q3AttributeSet_Add(myBoxData.faceAttributeSet[4], 
         kQ3AttributeTypeDiffuseColor, theTopColor);
   myBoxData.faceAttributeSet[5] = Q3AttributeSet_New();
   Q3AttributeSet_Add(myBoxData.faceAttributeSet[5], 
         kQ3AttributeTypeDiffuseColor, theBottomColor);
   Q3Point3D_Set(&myBoxData.origin, -1.5 + theX, 0.5 - theY, 
         0.5 - theZ);
   Q3Vector3D_Set(&myBoxData.orientation, 0, 1, 0);
   Q3Vector3D_Set(&myBoxData.majorAxis, 0, 0, 1);   
   Q3Vector3D_Set(&myBoxData.minorAxis, 1, 0, 0);   
   myBox = Q3Box_New(&myBoxData);
   for (face = 0; face < 6; face++)
      if (myBoxData.faceAttributeSet[face] != 0)
         Q3Object_Dispose(myBoxData.faceAttributeSet[face]);
   Q3Group_AddObject(aCubie, myBox);
   Q3Object_Dispose(myBox);
   Q3Group_AddObject(theGroup, aCubie);
   gCubies[theX][theY][theZ] = aCubie;
}

static TQ3GroupObject MyNewModel(const RGBColor cubeColors[6],   
         const short cubieColors[6][3][3])
{
   TQ3GroupObject   myGroup = 0;
   TQ3ShaderObject   myIlluminationShader ;
   TQ3Matrix4x4   aMatrix;
   TQ3ColorRGB   Q3CubeColors[6];
   TQ3ColorRGB   aGray = {0.25, 0.25, 0.25};
   long   face;
      
   // convert RGBColor to TQ3ColorRGB
   for (face = 0; face < 6; face++)
   {
Q3CubeColors[face].r = (float)cubeColors[face].red / 0xffff;
Q3CubeColors[face].g = (float)cubeColors[face].green / 0xffff;
Q3CubeColors[face].b = (float)cubeColors[face].blue / 0xffff;
   }
   // Create a group for the complete model.
   if ((myGroup = Q3DisplayGroup_New()) != 0)
   {
      // Define a shading type for the group
      // and add the shader to the group
      myIlluminationShader = Q3NULLIllumination_New();
      /* for a better looking cube, replace with
      myIlluminationShader = Q3LambertIllumination_New();
      or
      myIlluminationShader = Q3PhongIllumination_New();
      */
      Q3Group_AddObject(myGroup, myIlluminationShader);
      Q3Object_Dispose(myIlluminationShader);   

   // create a rotation object, it doesn't rotate yet
   // but it will be adjusted after rotating the cube
      Q3Matrix4x4_SetIdentity(&aMatrix);
      gCubeRotation = Q3MatrixTransform_New(&aMatrix);
      Q3Group_AddObject(myGroup, gCubeRotation);
      
      // add boxes for the cubies
         // left top front
      AddCubie(myGroup, 0, 0, 0,
               &Q3CubeColors[cubieColors[kLeft][2][0]], &aGray, 
               &Q3CubeColors[cubieColors[kFront][0][0]],
         &aGray, &Q3CubeColors[cubieColors[kUp][0][2]], &aGray);
         // middle top front
      AddCubie(myGroup, 1, 0, 0,
      &aGray, &aGray, &Q3CubeColors[cubieColors[kFront][1][0]],
         &aGray, &Q3CubeColors[cubieColors[kUp][1][2]], &aGray);
         // right top front
      AddCubie(myGroup, 2, 0, 0,
               &aGray, &Q3CubeColors[cubieColors[kRight][0][0]], 
               &Q3CubeColors[cubieColors[kFront][2][0]],
         &aGray, &Q3CubeColors[cubieColors[kUp][2][2]], &aGray);

         // left top middle
      AddCubie(myGroup, 0, 0, 1,
      &Q3CubeColors[cubieColors[kLeft][1][0]], &aGray, &aGray,
         &aGray, &Q3CubeColors[cubieColors[kUp][0][1]], &aGray);
         // middle top middle
      AddCubie(myGroup, 1, 0, 1,
               &aGray, &aGray, &aGray,
         &aGray, &Q3CubeColors[cubieColors[kUp][1][1]], &aGray);
         // right top middle
      AddCubie(myGroup, 2, 0, 1,
      &aGray, &Q3CubeColors[cubieColors[kRight][1][0]], &aGray,
         &aGray, &Q3CubeColors[cubieColors[kUp][2][1]], &aGray);

