TweetFollow Us on Twitter

March 95 - Balance of Power: Introducing PowerPC Assembly Language

Balance of Power: Introducing PowerPC Assembly Language

Dave Evans

So far I've avoided the subject of PowerPC(TM) assembly language in this column, for fear of being struck down by the portability gods. But I also realize that a column on PowerPC development without a discussion of this subject would be too pious. Although today's compiler technology makes assembly language generally unnecessary, you might find it useful for critical subroutines or program bottlenecks. In this column I'll try to give you enough information to satisfy that occasional need.

If the thought of using assembly language still troubles you, please consider this as useful information for debugging. Eventually you'll need to read PowerPC assembly for tracing through code that was optimized, or when symbolic debugging just isn't practical. Also in this column, I'll cover the runtime basics that will help you recognize stack frames and routine calls during debugging.

USING POWERPC ASSEMBLY LANGUAGE

Assembly language on the PowerPC processor should be used only for the most performance-critical code -- that is, when that last 5% performance improvement is worth the extra effort. This code typically consists of tight loops or routines that are very frequently used.

After you've carefully profiled your code and found a bottleneck routine in which your application spends most of its time, then what do you do? First you need an assembler; I recommend Apple's PPCAsm (part of MPW Pro or E.T.O., both available from Apple Developer Catalog).

Next, you'll need to understand the instruction set and syntax. This column will give you a basic summary, but for a thorough reference you'll need the PowerPC 601 RISC Microprocessor User's Manual; to order one, call 1-800-POWERPC (1-800-769-3772).

Finally, you need to know the basic PowerPC runtime details -- for example, that parameters are passed in general registers R3 through R10, that the stack frame is set up by the callee, and so on.

Once you have these tools and information, you can easily write a subroutine in assembly language that's callable from any high-level language. Then you'll need to review your code with the persistence of Hercules, fixing pipeline stalls and otherwise improving your performance.

THE INSTRUCTION SET AT A GLANCE

Many people think RISC processors have fewer instructions than CISC processors. What's truer is that each RISC instruction has reduced complexity, especially in memory addressing, but there are often many more instructions than in a CISC instruction set. You'll be amazed at the number and variation of the instructions in the PowerPC instruction set. The basic categories are similar to 680x0 assembly language:

  • integer arithmetic and logical instructions

  • instructions to load and store data

  • compare and branch instructions

  • floating-point instructions

  • processor state instructions
We'll go over the first three categories here; you can read more about the last two in the PowerPC user's manual. Once you're familiar with the PowerPC mnemonics, you'll notice the similarity with any other instruction set. But first let's look at some key differences from 680x0 assembly: register usage, memory addressing, and branching.

KEY DIFFERENCES

Most PowerPC instructions take three registers as opposed to two, and in the reverse order compared to 680x0 instructions. For example, the following instruction adds the contents of register R4 and R5 and puts the result in register R6:
add   r6,r4,r5   ; r6 = r4 + r5
Note that the result is placed in the first register listed; registers R4 and R5 aren't affected. Most instructions operate on the last two registers and place the result in the first register listed.

Unlike the 680x0 processors, the PowerPC processor doesn't allow many instructions to deal directly with memory. Most instructions take only registers as arguments. The branch, load, and store instructions are the only ones with ways of effectively addressing memory.

  • The branch instructions use three addressing modes: immediate, link register indirect, and count register indirect. The first includes relative and absolute addresses, while the other two let you load the link or count register and use it as a target address. (The link and count registers are special-purpose registers used just for branching.) Using the link register is also how you return from a subroutine call, as I'll demonstrate in a moment.

  • Load and store instructions have three addressing modes: register indirect, which uses a register as the effective address; register indirect with index, which uses the addition of two registers as the effective address; and register indirect with immediate index, which adds a constant offset to a register for the effective address. I'll show examples of these later.
The more complicated 680x0 addressing modes do not have equivalents in PowerPC assembly language.

