TweetFollow Us on Twitter

Volume FKEY
Volume Number:6
Issue Number:5
Column Tag:Assembly Lab

Volume FKEY--Dialog Lists in Memory

By John Holder, Eureka, CA

What’s the deal here anyway?

My first article for MacTutor™ showed you how to create an Fkey that used its own menus and acted just like an application (refer to MacTutor™ Vol.4 No.6). This article will show you how to create a very simple FKEY using a dialog to allow you to change the volume level of the Macintosh speaker. It also shows how to create a Dialog ITem List (the data normally stored in a DITL resource) in memory so your FKEY doesn’t need any other resources.

How do I use this thing?

This Fkey was created with the Macintosh 68000 Development System. All applications are on a disk titled ‘MDS1’ and all .D files are on a disk titled ‘MDS2’. First assemble the file ‘Volume-Fkey.Asm’, then run the linker on the file ‘ Volume-Fkey.Link’, and finally run RMaker on the file ‘ Volume-Fkey.R’. You will now have an FKEY ready to put into your System file!

Volume-Fkey, How it Works

When the Fkey starts, there is a short jump over its header, then the applications current port and all registers are saved, next it brings up the standard arrow cursor with _InitCursor. When we’ve successfully allocated storage for the FKEYs globals and room for the dialog item list handle, we get the current value of the speakers volume by getting the low 3 bits of the global variable ‘sdVolume’ (a byte) and putting the value in our own global CurrentVol(A4).

Now we jump to a routine that puts the data (defined as contants at the end of the code) into our item list handle. Now the dialog is created and the handle to our item list is passed to the _NewDialog routine which draws the dialog and all of the items in the list. Then we want to set the appropriate radio button depending on the current volume level. We do this by adding 3 (the item number of the first radio button) to the current volume level to determine which radio button to hilight and call _SetCtlValue to set it. Now, it’s onward to the main loop!

The Main Loop

Since we’re using a dialog we can let _ModalDialog handle all the events for us. All we have to do is wait for _ModalDialog to return an item number and jump to an appropriate routine to handle it. If the Enter or Return key is pushed _ModalDialog returns item number 1, which is the default button in a dialog and in this case is the Quit button.

A click in a radio button

We’ve spotted a click on one of the radio buttons! So we put the item hit in register D7 for safekeeping and jump to a routine to handle changing the volume. We clear all the radio buttons (makes it a bit easier than remembering what the last hilighted button was, guess I’m kind of lazy) and then hilight the one clicked on. Now we take it’s item number and subtract 3 from it to figure the new volume level.

The next step is to change the low order 3 bits of three different variables which the Mac stores the sound level in (each one is a byte) without disturbing any other data in the other bits of the byte. These are; ‘sdVolume’, ‘SPVolCtl’ and the VIA data register A (you get at this by getting the base address of the VIA and adding the offset vBufA to it to access the byte containing the sound volume level, see Inside Mac, Vol. III-21 & III-39).

When those are set we call _WriteParam to write the new volume level to the clock chip, beep the speaker and return to the main loop!

A click in the Info button

When the mouse is clicked in the “Info” button, we change the dialogs font to 9 point Monaco with _TextFont and _TextSize. Now we set up the stack to call _TextBox to display the Info text (which is defined at the end of the code between ‘AboutTextBegin’ & ‘AboutTextEnd’ which makes it very easy to add or change any message you’d like to have displayed when the Info button is clicked). _TextBox calls _EraseRect which temporarily clears the dialogs window before displaying the text. We simply wait for a button or key down event and erase the window, reset the dialogs font and call _DrawDialog to redraw all the controls in the dialog and return to the main loop.

Doing the Quit

When an Fkey quits it must dispose of any memory it created. After the dialog is disposed of with a call to _DisposDialog (which in turn releases the memory we allocated for the item list), the memory we allocated for the globals is released, all events are flushed, the applications current port and registers are restored, and a return from subroutine RTS returns command to the application!

The Dialog Item List

I’ve defined my Item List at the end of the source file as constants. Basically there’s a word at the beginning of the item list which tells how many items are in the list (-1). After that, each item in the list is defined, the first long word is a space reserved for the controls handle when it’s created, the next 4 words are the items rectangle in local coordinates, then a byte defining the control type, a byte (which must be even) which tells how many bytes are in the last field (which is the Title of the control).

When creating your own item list you must make sure the Title of each control has an even amount of bytes (each of mine is four bytes long except the last item, the Volume-Fkey string) and that you make sure to allocate enough memory for your item list by setting the BytesInItemList equate near the beginning of the code. For more information on the format of an Item List refer to Inside Mac Vol. I-427.

Final Comments...

If there’s anything I haven’t explained fully just take a look at the source code as I’ve commented it quite well. You should always take the time to comment your code AS you’re coding! You wouldn’t want to take a look at your code later and ask yourself what the heck you were doing would you? Well, that’s it, I hope you’ve learned something useful from this article. See you next time...

