TweetFollow Us on Twitter

July 02 Mac OS X

Volume Number: 18 (2002)
Issue Number: 7
Column Tag: Mac OS X

Writing Plug-Ins for Cocoa: iPhoto to PhotoToWeb Exporter Plug-In

by Andrew Stone

After you've been working with Cocoa for a while, you'll come to appreciate the truth behind this statement: "If it's hard to do, then you're not doing it right”. By this I mean any coding solution that involves convoluted logic, going beneath the API or using undocumented methods, is probably not the right approach.

However, sometimes delving into secret API is the fastest way to get something done. Caveat Emptor: your program may break if the underlying methods change! That's why I usually admonish against using private, hidden methods.

This article will explain how to peek into the guts of an Objective C Cocoa application, iPhoto, and write a PlugIn that allows users to export their photos to the Stone Studio digital photography to web application PhotoToWeb®. iPhoto offers only limited web production facilities, whereas PhotoToWeb offers a complete suite of web design functionality, including the ability to create linked multi-level photo websites.

My design objectives were to keep the PlugIn small and very simple, including using the existing PhotoToWeb AppleScript API. This way, there are no code or file format dependencies in the PlugIn. Instead, we simply build a script that asks PhotoToWeb to build a new album with the exported photos. Also, instead of duplicating the user's photos, we just export the full path names since PhotoToWeb can build albums out of any images anywhere on the user's disk or network.


Figure 1: iPhoto loads the PhotoToWeb export PlugIn via Share - Export

Class-Dump Is Your Friend

If you want to see the inner architecture of an Objective C application, you'll need class-dump, which you can download from:

http://www.omnigroup.com/~nygard/Projects/index.html

class-dump is a utility for examining the Objective-C segment of Mach-O files. It generates the @interface and @protocol declarations for classes, categories and protocols.

Class-dump is open source, and has been an ongoing project since the early NeXT (the grandfather of OS X) days. It has had several contributors, including Eric P. Scott, Steve Nygard, James McIlree, Tom Hageman, and Carl Lindberg. It's a unix executable and has no GUI. Running it without arguments gives you the options:

class-dump 2.1.5

Usage: class-dump [-a] [-A] [-e] [-R] [-C regex] [-r] [-s] [-S] executable-file
        -a  show instance variable offsets
        -A  show implementation addresses
        -e  expand structure (and union) definition whenever possible
        -R  recursively expand @protocol <>
        -C  only display classes matching regular expression
        -r  recursively expand frameworks and fixed VM shared libraries
        -s  convert STR to char *
        -S  sort protocols, classes, and methods

You can dump all the classes of an application, or just those matching some pattern. Since we're interested in the Export methods, we'll run it like this:

class-dump -C Export /Applications/iPhoto.app/Contents/MacOSX/iPhoto
which outputs:
@protocol ExportImageProtocol
- directoryPath;
- (void)cancelExportBeforeBeginning;
- (void)cancelExport;
- (void)startExport;
- (void)clickExport;
- (void)disableControls;
- (void)enableControls;
- window;
- getImageDictionaryAtIndex:(unsigned int)fp16;
- getThumbPathAtIndex:(unsigned int)fp16;
- getImagePathAtIndex:(unsigned int)fp16;
- (char)imageIsPortraitAtIndex:(unsigned int)fp16;
- imageSelectionArray;
- (unsigned int)imageCount;
@end
@interface ExportMgr:NSObject <ExportImageProtocol>
{
    ArchiveDocument *mDocument;
    NSMutableArray *mExporters;
    KeyMgr *mSelection;
    ExportController *mExportController;
}
+ exportMgr;
- (void)releasePlugins;
- (void)setExportController:fp12;
- exportController;
- (void)setDocument:fp12;
- document;
- (void)updateDocumentSelection;
- (unsigned int)count;
- recAtIndex:(unsigned int)fp12;
- (void)scanForExporters;
- (unsigned int)imageCount;
- imageSelectionArray;
- (char)imageIsPortraitAtIndex:(unsigned int)fp12;
- getImagePathAtIndex:(unsigned int)fp12;
- getThumbPathAtIndex:(unsigned int)fp12;
- getImageDictionaryAtIndex:(unsigned int)fp12;
- getImageRecAtIndex:(unsigned int)fp12;
- (void)enableControls;
- (void)disableControls;
- window;
- (void)clickExport;
- (void)startExport;
- (void)cancelExport;
- (void)cancelExportBeforeBeginning;
- directoryPath;
- (void)_copySelection:fp12;
@end