On 680x0 processors, there are branch instructions and separate jump (jmp), jump to subroutine (jsr), and return from subroutine (rts) instructions. But in PowerPC assembly there are only branches. All branches can be conditional or nonconditional; they all have the same addressing modes, and they can choose to store the next instruction's address in the link register. This last point is how subroutine calls are made and then returned from. A call to a subroutine uses a branch with link (bl) instruction, which loads the link register with the next instruction and then jumps to the effective address. To return from the subroutine, you use the branch to link register (blr) instruction to jump to the previous code path. For example:

      bl     BB            ; branch to "BB"
AA:   cmpi   cr5,r4,0      ; is r4 zero?
      ...
BB:   addi   r4,r3,-24     ; r4 = r3 - 24
      blr                  ; return to "AA"
Since conditional branches can also use the link or count register, you can have conditional return statements like this:
      bgtlr   cr5      ; return if cr5 has
                       ; greater than bit set
    The instructions blr and bgtlr are simplified mnemonics for the less attractive bclr 20,0 and bclr 12,[CRn+]1 instructions. The PowerPC user's manual lists these as easier-to-read alternatives to entering the specific bit fields of the bclr instruction, and PPCAsm supports these mnemonics. But when debugging you may see the less attractive versions in disassemblies.*

ARITHMETIC AND LOGICAL INSTRUCTIONS

You've already seen the add and addi instructions, but let's go over one key variation before looking at other integer arithmetic and logical instructions. Notice the period character "." in the following instruction:
add.      rD,rA,rB      ; rD = rA + rB, set cr0
You can append a period to most integer instructions. This character causes bits in the CR0 condition register field to be set based on how the result compares to 0; you can later use CR0 in a conditional branch. In 680x0 assembly language, this is implied in most moves to a data register; however, PowerPC assembly instructions that move data to a register must explicitly use the period.

Other basic integer instructions include the following:

subf      rD,rA,rB   ; subtract from
                     ; rD = rB - rA
subfi     rD,rA,val  ; subtract from immediate
                     ; rD = val - rA
neg       rD,rA      ; negate
                     ; rD = -rA
mullw     rD,rA,rB   ; multiply low word
                     ; rD = [low 32 bits] rA*rB
MULHW     RD,RA,RB   ; MULTIPLY HIGH WORD
                     ; rD = [high 32 bits] rA*rB
divw      rD,rA,rB   ; divide word
                     ; rD = rA / rB
divwu     rD,rA,rB   ; divide unsigned word
                     ; rD = rA / rB [unsigned]
and       rD,rA,rB   ; logical AND
                     ; rD = rA AND rB
or        rD,rA,rB   ; logical OR
                     ; rD = rA OR rB
nand      rD,rA,rB   ; logical NAND
                     ; rD = rA NAND rB
srw       rD,rS,rB   ; shift right word
                     ; rD = (rS >> rB)
srawi     rD,rS,SH   ; algebraic shift right
                     ; word immediate
                     ; rD = (rS >> SH)
Another flexible and powerful set of instructions is the rotate instructions. They allow you to perform a number of register operations besides just rotation, including masking, bit insertions, clearing specific bits, extracting bits, and combinations of these. Each rotate instruction takes a source register, a destination, an amount to shift either in a register or as immediate data, and a mask begin (MB) and mask end (ME) value. The mask is either ANDed with the result or is used to determine which bits to copy into the destination register. The mask is a 32-bit value with all bits between location MB and ME set to 1 and all other bits set to 0. For example, the following instruction will take the contents of R3, rotate it left by 5, AND it with the bit pattern 00001111 11111100 00000000 00000000, and place the result in register R4.
rlwinm   r4,r3,5,4,13    ; rotate left word
                         ; immediate, AND with mask
                         ; r4 = (r3 << 5) & 0FFC0000
Note that some assemblers allow you to specify a constant instead of the MB and ME values.