         // left top back
      AddCubie(myGroup, 0, 0, 2,
      &Q3CubeColors[cubieColors[kLeft][0][0]], &aGray, &aGray,
               &Q3CubeColors[cubieColors[kBack][2][0]], 
               &Q3CubeColors[cubieColors[kUp][0][0]], &aGray);
         // middle top back
      AddCubie(myGroup, 1, 0, 2,
               &aGray, &aGray, &aGray,
               &Q3CubeColors[cubieColors[kBack][1][0]], 
               &Q3CubeColors[cubieColors[kUp][1][0]], &aGray);
         // right top back
      AddCubie(myGroup, 2, 0, 2,
      &aGray, &Q3CubeColors[cubieColors[kRight][2][0]], &aGray,
               &Q3CubeColors[cubieColors[kBack][0][0]], 
               &Q3CubeColors[cubieColors[kUp][2][0]], &aGray);

         // left middle front
      AddCubie(myGroup, 0, 1, 0,
               &Q3CubeColors[cubieColors[kLeft][2][1]], &aGray, 
               &Q3CubeColors[cubieColors[kFront][0][1]],
               &aGray, &aGray, &aGray);
         // middle middle front
      AddCubie(myGroup, 1, 1, 0,
      &aGray, &aGray, &Q3CubeColors[cubieColors[kFront][1][1]],
               &aGray, &aGray, &aGray);
         // right middle front
      AddCubie(myGroup, 2, 1, 0,
               &aGray, &Q3CubeColors[cubieColors[kRight][0][1]], 
               &Q3CubeColors[cubieColors[kFront][2][1]],
               &aGray, &aGray, &aGray);

         // left middle middle
      AddCubie(myGroup, 0, 1, 1,
      &Q3CubeColors[cubieColors[kLeft][1][1]], &aGray, &aGray,
               &aGray, &aGray, &aGray);
         // middle middle middle
      /* invisible
      AddCubie(myGroup, 1, 1, 1,
               &aGray, &aGray, &aGray,
               &aGray, &aGray, &aGray);
      */
         // right middle middle
      AddCubie(myGroup, 2, 1, 1,
      &aGray, &Q3CubeColors[cubieColors[kRight][1][1]], &aGray,
               &aGray, &aGray, &aGray);

         // left middle back
      AddCubie(myGroup, 0, 1, 2,
      &Q3CubeColors[cubieColors[kLeft][0][1]], &aGray, &aGray,
      &Q3CubeColors[cubieColors[kBack][2][1]], &aGray, &aGray);
         // middle middle back
      AddCubie(myGroup, 1, 1, 2,
               &aGray, &aGray, &aGray,
      &Q3CubeColors[cubieColors[kBack][1][1]], &aGray, &aGray);
         // right middle back
      AddCubie(myGroup, 2, 1, 2,
      &aGray, &Q3CubeColors[cubieColors[kRight][2][1]], &aGray,
      &Q3CubeColors[cubieColors[kBack][0][1]], &aGray, &aGray);

         // left bottom front
      AddCubie(myGroup, 0, 2, 0,
               &Q3CubeColors[cubieColors[kLeft][2][2]], &aGray, 
               &Q3CubeColors[cubieColors[kFront][0][2]],
      &aGray, &aGray, &Q3CubeColors[cubieColors[kDown][0][0]]);
         // middle bottom front
      AddCubie(myGroup, 1, 2, 0,
      &aGray, &aGray, &Q3CubeColors[cubieColors[kFront][1][2]],
      &aGray, &aGray, &Q3CubeColors[cubieColors[kDown][1][0]]);
         // right bottom front
      AddCubie(myGroup, 2, 2, 0,
               &aGray, &Q3CubeColors[cubieColors[kRight][0][2]], 
               &Q3CubeColors[cubieColors[kFront][2][2]],
      &aGray, &aGray, &Q3CubeColors[cubieColors[kDown][2][0]]);