So all we need to do to write a PlugIn is implement the methods defined in the ExportImageProtocol, add a few keys to the Info.plist file, and provide an interface file with any special controls. You can open some of the existing PlugIns inside iPhoto by control-clicking iPhoto in Finder, looking inside the Contents/PlugIns folder, and control-clicking one of the Exporter bundles.

Of course, without documentation or source, we'll have to guess at what certain methods do. ExportMgr has a class method "+exportMgr” which provides us with the ExportMgr instance. Reading over the ExportMgr class methods, we see methods for retrieving a set of photos one at a time, and getting information about that photo.

Making PlugIns

To make a loadable bundle (which is exactly what a PlugIn is), launch Project Builder and choose New Project..., select "Bundle”, provide a path, and save. Create a new empty nib in InterfaceBuilder, add a CustomView (we really don't need a window, just a view containing our interface elements), and save it into your bundle project.

We only need one class, "PhotoToWebExport”, but we also need to include the protocol as defined in ExportPluginProtocol, and declare that our object conforms to this protocol:

/* PhotoToWebExport.h */
#import <Cocoa/Cocoa.h>
@protocol ExportPluginProtocol
- (void)cancelExport;
- (void)unlockProgress;
- (void)lockProgress;
- (void *)progress;
- (void)performExport:fp16;
- (void)startExport:fp16;
- defaultDirectory;
- defaultFileName;
- requiredFileType;
- (void)viewWillBeDeactivated;
- (void)viewWillBeActivated;
- lastView;
- firstView;
- settingsView;
- initWithExportImageObj:fp16;
@end
#define IS_NULL(s) (!s || [s isEqualToString:@””])
#define NOT_NULL(s) (s && ![s isEqualToString:@””])
@interface PhotoToWebExport : NSObject <ExportPluginProtocol>
{
    IBOutlet id settingsView;
    IBOutlet id titleField;
    IBOutlet id imageView;
    IBOutlet id actionMatrix;
    IBOutlet id finishView;
    IBOutlet id firstView;
    id exportManager;
    ComponentInstance myComponent;
    NSString *_lastDirectoryPath;
}
- (void)downloadLatest:(id)sender;
@end
#import "PhotoToWebExport.h”
#import <Carbon/Carbon.h>
@implementation PhotoToWebExport
// Designated initializer 
// we'll grab the ExportMgr instance - although you could
// just use the class method + [ExportMgr exportMgr]
- initWithExportImageObj:fp16 {    
    self = [super init];
    exportManager = fp16;
   // we'll use AppleScript to talk to PhotoToWeb:
    myComponent = OpenDefaultComponent(kOSAComponentType, kOSAGenericScriptingComponentSubtype);
    return self;
}
// if there are photos to export, create and run an AppleScript
// to load the photos into a new PhotoToWeb album:
- (void)doExport:fp16 {
    BOOL good = YES;
    if ([exportManager imageCount] > 0) 
        [self runScript:[self scriptCommand]];
    else {
        NSRunAlertPanel(@”No images selected”,@”No images to export”,@”OK”, nil, nil);
        good = NO;
    }
    
    // make panel disappear - might be other way:
    [[exportManager exportController] cancel:self];
   