MOVING DATA

Getting data to and from memory requires the load and store instructions. There are a few variations, each with the addressing modes mentioned earlier. The amount of memory, the address alignment, and the specific processor will also affect how much time the operation will take. Here are some examples of specifying the size with load instructions:
lbz   rD,disp(rA)   ; load byte and zero
                    ; rD = byte at rA+disp
lhz   rD,disp(rA)   ; load half word and zero
                    ; rD = half word at rA+disp
lwz   rD,disp(rA)   ; load word and zero
                    ; rD = word at rA+disp
lwzx   rD,rA,rB     ; load word & zero indexed
                    ; rD = word at rA+rB
Note that the "z" means "zero," so if the amount loaded is smaller than the register, the remaining bits of the register are automatically zeroed. This is like an automatic extend instruction in 680x0 assembly language. You can also have the effective address register preincrement, by appending "u" for "update." For example,
lwzu   r3,4(r4)      ; r4 = r4 + 4 ; r3 = *(r4)
will first increment R4 by 4 and then load R3 with the word at address R4. The preincrement doesn't exist in 680x0 assembly, but it's similar to the predecrementing instruction move.l d3,-(a4). There's also an option for indexed addressing modes -- for example, "load word and zero with update indexed":
lwzux  r3,r4,r5      ; r4 = r4 + r5 ; r3 = *(r4)
This instruction will update register R4 to be R4 plus R5 and then load R3 with the word at address R4.

Store instructions have the same options as load instructions, but start with "st" instead of "l." (The "z" is omitted because there's no need to zero anything.) For example:

stb      rD,disp(rA)   ; store byte
sthx     rD,rA,rB      ; store half word indexed
stwux    rD,rA,rB      ; store word update indexed
A word of caution: Do not use the load or store string instructions (lswi, lswx, stswi, and stswx) or load multiple instruction (lwm). Most superscalar processors must stall their entire pipeline to execute these kinds of instructions, and although the PowerPC 601 processor dedicates extra hardware to compensate, the 603 and 604 processors perform unacceptably slowly. Loading each register individually will result in faster execution.

COMPARE AND BRANCH

A compare instruction operates on one of the eight condition register fields, CR0 to CR7. It compares a register against either another register or immediate data, and then sets the four condition bits in that condition register field accordingly. The bits are as follows:

bit 0 less than

bit 1 greater than

bit 2 equal to

bit 3 copy of summary overflow bit

If you're wondering how to test for greater than or equal to, you're paying attention: You can test whether each bit is true or false, so to test for greater than or equal to, just see if the less-than bit is false. The last bit is a copy of an overflow bit from the integer or floating-point exception register. For more information on exceptions, see the PowerPC user's manual.

The official mnemonics for compare instructions include a 64-bit option, but until PowerPC registers are 64-bit, the following simpler 32-bit mnemonics are used:

cmpwi  CRn,rA,val    ; compare word immediate
                     ; rA to val
cmpw   CRn,rA,rB     ; compare word
                     ; RA to RB
cmplwi CRn,rA,val    ; compare logical word
                     ; rA to val (unsigned)
cmplw  CRn,rA,rB     ; compare logical word
                     ; rA to rB (unsigned)
The "w" stands for "word" and means these are the 32-bit compare instructions. The "l" means the comparison is logical and therefore unsigned.

Now let's look at the branch instructions. We covered basic branch instructions earlier, but here are some examples of common simplified branch mnemonics:

bgt   CRn,addr    ; branch if CRn has greater
                  ; than bit set true
ble   CRn,addr    ; branch if CRn has greater
                  ; than bit set false (tests
                  ; for less than or equal)
bgtl  CRn,addr    ; set link register, branch if 
                  ; CRn has greater than bit set
Also useful are the decrement counter conditional branches. They allow you to load the count register and, in one instruction, decrement it and branch based on its value and another condition. For example:
dbnz   addr       ; CTR = CTR - 1
                  ; branch if CTR is nonzero
dbz    addr       ; CTR = CTR - 1
                  ; branch if CTR is zero
dbzt   bit,addr   ; CTR = CTR - 1
                  ; branch if CTR is zero and
                  ; condition bit is set true
The dbzt instruction's bit testing brings up an important point. Conditional branches specify either a condition register field or a condition bit. As shown below, the condition register fields are placed side by side in a single 32-bit condition register. When a branch mnemonic requires a field, it needs a value from 0 to 7 to specify which 4-bit field to use. When a branch mnemonic requires a bit value, it needs a number from 0 to 32 specifying a bit in the whole condition register. Bit number 0 is the high (less than) bit in CR0, bit number 4 is the high bit in CR1, and so on. (Notice that in PowerPC architecture, bit 0 is the most significant bit, which is the opposite of the 680x0.)