         // left bottom middle
      AddCubie(myGroup, 0, 2, 1,
      &Q3CubeColors[cubieColors[kLeft][1][2]], &aGray, &aGray,
      &aGray, &aGray, &Q3CubeColors[cubieColors[kDown][0][1]]);
         // middle bottom middle
      AddCubie(myGroup, 1, 2, 1,
               &aGray, &aGray, &aGray,
      &aGray, &aGray, &Q3CubeColors[cubieColors[kDown][1][1]]);
         // right bottom middle
      AddCubie(myGroup, 2, 2, 1,
      &aGray, &Q3CubeColors[cubieColors[kRight][1][2]], &aGray,
      &aGray, &aGray, &Q3CubeColors[cubieColors[kDown][2][1]]);

         // left bottom back
      AddCubie(myGroup, 0, 2, 2,
      &Q3CubeColors[cubieColors[kLeft][0][2]], &aGray, &aGray,
               &Q3CubeColors[cubieColors[kBack][2][2]], &aGray, 
               &Q3CubeColors[cubieColors[kDown][0][2]]);
         // middle bottom back
      AddCubie(myGroup, 1, 2, 2,
               &aGray, &aGray, &aGray,
               &Q3CubeColors[cubieColors[kBack][1][2]], &aGray, 
               &Q3CubeColors[cubieColors[kDown][1][2]]);
         // right bottom back
      AddCubie(myGroup, 2, 2, 2,
      &aGray, &Q3CubeColors[cubieColors[kRight][2][2]], &aGray,
               &Q3CubeColors[cubieColors[kBack][0][2]], &aGray, 
               &Q3CubeColors[cubieColors[kDown][2][2]]);

   }
   return myGroup;
}

void InitCube(
  CWindowPtr cubeWindow,         
  const RGBColor cubeColors[6],   
  const short cubieColors[6][3][3], 
  short cubeWidth,  
  short stepSize    
) {
   long   x, y, z;

   for (x = 0; x < 3; x++)
      for (y = 0; y < 3; y++)
         for (z = 0; z < 3; z++)
            gCubies[x][y][z] = 0;

   SetPort((GrafPtr)cubeWindow);

   gStepSize = stepSize;
   gTempCubeRotation = 0;
   gCubeRotation = 0;
   
   Q3Initialize();

   // sets up the 3d data for the scene
   // Create view for QuickDraw 3D.
   gView = MyNewView(cubeWindow, cubeWidth);

   // the main display group:
   gCubeModel = MyNewModel(cubeColors, cubieColors);

   // the drawing styles:
   gInterpolation = 
         Q3InterpolationStyle_New(kQ3InterpolationStyleNone);
   gBackFacing = Q3BackfacingStyle_New(kQ3BackfacingStyleRemove);
   gFillStyle = Q3FillStyle_New(kQ3FillStyleFilled);

   DrawCube();      
}

void QuarterTurn(
  CubeFace face,
  TurnDirection direction
) {
   long   i, x, y, z;
   long   aFirstX, aLastX, aFirstY, aLastY, aFirstZ, aLastZ;
   TQ3Matrix4x4   aCubieMatrix, aRotationMatrix;
   TQ3RotateAboutAxisTransformData   aRotationdata;
   TQ3TransformObject   aFaceRotation;
   TQ3GroupPosition   aPos;
   TQ3GroupObject   aCubie;
   long   stepsToTurn;

   aFirstX = 0;
   aLastX = 3;
   aFirstY = 0;
   aLastY = 3;
   aFirstZ = 0;
   aLastZ = 3;

   // create a rotation object
   switch(face)
   {
      case kFront:
      {
         if (direction == kClockwise)
   Q3Vector3D_Set(&aRotationdata.orientation, 0.0, 0.0, -1.0);
         else
   Q3Vector3D_Set(&aRotationdata.orientation, 0.0, 0.0, 1.0);
         aLastZ = 1;
         break;
      }
      case kBack:
      {
         if (direction == kClockwise)
   Q3Vector3D_Set(&aRotationdata.orientation, 0.0, 0.0, 1.0);
         else
   Q3Vector3D_Set(&aRotationdata.orientation, 0.0, 0.0, -1.0);
         aFirstZ = 2;
         break;
      }
      case kLeft:
      {
         if (direction == kClockwise)
   Q3Vector3D_Set(&aRotationdata.orientation, 1.0, 0.0, 0.0);
         else
   Q3Vector3D_Set(&aRotationdata.orientation, -1.0, 0.0, 0.0);
         aLastX = 1;
         break;
      }
      case kRight:
      {
   if (direction == kClockwise)
   Q3Vector3D_Set(&aRotationdata.orientation, -1.0, 0.0, 0.0);
         else
   Q3Vector3D_Set(&aRotationdata.orientation, 1.0, 0.0, 0.0);
         aFirstX = 2;
         break;
      }
      case kUp:
      {
         if (direction == kClockwise)
   Q3Vector3D_Set(&aRotationdata.orientation, 0.0, -1.0, 0.0);
         else
   Q3Vector3D_Set(&aRotationdata.orientation, 0.0, 1.0, 0.0);
         aLastY = 1;
         break;
      }
      case kDown:
      {
         if (direction == kClockwise)
   Q3Vector3D_Set(&aRotationdata.orientation, 0.0, 1.0, 0.0);
         else
   Q3Vector3D_Set(&aRotationdata.orientation, 0.0, -1.0, 0.0);
         aFirstY = 2;
         break;
      }
   }
   Q3Point3D_Set(&aRotationdata.origin, 0.0, 0.0, 0.0);
   aRotationdata.radians = 0.0;
   