   // Bring the album to the front so user can make web site or thumbnails etc...
    if (good) [[NSWorkspace sharedWorkspace] openFile:[exportManager directoryPath] 
    withApplication:@”PhotoToWeb”];
}
// this is the guts of the plugin 
// We'll create the AppleScript script necessary to export
// the selected photos, and attempt to grab as much information
// as the users have provided in iPhoto - such as comments, rotation
// crop information, title, etc.
- (NSString *)scriptCommand {
    NSMutableString *s = [NSMutableString stringWithCapacity:2000];
    unsigned i, c = [exportManager imageCount];
    
    // for next time the user runs it, we'll have their preferred directory:
    [_lastDirectoryPath release];
    _lastDirectoryPath = [[[exportManager directoryPath] stringByDeletingLastPathComponent] 
    copyWithZone:[self zone]];
    [s appendString:@”tell application \”PhotoToWeb\”\r”];
    [s appendString:@”\tmake new album at before front album\r”];
    [s appendString:@”\ttell the front album\r”];
// this will prevent the AppleScript from timing out if there is a huge number of photos:
    [s appendString:@”\t\tignoring application responses\r”];
    
    for (i = 0; i < c; i++) {
        NSString *path = [exportManager getImagePathAtIndex:i];
        NSDictionary *dict = [exportManager getImageDictionaryAtIndex:i];
        int rotation = [[dict objectForKey:@”Rotation”] intValue];
        NSString *title = [dict objectForKey:@”Caption”];
        NSString *story = [dict objectForKey:@”Annotation”]; // could be nil
        NSDate *archiveDate = [dict objectForKey:@”ArchiveDate”];
        NSString *date = [[NSCalendarDate dateWithTimeIntervalSinceReferenceDate:
        [archiveDate timeIntervalSinceReferenceDate]] descriptionWithCalendarFormat:@”Archived: 
        %e %B %Y”];
        [s appendString:[NSString stringWithFormat:@”\t\t\tadd photos in \”%@\”\r”, path]];
        if (rotation != 0) {
                [s appendString:[NSString stringWithFormat:@”\t\t\tset the photorotation of last photo 
                to %d\r”, rotation]];
        }
        if (NOT_NULL(title)) 
            [s appendString:[NSString stringWithFormat:@”\t\t\tset the title of last photo to 
            \”%@\”\r”, title]];
        if (NOT_NULL(story)) {
            [s appendString:[NSString stringWithFormat:@”\t\t\tset the text contents of last photo to 
            \”%@\”\r”, NOT_NULL(date)? [NSString stringWithFormat: @”%@ %@”,story,date]:story]];
        } else if (NOT_NULL(date))
            [s appendString:[NSString stringWithFormat:@”\t\t\tset the text contents of last photo to 
            \”%@\”\r”, date]];
    
    }
    [s appendString:@”\t\tend ignoring\r”];
    [s appendString:[NSString stringWithFormat:@”\t\tsave in \”%@\”\r”,[exportManager directoryPath]]];
    [s appendString:@”\tend tell\r”];
    [s appendString:@”end tell\r”];
    return s;
}
- (void)performExport:fp16  {
    // not sure how this differs from startExport but doesn't seem to be needed
}
- (void)startExport:fp16 {
    [self doExport:fp16];
}
// if the plugin has been run before, use the last saved path
// Otherwise choose a standard location:
- (id) defaultDirectory {
    if (NOT_NULL(_lastDirectoryPath)) return _lastDirectoryPath;
   return [NSHomeDirectory() stringByAppendingPathComponent:@”Documents”];
}
// here's a nice way to guarantee uniqueness of the album name
// concatenate the year-month-day-seconds:
- defaultFileName {
    return [NSString stringWithFormat:@”%@-%d”,[[NSCalendarDate calendarDate] 
    descriptionWithCalendarFormat:@”%Y-%m-%d”], [NSDate timeIntervalSinceReferenceDate]];
}
// this is PhotoToWeb's single Album file type:
- requiredFileType {
    return @”album”;
}
- lastView {
   return finishView;
}
- firstView {
   return firstView;
}
- settingsView {
   return settingsView;
}
// An action method to provide user with latest version of PhotoToWeb:
- (void)downloadLatest:(id)sender {
            [[NSWorkspace sharedWorkspace] openURL:[NSURL
            URLWithString:@”http://www.stone.com/NewDownload.html#PHOTO”]];
}
// I can't think of anything to do in these two methods
// In a more complex plugin, you might set default values:
- (void)viewWillBeDeactivated {
}
- (void)viewWillBeActivated {
}
// these next 4 methods are not yet flushed out because I haven't figured
// out exactly what to do with them - if you do, email me!
- (void)cancelExport {
}
- (void)unlockProgress {
}
- (void)lockProgress {
}
- (void *)progress {
    return NULL; //??
}
// The AppleScript compilation methods:
#define CHECK  
//fprintf(stderr,”result code = %d”, ok);
// This converts an AEDesc into a corresponding NSValue.
static id aedesc_to_id(AEDesc *desc)
{
    OSErr ok;
    