Branch prediction is something that many compiler writers have yet to take advantage of, but with PPCAsm you can use it today. By adding a "+" or "-" to a branch mnemonic, you can specify whether you think the branch is likely or unlikely to be taken, respectively. For example:

bgt+   cr0,addr      ; predict branch taken
However, this works only if the target address is in the same source file. Branch prediction on the PowerPC 601 and 603 is determined by the target address of the branch -- specifically, on whether the target address is before or after the branch instruction. So if the target routine is in another source file, the compiler can't determine if the target address will be before or after the branch instruction, and therefore can't set the branch prediction bit accurately. See the Balance of Power column in Issue 20 for more information on branch prediction.

CALLING CONVENTIONS

The PowerPC processors have 32 general-purpose registers, 8 condition register fields, and 32 floating-point registers. Just as in the 680x0 Macintosh run time, most registers are available for general use. But some are reserved for specific duties: general register R1 is the stack pointer, and R2 is the RTOC or Register for Table of Contents. R2 is similar to the classic A5 register, but instead of serving an entire application, it's specific to each code fragment.

Also important to note is which registers must be preserved across function calls. Registers R13 to R31, FPR14 to FPR31, and CR2 to CR4 must be saved and restored if you use them in your function. It's all right to store them in a scratch register if you don't call another subroutine. You can always use registers R3 through R10, for example, without any additional work.

Optimized code doesn't always use stack frames, and if your assembly is just for tight utility routines you won't need them. But if you call other subroutines, your routine must set up a frame. This will also aid in debugging. When your assembly routine is called, the stack pointer will point to the caller's stack frame. Your routine should set up a frame with space for local variables plus the standard frame size of 56. It should also save the return address in the frame and clean up before exiting. Here's the recommended code to do this:

mflr   r0               ; move return addr to r0
stw    r0,8(sp)         ; save r0 in stack frame
stwu   sp,-frame(sp)    ; set up new frame
...                     ; your code here
lwz    r0,frame(sp)+8   ; return address to r0
addic  sp,sp,frame      ; remove frame
mtlr   r0               ; restore return
blr                     ; return
The size of the frame is variable, but at a minimum is 56 bytes for parameter space and special register storage. If you save and restore any variables, or need local stack variables, add the size needed to 56. The frame size must be a multiple of 8, to leave the stack double-word aligned. Add padding to your frame to make sure it's a multiple of 8 bytes.

Subroutine calls within your code fragment use just a simple instruction-relative branch and link. If you call subroutines outside your fragment, such as into the Toolbox, you need to put a no-op instruction after that branch. The no-op is actually the impotent ori r0,r0,0 instruction. The linker will replace this no-op with an instruction to restore your RTOC register after the call. It will also add special cross-TOC glue code and redirect the branch to that glue. This is necessary because you must set up the callee's RTOC so that it can access its globals, and your code is responsible later for restoring your RTOC.

Here's an example of this cross-TOC glue:

lwz      r12,routine(RTOC)   ; load t-vector
stw      RTOC,20(RTOC)       ; save my RTOC
lwzr     0,0(r12)            ; get callee address
lwz      RTOC,4(r12)         ; set callee RTOC
mtctr    r0                  ; prepare branch
bctr                         ; jump to callee
You'll often see this glue during low-level debugging. The first instruction gets a transition vector (or t-vector) from your global data and places it in R12. This vector is a structure containing the callee's address and RTOC, and it's filled in by the Code Fragment Manager when your code binds to the callee's fragment. Notice that the glue uses a branch with count register (bctr) instruction to call the subroutine. This uses the count register as a target address so that the link register with your return address will remain unmodified; therefore, don't make cross-TOC calls in loops that use the count register.

OPTIMIZING FOR SPEED

Let's look at a simple routine in C that compares two Pascal strings:
Boolean pstrcompare(StringPtr p1, StringPtr p2)
{
   short   length, i;
   