   aFaceRotation = Q3RotateAboutAxisTransform_New(&aRotationdata);
   // add the rotation object to each cubie in the face
   for (x = aFirstX; x < aLastX; x++)
      for (y = aFirstY; y < aLastY; y++)
         for (z = aFirstZ; z < aLastZ; z++)
         {
            Q3Group_GetFirstPosition(gCubies[x][y][z], &aPos);
            Q3Group_AddObjectBefore(gCubies[x][y][z], aPos, 
                  aFaceRotation);
         }
   // draw and adjust the angle
   stepsToTurn = gStepSize / 4;
   for (i = 1; i < stepsToTurn; i++)
   {
      Q3RotateAboutAxisTransform_SetAngle(aFaceRotation, 
               (2.0 * kQ3Pi * i / gStepSize));
      DrawCube();
   }
   
   // set the angle to 90° and adjust the rotation of each cubie
   Q3RotateAboutAxisTransform_SetAngle(aFaceRotation, 
               (kQ3Pi / 2.0));
   Q3Transform_GetMatrix(aFaceRotation, &aRotationMatrix);
   if (aFaceRotation)
      Q3Object_Dispose(aFaceRotation);
   for (x = aFirstX; x < aLastX; x++)
      for (y = aFirstY; y < aLastY; y++)
         for (z = aFirstZ; z < aLastZ; z++)
         {
            Q3Group_GetFirstPosition(gCubies[x][y][z], &aPos);
         aFaceRotation = Q3Group_RemovePosition(gCubies[x][y][z], 
                  aPos);
            if (aFaceRotation)
               Q3Object_Dispose(aFaceRotation);
            Q3Group_GetFirstPositionOfType(gCubies[x][y][z], 
                  kQ3TransformTypeMatrix, &aPos);
            Q3Group_GetPositionObject(gCubies[x][y][z], aPos, 
                  &aFaceRotation);
            if (aFaceRotation)
            {
            Q3MatrixTransform_Get(aFaceRotation, &aCubieMatrix);
         Q3Matrix4x4_Multiply(&aCubieMatrix, &aRotationMatrix, 
                  &aCubieMatrix);
            Q3MatrixTransform_Set(aFaceRotation, &aCubieMatrix);
               Q3Object_Dispose(aFaceRotation);
            }
         }
   DrawCube();