    if (desc->descriptorType == typeChar)
    {
        NSMutableData *outBytes;
        NSString *txt;
        
        outBytes = [[NSMutableData alloc] initWithLength:AEGetDescDataSize(desc)];
        ok = AEGetDescData(desc, [outBytes mutableBytes], [outBytes length]);
        CHECK;
    
        txt = [[NSString alloc] initWithData:outBytes encoding:[NSString defaultCStringEncoding]];
        [outBytes release];
        [txt autorelease];
        
        return txt;
    }
    
    if (desc->descriptorType == typeSInt16)
    {
        SInt16 buf;
        
        AEGetDescData(desc, &buf, sizeof(buf));
        
        return [NSNumber numberWithShort:buf];
    }
    
    return [NSString stringWithFormat:@”[unconverted AEDesc, type=\”%c%c%c%c\”]”, 
    ((char *)&(desc->descriptorType))[0], ((char *)&(desc->descriptorType))[1], 
    ((char *)&(desc->descriptorType))[2], ((char *)&(desc->descriptorType))[3]];
}
- (void)runScript:(NSString *)txt
{
    NSData *scriptChars = [txt dataUsingEncoding:[NSString defaultCStringEncoding]];
    AEDesc source, resultText;
    OSAID scriptId, resultId;
    OSErr ok;
    // Convert the source string into an AEDesc of string type.
    ok = AECreateDesc(typeChar, [scriptChars bytes], [scriptChars length], &source);
    CHECK;
    
    // Compile the source into a script.
    scriptId = kOSANullScript;
    ok = OSACompile(myComponent, &source, kOSAModeNull, &scriptId);
    AEDisposeDesc(&source);
    CHECK;
            
    // Execute the script, using defaults for everything.
    resultId = 0;
    ok = OSAExecute(myComponent, scriptId, kOSANullScript, kOSAModeNull, &resultId);
    CHECK;
    
    if (ok == errOSAScriptError) {
        AEDesc ernum, erstr;
        id ernumobj, erstrobj;
        
        // Extract the error number and error message from our scripting component.
        ok = OSAScriptError(myComponent, kOSAErrorNumber, typeShortInteger, &ernum);
        CHECK;
        ok = OSAScriptError(myComponent, kOSAErrorMessage, typeChar, &erstr);
        CHECK;
        
        // Convert them to ObjC types.
        ernumobj = aedesc_to_id(&ernum);
        AEDisposeDesc(&ernum);
        erstrobj = aedesc_to_id(&erstr);
        AEDisposeDesc(&erstr);
        
        txt = [NSString stringWithFormat:@”Error, number=%@, message=%@”, ernumobj, erstrobj];
    } else {
        // If no error, extract the result, and convert it to a string for display
        
        if (resultId != 0) { // apple doesn't mention that this can be 0?
            ok = OSADisplay(myComponent, resultId, typeChar, kOSAModeNull, &resultText);
            CHECK;
    
            txt = aedesc_to_id(&resultText);
            AEDisposeDesc(&resultText);
        } else {
            txt = @”[no value returned]”;
        }
        OSADispose(myComponent, resultId);
    }
    
    ok = OSADispose(myComponent, scriptId);
    CHECK;
}
@end

After you compile your PlugIn, drop it into the PlugIns folder in iPhoto, relaunch iPhoto, choose "Share” and "Export”, and if all is well, you'll see your PlugIn as a tab in the Export TabView window.