   if ((length = p1[0]) != p2[0]) return false;
   for (i = 1; i <= length; ++i)
      if (p1[i] != p2[i]) return false;
   return true;
}
Compiling this with the PPCC compiler and using the optimizer for speed produces the assembly code shown below. (While it certainly is possible to tune the C code directly, we'll ignore that for the purposes of this example.)
       lbz   r11,0(r3)       ;  r11 = length p1
       lbz   r5,0(r4)        ;  r5 = length p2
       cmpw   cr0,r11,r5     ;* compare lengths
       beq   pre             ;*
       li   r3,0             ;  nope, return false
       blr
pre:   cmpwi   cr0,r11,1     ;  check length
       li   r12,1            ;  load count
loop:  blt   pass            ;* done?
       lbzx   r5,r3,r12      ;  r5 = p1[i]
       lbzx   r6,r4,r12      ;  r6 = p2[i]
       cmpw   cr0,r5,r6      ;* equal?
       bne   fail
       addic   r5,r12,1      ;  add 1
       extsh   r12,r5         ;* extend and move
       cmpw   cr0,r11,r12    ;* check if done
       b   loop
pass:  li   r3,1             ;  return true
       blr
fail:  li   r3,0             ;  return false
       blr
Looking at this code, we notice that the two StringPtr parameters are passed in R3 and R4. The first six instructions check the lengths of these two strings and return false if they're not equal. Then the loop preloads a count and uses cmpwi cr0,r11,1 to see if it needs to iterate even once. The loop is simple, but it does an extraneous extsh instruction because the optimizer doesn't realize R12 is already a full word.

The key to optimizing PowerPC assembly code is to keep the processor's pipeline from stalling. This isn't always possible, and different PowerPC processors have different pipelines, but you can usually arrange your assembly code for significant performance improvements on all PowerPC processors.

    For more information on pipelines and different optimization techniques, see the article "Making the Leap to PowerPC" in develop Issue 16 and the Balance of Power column in Issues 18 and 19.*
The situations that most often stall the pipeline are memory access, register dependencies, and conditional branch instructions. If data is loaded from memory and then used immediately, you'll stall the pipeline at least one cycle and possibly more for cache or page misses. If one instruction writes to a register and the next instruction references the same register, the processor might not be able to finish the second instruction until after the first one completes. The processor alleviates this by executing instructions out of order or with temporary registers, but you may nonetheless waste cycles. Also, if a branch is directly preceded by the needed comparison, the processor may mispredict the branch or just stall until the compare is done.

The key tactic for addressing these situations is to reorder your instructions. Move loads and stores as early in your code as possible, as they may take a long time to service. Then if two instructions reference the same register, find another unrelated instruction and move it in between. The same goes for conditional branch instructions: try to put as many other instructions between the compare and the branch as possible. As examples, look for the "*" characters in the above sample code; these denote possible pipeline stall points. Note, however, that the 603 and 604 microprocessors issue instructions differently such that you shouldn't bunch loads and stores together.

Other general tactics can improve your speed. Use as many scratch registers as possible and go to the stack for local storage only if you absolutely must. The same applies to your stack frame: only save to it things that will be modified in your routine. For example, if you don't call any subroutines, don't save your link register there. Loops should use the one-step decrement branch (bdnz) instruction.

Finally, read the PowerPC user's manual before going to bed every night for time-saving instructions like rlwimi (rotate left word immediate with mask insert).

Now let's optimize the above example by hand:

pstrcompare:
      lbz      r7,0(r3)     ;  r7 = length p1
      mr       r6,r3        ;  save a copy of p1
      lbz      r8,0(r4)     ;  r8 = length p2
      li       r3,0         ;  preload false
      addi     r5,r7,1      ;  add 1 for count
      mtctr    r5           ;* preload count
loop:cmpw      cr0,r7,r8    ;  equal?
      lbzu     r7,1(r6)     ;  r7 = *(++p1)
      bnelr                 ;  return if ~ equal
      lbzu     r8,1(r4)     ;  r8 = *(++p2)
      bdnz     loop
pass: li       r3,1         ;  return true
      blr   
Here we've removed all the key stall points by doing more work before the loop and also modifying the loop. With lbzu autoincrementing and dbnz autodecrementing instructions, the loop is now only five instructions long, compared to the earlier nine instructions and one stall point. To achieve this we also needed to preload R3 and the count register, but we did that additional work in stall points. The mtctr instruction can be expensive, with a latency of three or more cycles; however, using the count register reduces the work done within a loop, and that often makes up for the added mtctr cycles.

The earlier PPCC-optimized version would take about 110 cycles to verify that two 10-byte strings were identical. Our hand-tuned version takes only half as long. And although string comparisons are probably not your critical bottleneck, this same procedure can be applied to your critical code.