   // rotate cubies in gCubies
   switch(face)
   {
      case kFront:
      {
         if (direction == kClockwise)
         {
            aCubie                = gCubies[0][0][0];
            gCubies[0][0][0] = gCubies[0][2][0];
            gCubies[0][2][0] = gCubies[2][2][0];
            gCubies[2][2][0] = gCubies[2][0][0];
            gCubies[2][0][0] = aCubie;
            aCubie                = gCubies[1][0][0];
            gCubies[1][0][0] = gCubies[0][1][0];
            gCubies[0][1][0] = gCubies[1][2][0];
            gCubies[1][2][0] = gCubies[2][1][0];
            gCubies[2][1][0] = aCubie;
         }
         else
         {
            aCubie                = gCubies[0][2][0];
            gCubies[0][2][0] = gCubies[0][0][0];
            gCubies[0][0][0] = gCubies[2][0][0];
            gCubies[2][0][0] = gCubies[2][2][0];
            gCubies[2][2][0] = aCubie;
            aCubie                = gCubies[1][2][0];
            gCubies[1][2][0] = gCubies[0][1][0];
            gCubies[0][1][0] = gCubies[1][0][0];
            gCubies[1][0][0] = gCubies[2][1][0];
            gCubies[2][1][0] = aCubie;
         }
         break;
      }
      case kBack:
      {
         if (direction == kClockwise)
         {
            aCubie                = gCubies[0][2][2];
            gCubies[0][2][2] = gCubies[0][0][2];
            gCubies[0][0][2] = gCubies[2][0][2];
            gCubies[2][0][2] = gCubies[2][2][2];
            gCubies[2][2][2] = aCubie;
            aCubie                = gCubies[1][2][2];
            gCubies[1][2][2] = gCubies[0][1][2];
            gCubies[0][1][2] = gCubies[1][0][2];
            gCubies[1][0][2] = gCubies[2][1][2];
            gCubies[2][1][2] = aCubie;
         }
         else
         {
            aCubie                = gCubies[0][0][2];
            gCubies[0][0][2] = gCubies[0][2][2];
            gCubies[0][2][2] = gCubies[2][2][2];
            gCubies[2][2][2] = gCubies[2][0][2];
            gCubies[2][0][2] = aCubie;
            aCubie                = gCubies[1][0][2];
            gCubies[1][0][2] = gCubies[0][1][2];
            gCubies[0][1][2] = gCubies[1][2][2];
            gCubies[1][2][2] = gCubies[2][1][2];
            gCubies[2][1][2] = aCubie;
         }
         break;
      }
      case kLeft:
      {
         if (direction == kClockwise)
         {
            aCubie                = gCubies[0][0][2];
            gCubies[0][0][2] = gCubies[0][2][2];
            gCubies[0][2][2] = gCubies[0][2][0];
            gCubies[0][2][0] = gCubies[0][0][0];
            gCubies[0][0][0] = aCubie;
            aCubie                = gCubies[0][0][1];
            gCubies[0][0][1] = gCubies[0][1][2];
            gCubies[0][1][2] = gCubies[0][2][1];
            gCubies[0][2][1] = gCubies[0][1][0];
            gCubies[0][1][0] = aCubie;
         }
         else
         {
            aCubie                = gCubies[0][2][2];
            gCubies[0][2][2] = gCubies[0][0][2];
            gCubies[0][0][2] = gCubies[0][0][0];
            gCubies[0][0][0] = gCubies[0][2][0];
            gCubies[0][2][0] = aCubie;
            aCubie                = gCubies[0][2][1];
            gCubies[0][2][1] = gCubies[0][1][2];
            gCubies[0][1][2] = gCubies[0][0][1];
            gCubies[0][0][1] = gCubies[0][1][0];
            gCubies[0][1][0] = aCubie;
         }
         break;
      }
      case kRight:
      {
         if (direction == kClockwise)
         {
            aCubie                = gCubies[2][2][2];
            gCubies[2][2][2] = gCubies[2][0][2];
            gCubies[2][0][2] = gCubies[2][0][0];
            gCubies[2][0][0] = gCubies[2][2][0];
            gCubies[2][2][0] = aCubie;
            aCubie                = gCubies[2][2][1];
            gCubies[2][2][1] = gCubies[2][1][2];
            gCubies[2][1][2] = gCubies[2][0][1];
            gCubies[2][0][1] = gCubies[2][1][0];
            gCubies[2][1][0] = aCubie;
         }
         else
         {
            aCubie                = gCubies[2][0][2];
            gCubies[2][0][2] = gCubies[2][2][2];
            gCubies[2][2][2] = gCubies[2][2][0];
            gCubies[2][2][0] = gCubies[2][0][0];
            gCubies[2][0][0] = aCubie;
            aCubie                = gCubies[2][0][1];
            gCubies[2][0][1] = gCubies[2][1][2];
            gCubies[2][1][2] = gCubies[2][2][1];
            gCubies[2][2][1] = gCubies[2][1][0];
            gCubies[2][1][0] = aCubie;
         }
         break;
      }
      case kUp:
      {
         if (direction == kClockwise)
         {
            aCubie                = gCubies[0][0][2];
            gCubies[0][0][2] = gCubies[0][0][0];
            gCubies[0][0][0] = gCubies[2][0][0];
            gCubies[2][0][0] = gCubies[2][0][2];
            gCubies[2][0][2] = aCubie;
            aCubie                = gCubies[1][0][2];
            gCubies[1][0][2] = gCubies[0][0][1];
            gCubies[0][0][1] = gCubies[1][0][0];
            gCubies[1][0][0] = gCubies[2][0][1];
            gCubies[2][0][1] = aCubie;
         }
         else
         {
            aCubie                = gCubies[2][0][2];
            gCubies[2][0][2] = gCubies[2][0][0];
            gCubies[2][0][0] = gCubies[0][0][0];
            gCubies[0][0][0] = gCubies[0][0][2];
            gCubies[0][0][2] = aCubie;
            aCubie                = gCubies[1][0][2];
            gCubies[1][0][2] = gCubies[2][0][1];
            gCubies[2][0][1] = gCubies[1][0][0];
            gCubies[1][0][0] = gCubies[0][0][1];
            gCubies[0][0][1] = aCubie;
         }
         break;
      }
      case kDown:
      {
         if (direction == kClockwise)
         {
            aCubie                = gCubies[2][2][2];
            gCubies[2][2][2] = gCubies[2][2][0];
            gCubies[2][2][0] = gCubies[0][2][0];
            gCubies[0][2][0] = gCubies[0][2][2];
            gCubies[0][2][2] = aCubie;
            aCubie                = gCubies[1][2][2];
            gCubies[1][2][2] = gCubies[2][2][1];
            gCubies[2][2][1] = gCubies[1][2][0];
            gCubies[1][2][0] = gCubies[0][2][1];
            gCubies[0][2][1] = aCubie;
         }
         else
         {
            aCubie                = gCubies[0][2][2];
            gCubies[0][2][2] = gCubies[0][2][0];
            gCubies[0][2][0] = gCubies[2][2][0];
            gCubies[2][2][0] = gCubies[2][2][2];
            gCubies[2][2][2] = aCubie;
            aCubie                = gCubies[1][2][2];
            gCubies[1][2][2] = gCubies[0][2][1];
            gCubies[0][2][1] = gCubies[1][2][0];
            gCubies[1][2][0] = gCubies[2][2][1];
            gCubies[2][2][1] = aCubie;
         }
         break;
      }
   }
}