Then Apple Released iPhoto 1.1

Before this article went to print, Apple released an update to iPhoto—and indeed, my Exporter bundle broke! First, I looked through the console error messages and saw that my PlugIn wasn't responding to certain messages. Then, I used class-dump to confirm that some protocols had changed.

The first problem was that my PlugIn's main settingsView didn't respond to the ExportPluginBoxProtocol protocol:

@protocol ExportPluginBoxProtocol
- (char)performKeyEquivalent:fp16;
@end

So, by looking at the nib files in the Apple-provided PlugIns, I deduced this simple NSBox subclass:

@interface P2WExportPluginBox:NSBox <ExportPluginBoxProtocol>
{
    id mPlugin;
}
@end
@implementation P2WExportPluginBox
- (char)performKeyEquivalent:fp12 {
}
@end

Drop this source file into the Interface Builder class window to have it read the file. Assign the class "P2WExportPluginBox” to the NSBox containing your PlugIn controls in Interface Builder. Connect the "mPlugin” instance variable to the file's owner. Save, build, and drop into the PlugIns folder. (An interesting sidenote: variable names can reveal a lot. The coder here was probably an old Mac toolbox programmer, as indicated by the lower-case "m”, as in "my”, for the ivar. Objective-C coders conventionally use an underscore to prefix ivars, so the ivar name would have been "_plugin”.)

Second, a few more methods were needed in the main PlugIn class to get it to work again:

@implementation PhotoToWebExport
- (NSString *)name {
    return @”Stone Design's iPhoto to PhotoToWeb Exporter”;
}
- (BOOL)treatSingleSelectionDifferently { return NO; }
...
 

Conclusion

Cocoa, especially the Objective C flavor, is the future of Mac OS X, as evidenced by the new apps coming out of Apple written almost entirely in Cocoa. Dynamic runtime loading comes free, and you can examine the classes and methods in an application using class-dump. Knowledge of Carbon is still very useful. For example, in this PlugIn we use it to compile and execute our AppleScript. It's a good idea to keep an agnostic attitude towards the various Apple API's.

Using the techniques outlined in this article, you should be able to add all sorts of functionality to the ever-increasing number of applications available for Mac OS X.


Andrew Stone

 

Community Search:
MacTech Search:

Software Updates via MacUpdate

EtreCheck 3.0.5 - For troubleshooting yo...
EtreCheck is an app that displays the important details of your system configuration and allow you to copy that information to the Clipboard. It is meant to be used with Apple Support Communities to... Read more
Amadeus Pro 2.3.1 - Multitrack sound rec...
Amadeus Pro lets you use your Mac computer for any audio-related task, such as live audio recording, digitizing tapes and records, converting between a variety of sound formats, etc. Thanks to its... Read more
NeoFinder 6.9.3 - Catalog your external...
NeoFinder (formerly CDFinder) rapidly organizes your data, either on external or internal disks, or any other volumes. It catalogs all your data, so you stay in control of your data archive or disk... Read more
WhatsApp 0.2.1880 - Desktop client for W...
WhatsApp is the desktop client for WhatsApp Messenger, a cross-platform mobile messaging app which allows you to exchange messages without having to pay for SMS. WhatsApp Messenger is available for... Read more
Hazel 4.0.6 - Create rules for organizin...
Hazel is your personal housekeeper, organizing and cleaning folders based on rules you define. Hazel can also manage your trash and uninstall your applications. Organize your files using a familiar... Read more
Apple iBooks Author 2.5 - Create and pub...
Apple iBooks Author helps you create and publish amazing Multi-Touch books for iPad. Now anyone can create stunning iBooks textbooks, cookbooks, history books, picture books, and more for iPad. All... Read more
MYStuff Pro 2.0.26 - $39.99
MYStuff Pro is the most flexible way to create detail-rich inventories for your home or small business. Add items to MYStuff by dragging and dropping existing information, uploading new images, or... Read more
MarsEdit 3.7.8 - Quick and convenient bl...
MarsEdit is a blog editor for OS X that makes editing your blog like writing email, with spell-checking, drafts, multiple windows, and even AppleScript support. It works with with most blog services... Read more
Yasu 3.0.3 - System maintenance app; per...
Yasu was created with System Administrators who service large groups of workstations in mind, Yasu (Yet Another System Utility) was made to do a specific group of maintenance tasks quickly within a... Read more
Yasu 3.0.3 - System maintenance app; per...
Yasu was created with System Administrators who service large groups of workstations in mind, Yasu (Yet Another System Utility) was made to do a specific group of maintenance tasks quickly within a... Read more

Frost - Survival card game (Games)
Frost - Survival card game 1.12.1 Device: iOS Universal Category: Games Price: $3.99, Version: 1.12.1 (iTunes) Description: *Warning: the game will work on iPhone 5C and above and iPad Pro / 4. Other devices are not supported* | Read more »
How to build and care for your team in D...
Before you hit the trail and become a dog sledding legend, there’s actually a fair bit of prep work to be done. In Dog Sled Saga, you’re not only racing, you’re also building and caring for a team of furry friends. There’s a lot to consider—... | Read more »
How to win every race in Dog Sled Saga
If I had to guess, I’d say Dog Sled Saga is the most adorable racing game on the App Store right now. It’s a dog sled racing sim full of adorable, loyal puppies. Just look at those fluffy little tails wagging. Behind that cute, pixelated facade is... | Read more »
Let the war games commence in Gunship Ba...
Buzz Lightyear famously said, “This isn’t flying, this is falling – with style!” In the case of Gunship Battle: Second War, though, this really is flying - with style! The flight simulator app from Joycity puts you in control of 20 faithfully... | Read more »
How to get a high score in Fired Up
Fired Up is Noodlecake Games’ high score chasing, firefighting adventure. You take control of a wayward firefighter who propels himself up the side of a highrise with blasts of water. Sound silly? It is. It’s also pretty difficult. You can’t... | Read more »
NBA 2K17 (Games)
NBA 2K17 1.0 Device: iOS iPhone Category: Games Price: $7.99, Version: 1.0 (iTunes) Description: Following the record-breaking launch of NBA 2K16, the NBA 2K franchise continues to stake its claim as the most authentic sports video... | Read more »
Dog Sled Saga (Games)
Dog Sled Saga 1.0.1 Device: iOS Universal Category: Games Price: $3.99, Version: 1.0.1 (iTunes) Description: A game by Dan + Lisa As a rookie musher, foster a dogsledding team whose skills will grow if they're treated right. Week by... | Read more »
60 Seconds! Atomic Adventure (Games)
60 Seconds! Atomic Adventure 1.2 Device: iOS Universal Category: Games Price: $2.99, Version: 1.2 (iTunes) Description: 60 Seconds! is a dark comedy atomic adventure of scavenge and survival. Collect supplies and rescue your family... | Read more »
Tons of Bullets! (Games)
Tons of Bullets! 1.0 Device: iOS Universal Category: Games Price: $1.99, Version: 1.0 (iTunes) Description: Tons of BulletsA retro 2D pixel platformer infused with tons of bullets and tons of features!Fight as Kenji the Ninja and... | Read more »
Sorcery! 4 (Games)
Sorcery! 4 1.0 Device: iOS Universal Category: Games Price: $4.99, Version: 1.0 (iTunes) Description: *** PLEASE NOTE: Sorcery! 4 requires a minimum of iPad 3 or iPhone 4 *** An epic adventure through a cursed citadel of monsters,... | Read more »