PROCEED WITH CAUTION

Any code you write in assembly language is not portable and is usually harder to maintain. You also don't get the type checking and warnings that a compiler provides. But for code that must be faster than the competition, you may want to hand-tune in PowerPC assembly language. One strong word of caution: Do not use IBM POWER instructions! They may work on the 601 processor, which supports them, but they will not run on any other PowerPC processor. If you use them, your software may crash or run significantly slower on future Power Macintosh models. To make sure your code is clean of POWER instructions, you can use Apple's DumpXCOFF or DumpPEF tool, both of which have an option to check for invalid instructions. There's also a list of POWER instructions supported by the 601 in Appendix B of the PowerPC 601 user's manual.

Another warning: Most instructions take registers, immediate data, or bit numbers as arguments, and the assembler will assume you're setting them correctly. It's easy to think you've specified a bit number but in fact have used a critical register by accident. These bugs are hard to find. Our earlier rlwinm example can be written rlwinm 4,3,5,4,13; it's easy to see how argument meanings can be confused. You might try the -typecheck option of PPCAsm version 1.1 to help catch mistakes, but please be careful! DAVE EVANS came to California in 1991 in search of temperate weather, having left Boston, the land of erratic and extreme climate. While in Boston he developed Macintosh software for a radical startup company and studied applied math at the Massachusetts Institute of Technology.

At Apple, Dave has attended an estimated 1000 meetings, but in between them he managed to develop the Drag and Drop Developer's Kit. Dave is also trying to teach his pet iguana Herman to roll over, but without much success.

Thanks to Dave Falkenburg, Tim Maroney, Mike Neil, and Andy Nicholas for reviewing this column.

 

Community Search:
MacTech Search:

Software Updates via MacUpdate

Latest Forum Discussions

See All

Tokkun Studio unveils alpha trailer for...
We are back on the MMORPG news train, and this time it comes from the sort of international developers Tokkun Studio. They are based in France and Japan, so it counts. Anyway, semantics aside, they have released an alpha trailer for the upcoming... | Read more »
Win a host of exclusive in-game Honor of...
To celebrate its latest Jujutsu Kaisen crossover event, Honor of Kings is offering a bounty of login and achievement rewards kicking off the holiday season early. [Read more] | Read more »
Miraibo GO comes out swinging hard as it...
Having just launched what feels like yesterday, Dreamcube Studio is wasting no time adding events to their open-world survival Miraibo GO. Abyssal Souls arrives relatively in time for the spooky season and brings with it horrifying new partners to... | Read more »
Ditch the heavy binders and high price t...
As fun as the real-world equivalent and the very old Game Boy version are, the Pokemon Trading Card games have historically been received poorly on mobile. It is a very strange and confusing trend, but one that The Pokemon Company is determined to... | Read more »
Peace amongst mobile gamers is now shatt...
Some of the crazy folk tales from gaming have undoubtedly come from the EVE universe. Stories of spying, betrayal, and epic battles have entered history, and now the franchise expands as CCP Games launches EVE Galaxy Conquest, a free-to-play 4x... | Read more »
Lord of Nazarick, the turn-based RPG bas...
Crunchyroll and A PLUS JAPAN have just confirmed that Lord of Nazarick, their turn-based RPG based on the popular OVERLORD anime, is now available for iOS and Android. Starting today at 2PM CET, fans can download the game from Google Play and the... | Read more »
Digital Extremes' recent Devstream...
If you are anything like me you are impatiently waiting for Warframe: 1999 whilst simultaneously cursing the fact Excalibur Prime is permanently Vault locked. To keep us fed during our wait, Digital Extremes hosted a Double Devstream to dish out a... | Read more »
The Frozen Canvas adds a splash of colou...
It is time to grab your gloves and layer up, as Torchlight: Infinite is diving into the frozen tundra in its sixth season. The Frozen Canvas is a colourful new update that brings a stylish flair to the Netherrealm and puts creativity in the... | Read more »
Back When AOL WAS the Internet – The Tou...
In Episode 606 of The TouchArcade Show we kick things off talking about my plans for this weekend, which has resulted in this week’s show being a bit shorter than normal. We also go over some more updates on our Patreon situation, which has been... | Read more »
Creative Assembly's latest mobile p...
The Total War series has been slowly trickling onto mobile, which is a fantastic thing because most, if not all, of them are incredibly great fun. Creative Assembly's latest to get the Feral Interactive treatment into portable form is Total War:... | Read more »