void RotateCube(
  CubeAxis axis,
  TurnDirection direction,  
  short stepsToTurn
) {
   TQ3RotateAboutAxisTransformData aRotationdata;
   TQ3Matrix4x4   aCubeRotationMatrix, aTempMatrix;
   long i;
   
   // create a rotation object
   switch (axis)
   {
      case kFrontBack:
      {
         if (direction == kClockwise)
   Q3Vector3D_Set(&aRotationdata.orientation, 0.0, 0.0, -1.0);
         else
   Q3Vector3D_Set(&aRotationdata.orientation, 0.0, 0.0, 1.0);
         break;
      }
      case kLeftRight:
      {
         if (direction == kClockwise)
   Q3Vector3D_Set(&aRotationdata.orientation, 1.0, 0.0, 0.0);
         else
   Q3Vector3D_Set(&aRotationdata.orientation, -1.0, 0.0, 0.0);
         break;
      }
      case kUpDown:
      {
         if (direction == kClockwise)
   Q3Vector3D_Set(&aRotationdata.orientation, 0.0, -1.0, 0.0);
         else
   Q3Vector3D_Set(&aRotationdata.orientation, 0.0, 1.0, 0.0);
         break;
      }
   }
   Q3Point3D_Set(&aRotationdata.origin, 0.0, 0.0, 0.0);
   aRotationdata.radians = 0.0;
   // the cube has been rotated, rotate the orientation of the rotation
   Q3MatrixTransform_Get(gCubeRotation, &aCubeRotationMatrix);
   Q3Vector3D_Transform(&aRotationdata.orientation, 
         &aCubeRotationMatrix, &aRotationdata.orientation);
   gTempCubeRotation = 
         Q3RotateAboutAxisTransform_New(&aRotationdata);
   // draw and adjust the angle
   for (i = 1; i < stepsToTurn; i++)
   {
      Q3RotateAboutAxisTransform_SetAngle(gTempCubeRotation, 
            (2.0 * kQ3Pi * i / gStepSize));
      DrawCube();
   }
   // set the angle to 90° and adjust the rotation object of the cube
   Q3RotateAboutAxisTransform_SetAngle(gTempCubeRotation, 
            (2.0 * kQ3Pi * stepsToTurn / gStepSize));
   Q3Transform_GetMatrix(gTempCubeRotation, &aTempMatrix);
   Q3MatrixTransform_Get(gCubeRotation, &aCubeRotationMatrix);
   Q3Matrix4x4_Multiply(&aCubeRotationMatrix, &aTempMatrix, 
            &aCubeRotationMatrix);
   Q3MatrixTransform_Set(gCubeRotation, &aCubeRotationMatrix);
   // don't need gTempCubeRotation anymore, dispose it
   if (gTempCubeRotation)
      Q3Object_Dispose(gTempCubeRotation);
   gTempCubeRotation = 0;
   DrawCube();
}

void TermCube(void) {
   long   x, y, z;