Price Scanner via MacPrices.net

21-inch iMacs on sale for up to $120 off MSRP
B&H Photo has 21″ iMacs on sale for up to $120 off MSRP including free shipping plus NY sales tax only: - 21″ 3.1GHz iMac 4K: $1379 $120 off MSRP - 21″ 2.8GHz iMac: $1199.99 $100 off MSRP - 21″ 1... Read more
13-inch 2.7GHz/256GB Retina MacBook Pro on sa...
Amazon.com has the 13″ 2.7GHz/256GB Retina Apple MacBook Pro on sale for $151 off MSRP including free shipping: - 13″ 2.7GHz/256GB Retina MacBook Pro (sku MF840LL/A): $1348 $151 off MSRP Read more
Apple TVs on sale for up to $50 off MSRP
Best Buy has 32GB and 64GB Apple TVs on sale for $40-$50 off MSRP on their online store. Choose free shipping or free local store pickup (if available). Sale prices for online orders only, in-store... Read more
Apple refurbished 13-inch Retina MacBook Pros...
Apple has Certified Refurbished 13″ Retina MacBook Pros available for up to $270 off the cost of new models. An Apple one-year warranty is included with each model, and shipping is free: - 13″ 2.7GHz... Read more
Duplicate Sweeper Free On Mac App Store For O...
To celebrate the launch of Apple’s latest macOS Sierra, Stafford, United Kingdom based Wide Angle Software has announced that its duplicate file finder software, Duplicate Sweeper, is now available... Read more
13-inch Retina MacBook Pros on sale for up to...
B&H Photo has 13″ Retina Apple MacBook Pros on sale for up to $150 off MSRP. Shipping is free, and B&H charges NY tax only: - 13″ 2.7GHz/128GB Retina MacBook Pro: $1174.99 $125 off MSRP - 13... Read more
Evidence Surfaces Pointing To New A10X Chip F...
Citing a job description for a Project Lead position at Apple’s Austin, Texas engineering labs, Motley Fool’s Ashraf Eassa deduces that development is progressing well on Apple’s next-generation in-... Read more
Check Print’R for macOS Allows Anyone to Easi...
Delaware-based Match Software has announced the release and immediate availability of Check Print’R 3.21, an important update to their easy-to-use check printing application for macOS. Check Print’R... Read more
Apple refurbished 11-inch MacBook Airs availa...
Apple has Certified Refurbished 11″ MacBook Airs (the latest models), available for up to $170 off the cost of new models. An Apple one-year warranty is included with each MacBook, and shipping is... Read more
Apple refurbished 15-inch Retina MacBook Pros...
Apple has Certified Refurbished 2015 15″ Retina MacBook Pros available for up to $380 off the cost of new models. An Apple one-year warranty is included with each model, and shipping is free: - 15″ 2... Read more

Jobs Board

*Apple* Retail - Multiple Positions- Manhatt...
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
Sr. *Apple* Mac Engineer - Net2Source Inc....
…staffing, training and technology. We have following position open with our client. Sr. Apple Mac Engineer6+ Months CTH Start date : 19th Sept Travelling Job If Read more
*Apple* Retail - Multiple Positions - Apple,...
Job Description: Sales Specialist - Retail Customer Service and Sales Transform Apple Store visitors into loyal Apple customers. When customers enter the store, Read more
Restaurant Manager (Neighborhood Captain) - A...
…in every aspect of daily operation. WHY YOU'LL LIKE IT: You'll be the Big Apple . You'll solve problems. You'll get to show your ability to handle the stress and Read more
US- *Apple* Store Leader Program - Apple (Un...
…Summary Learn and grow as you explore the art of leadership at the Apple Store. You'll master our retail business inside and out through training, hands-on Read more
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.