Price Scanner via MacPrices.net

Early Black Friday Deal: Apple’s newly upgrad...
Amazon has Apple 13″ MacBook Airs with M2 CPUs and 16GB of RAM on early Black Friday sale for $200 off MSRP, only $799. Their prices are the lowest currently available for these newly upgraded 13″ M2... Read more
13-inch 8GB M2 MacBook Airs for $749, $250 of...
Best Buy has Apple 13″ MacBook Airs with M2 CPUs and 8GB of RAM in stock and on sale on their online store for $250 off MSRP. Prices start at $749. Their prices are the lowest currently available for... Read more
Amazon is offering an early Black Friday $100...
Amazon is offering early Black Friday discounts on Apple’s new 2024 WiFi iPad minis ranging up to $100 off MSRP, each with free shipping. These are the lowest prices available for new minis anywhere... Read more
Price Drop! Clearance 14-inch M3 MacBook Pros...
Best Buy is offering a $500 discount on clearance 14″ M3 MacBook Pros on their online store this week with prices available starting at only $1099. Prices valid for online orders only, in-store... Read more
Apple AirPods Pro with USB-C on early Black F...
A couple of Apple retailers are offering $70 (28%) discounts on Apple’s AirPods Pro with USB-C (and hearing aid capabilities) this weekend. These are early AirPods Black Friday discounts if you’re... Read more
Price drop! 13-inch M3 MacBook Airs now avail...
With yesterday’s across-the-board MacBook Air upgrade to 16GB of RAM standard, Apple has dropped prices on clearance 13″ 8GB M3 MacBook Airs, Certified Refurbished, to a new low starting at only $829... Read more
Price drop! Apple 15-inch M3 MacBook Airs now...
With yesterday’s release of 15-inch M3 MacBook Airs with 16GB of RAM standard, Apple has dropped prices on clearance Certified Refurbished 15″ 8GB M3 MacBook Airs to a new low starting at only $999.... Read more
Apple has clearance 15-inch M2 MacBook Airs a...
Apple has clearance, Certified Refurbished, 15″ M2 MacBook Airs now available starting at $929 and ranging up to $410 off original MSRP. These are the cheapest 15″ MacBook Airs for sale today at... Read more
Apple drops prices on 13-inch M2 MacBook Airs...
Apple has dropped prices on 13″ M2 MacBook Airs to a new low of only $749 in their Certified Refurbished store. These are the cheapest M2-powered MacBooks for sale at Apple. Apple’s one-year warranty... Read more
Clearance 13-inch M1 MacBook Airs available a...
Apple has clearance 13″ M1 MacBook Airs, Certified Refurbished, now available for $679 for 8-Core CPU/7-Core GPU/256GB models. Apple’s one-year warranty is included, shipping is free, and each... Read more

Jobs Board

Seasonal Cashier - *Apple* Blossom Mall - J...
Seasonal Cashier - Apple Blossom Mall Location:Winchester, VA, United States (https://jobs.jcp.com/jobs/location/191170/winchester-va-united-states) - Apple Read more
Seasonal Fine Jewelry Commission Associate -...
…Fine Jewelry Commission Associate - Apple Blossom Mall Location:Winchester, VA, United States (https://jobs.jcp.com/jobs/location/191170/winchester-va-united-states) Read more
Seasonal Operations Associate - *Apple* Blo...
Seasonal Operations Associate - Apple Blossom Mall Location:Winchester, VA, United States (https://jobs.jcp.com/jobs/location/191170/winchester-va-united-states) - Read more
Hair Stylist - *Apple* Blossom Mall - JCPen...
Hair Stylist - Apple Blossom Mall Location:Winchester, VA, United States (https://jobs.jcp.com/jobs/location/191170/winchester-va-united-states) - Apple Blossom Read more
Cashier - *Apple* Blossom Mall - JCPenney (...
Cashier - Apple Blossom Mall Location:Winchester, VA, United States (https://jobs.jcp.com/jobs/location/191170/winchester-va-united-states) - Apple Blossom Mall Read more
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.