   Q3Object_Dispose(gView);
   Q3Object_Dispose(gCubeModel);   // object in the scene being modelled
   Q3Object_Dispose(gCubeRotation);
   for (x = 0; x < 3; x++)
      for (y = 0; y < 3; y++)
         for (z = 0; z < 3; z++)
         {
            if (gCubies[x][y][z])
               Q3Object_Dispose(gCubies[x][y][z]);            // object in the scene being modelled
         }
Q3Object_Dispose(gInterpolation);   // interpolation style used when rendering
   Q3Object_Dispose(gBackFacing);
         // whether to draw shapes that face away from the camera
   Q3Object_Dispose(gFillStyle);   
         // whether drawn as solid filled object or decomposed to components
   Q3Exit();
}
 
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Software Updates via MacUpdate

Mac DVDRipper Pro 5.0 - Copy, backup, an...
Mac DVDRipper Pro is the DVD backup solution that lets you protect your DVDs from scratches, save your batteries by reading your movies from your hard disk, manage your collection with just a few... Read more
pwSafe 3.1 - Secure password management...
pwSafe provides simple and secure password management across devices and computers. pwSafe uses iCloud to keep your password databases backed-up and synced between Macs and iOS devices. It is... Read more
StatsBar 1.8 - Monitor system processes...
StatsBar gives you a comprehensive and detailed analysis of the following areas of your Mac: CPU usage Memory usage Disk usage Network and bandwidth usage Battery power and health (MacBooks only)... Read more
Path Finder 6.5.5 - Powerful, award-winn...
Path Finder is a file browser that combines the familiar Finder interface with the powerful utilities and innovative features. Just a small selection of the Path Finder 6 feature set: Dual pane... Read more
QuarkXPress 10.2.1 - Desktop publishing...
With QuarkXPress, you can communicate in all the ways you need to -- and always look professional -- in print and digital media, all in a single tool. Features include: Easy to Use -- QuarkXPress is... Read more
Skype 6.19.0.450 - Voice-over-internet p...
Skype allows you to talk to friends, family and co-workers across the Internet without the inconvenience of long distance telephone charges. Using peer-to-peer data transmission technology, Skype... Read more
VueScan 9.4.41 - Scanner software with a...
VueScan is a scanning program that works with most high-quality flatbed and film scanners to produce scans that have excellent color fidelity and color balance. VueScan is easy to use, and has... Read more
Cloud 3.0.0 - File sharing from your men...
Cloud is simple file sharing for the Mac. Drag a file from your Mac to the CloudApp icon in the menubar and we take care of the rest. A link to the file will automatically be copied to your clipboard... Read more
LibreOffice 4.3.1.2 - Free Open Source o...
LibreOffice is an office suite (word processor, spreadsheet, presentations, drawing tool) compatible with other major office suites. The Document Foundation is coordinating development and... Read more
SlingPlayer Plugin 3.3.20.505 - Browser...
SlingPlayer is the screen interface software that works hand-in-hand with the hardware inside the Slingbox to make your TV viewing experience just like that at home. It features an array of... Read more

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Rhonna Designs Magic (Photography)
Rhonna Designs Magic 1.0 Device: iOS Universal Category: Photography Price: $1.99, Version: 1.0 (iTunes) Description: Want to sprinkle *magic* on your photos? With RD Magic, you can add colors, filters, light leaks, bokeh, edges,... | Read more »
This Week at 148Apps: August 25-29, 2014
Shiny Happy App Reviews   | Read more »
Qube Kingdom – Tips, Tricks, Strategies,...
Qube Kingdom is a tower defense game from DeNA. You rally your troops – magicians, archers, knights, barbarians, and others – and fight against an evil menace looking to dominate your kingdom of tiny squares. Planning a war isn’t easy, so here are a... | Read more »
Qube Kingdom Review
Qube Kingdom Review By Nadia Oxford on August 29th, 2014 Our Rating: :: KIND OF A SQUARE KINGDOMUniversal App - Designed for iPhone and iPad Qube Kingdom has cute visuals, but it’s a pretty basic tower defense game at heart.   | Read more »
Fire in the Hole Review
Fire in the Hole Review By Rob Thomas on August 29th, 2014 Our Rating: :: WALK THE PLANKUniversal App - Designed for iPhone and iPad Seafoam’s Fire in the Hole looks like a bright, 8-bit throwback, but there’s not enough booty to... | Read more »
Alien Creeps TD is Now Available Worldwi...
Alien Creeps TD is Now Available Worldwide Posted by Ellis Spice on August 29th, 2014 [ permalink ] Universal App - Designed for iPhone and iPad | Read more »
Dodo Master Review
Dodo Master Review By Jordan Minor on August 29th, 2014 Our Rating: :: NEST EGGiPad Only App - Designed for the iPad Dodo Master is tough but fair, and that’s what makes it a joy to play.   | Read more »
Motorsport Manager Review
Motorsport Manager Review By Lee Hamlet on August 29th, 2014 Our Rating: :: MARVELOUS MANAGEMENTUniversal App - Designed for iPhone and iPad Despite its depth and sense of tactical freedom, Motorsport Manager is one of the most... | Read more »
Motorsport Manager – Beginner Tips, Tric...
The world of Motorsport management can be an unforgiving and merciless one, so to help with some of the stress that comes with running a successful race team, here are a few hints and tips to leave your opponents in the dust. | Read more »
CalPal Update Brings the App to 2.0, Add...
CalPal Update Brings the App to 2.0, Adds Lots of New Stuff Posted by Ellis Spice on August 29th, 2014 [ permalink ] | Read more »

Price Scanner via MacPrices.net

Are We Now In The Post-Post-PC Era?
A longtime and thoroughgoing laptop aficionado, I was more than a little dismayed by Steve Jobs’s declaration back in 2010 when he sprang the iPad on an unsuspecting world. that we’d entered a “post-... Read more
PC Outlook Improves, But 2014 Shipments Still...
According to the International Data Corporation (IDC) Worldwide Quarterly PC Tracker, worldwide PC shipments are expected to fall by -3.7 percent in 2014. To hat’s actually an improvement from the... Read more
IDC Lowers Tablet Sales Projections for 2014...
Following a second consecutive quarter of softer than expected demand, International Data Corporation (IDC) has lowered its worldwide tablet plus 2-in-1 forecast for 2014 to 233.1 million units. The... Read more
Apple now offering refurbished 21-inch 1.4GHz...
The Apple Store is now offering Apple Certified Refurbished 21″ 1.4GHz iMacs for $929 including free shipping plus Apple’s standard one-year warranty. Their price is $170 off the cost of new models,... Read more
Save $50 on the 2.5GHz Mac mini, on sale for...
B&H Photo has the 2.5GHz Mac mini on sale for $549.99 including free shipping. That’s $50 off MSRP, and B&H will also include a free copy of Parallels Desktop software. NY sales tax only. Read more
Save up to $300 on an iMac with Apple refurbi...
The Apple Store has Apple Certified Refurbished iMacs available for up to $300 off the cost of new models. Apple’s one-year warranty is standard, and shipping is free. These are the best prices on... Read more
The Rise of Phablets
Carlisle & Gallagher Consulting Group, a businesses and technology consulting firm focused solely on the financial services industry, has released an infographic depicting the convergence of... Read more
Bad Driver Database App Allows Good Drivers t...
Bad Driver Database 1.4 by Facile Group is a new iOS and Android app that lets users instantly input and see how many times a careless, reckless or just plain stupid driver has been added to the... Read more
Eddy – Cloud Music Player for iPhone/iPad Fre...
Ukraine based CapableBits announces the release of Eddy, its tiny, but smart and powerful cloud music player for iPhone and iPad that allows users to stream or download music directly from cloud... Read more
A&D Medical Launches Its WellnessConnecte...
For consumers and the healthcare providers and loved ones who care for them, A&D Medical, a leader in connected health and biometric measurement devices and services, has launched its... 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* 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...
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
Senior Event Manager, *Apple* Retail Market...
…This senior level position is responsible for leading and imagining the Apple Retail Team's global event strategy. Delivering an overarching brand story; in-store, Read more
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