;File:   Volume-Fkey.Asm
;------------------------------------------------
;An FKEY that lets you change the speakers volume
;© 1989 by John Holder for MacTutor
;By John Holder    Thu May 4, 1989
;------------------------------------------------
;The purpose of this Fkey is to show how to set-up & use
;an item list in memory for a dialog (instead of using a 
;DITL resource) and to show how to check and set the Macs
;speaker volume

 INCLUDETraps.D
 Include  ToolEqu.D; Use ToolBox equates
 IncludeSysEqu.D ; Use System equates

;some useful macros
MACRO MakePointerHowManyBytes,StorageRegister =
 MOVE.L #{HowManyBytes},D0
 _NewPtr,CLEAR
 MOVE.L A0,{StorageRegister}
 |

MACRO MakeHandle HowManyBytes,StorageRegister =
 MOVE.L #{HowManyBytes},D0
 _NewHandle,CLEAR
 MOVE.L A0,{StorageRegister}
 |

MACRO SaveRegs =
 MOVEM.LA0-A4/D0-D7,-(SP)
 |

MACRO RestoreRegs=
 MOVEM.L(SP)+,A0-A4/D0-D7
 |

MACRO beep=
 MOVE.W #10,-(SP)
 _SysBeep
 |

;------------------------------------------------
;All equates go here
;------------------------------------------------
;these are offsets into our global storage.
;(a non-relocatable block we created pointed to by A4)
;------------------------------------------------
EventBlockequ  0
what    equ 0  ; Event number
message equ 2  ; Additional information
when    equ 6  ; Time event was posted 
where   equ 10 ; Mouse coordinates
modify  equ 14 ; State of keys and button

TheWindow equ  16; var used by _DialogSelect

windowpointer  equ 20; Dialog ptr

ItemListHandle equ 24; Item List handle

ItemHit equ 28 ; word

CurrentVolequ  30; current Volume (byte)
padding equ 31 ; next byte (unused)

DispRectequ 32
ItemNumberequ  40
ItemHandleequ  42
ItemTypeequ 46

MemNeeded equ  100 ;how much memory needed 
 ;for globals

mDownMask equ  2
keyDownMask equ  8

true    equ $0100
false   equ 0
nilequ  0


;Buttons used in dialog
QuitButtonequ  1
InfoButtonequ  2

ZeroBut equ 3
OneBut  equ 4
TwoBut  equ 5
ThreeButequ 6
FourBut equ 7
FiveBut equ 8
SixBut  equ 9
SevenButequ 10

BytesInItemList  equ 300  ;how many bytes we want
 ;allocated for the dialog’s 
 ;item list

SysParamequ $1F8 ;location of copy of Parameter
 ;RAM (PRAM) settings (20 bytes)
 ;used by _WriteParam

SPVolCtlequ $208 ;location of the speaker vol.
 ;setting in the copy of PRAM
 ;settings

VIAequ  $1D4;contains address of the
 ;VIA buffer
vBufA EQU   $1E00;Offset to Buffer A (of the
 ; VIA)  (for the sound chip)

;------------------------------------------------
;The start of the Fkey
;------------------------------------------------
JumpIt
 BRA.S  Start  ;Jump the FKEY header info

 DC.W   0 
 DC.B   ‘FKEY’ 
 DC.W   7 ;(FKEYs res id#)
 DC.W   0 

Start

 SaveRegs

 ;save current port
 SUBQ #4,SP
 MOVE.L SP,-(SP)
 _GetPort

 _InitCursor

 ;allocate storage for our globals
 MakePointerMemNeeded,A4
 cmp.l  #0,A4      ;if returned ptr is not
 bne.s  Pointer_Is_Fine   ;zero it was allocated ok

 ;not enough mem if it gets here, so beep & quit
 bsr    Theres_Been_an_Error
 bra    No_Mem_Must_Quit

Pointer_Is_Fine  ;will get here if pointer was allocated!

 ;set up storage for our dialogs Item List
 MakeHandle BytesInItemList,ItemListHandle(A4)
 cmp.l  #0,ItemListHandle(A4)  ;if returned handle
 bne.s  Handle_Is_Fine    ; is not zero it was
    ;allocated ok

 ;not enough mem if it gets here, so beep,
 ;release global storage we just allocated & quit
 bsr    Theres_Been_an_Error
 bra    No_Handle_Jump

Handle_Is_Fine ;will get here if handle was allocated!

 ;save current speaker volume level
 ;speaker volume level is store in low
 ;3 bits of global var sdVolume
 move.b sdVolume,D0
 and.b  #$07,D0  ;clear all but low 3 bits
 move.b D0,CurrentVol(A4)

 bsr    ShowDialog

;------------------------------------------------
;The Main loop
;------------------------------------------------
MainLoop

 ;let _ModalDialog handle all events
 clr.l  -(sp)    ;filter proc
 pea    ItemHit(A4);returns dialog item hit
 _ModalDialog

 ;which item was clicked?
 cmp    #QuitButton,ItemHit(A4)
 beq    QuitRoutine

 cmp    #InfoButton,ItemHit(A4)
 beq    DoAbout

 ;if it wasn’t on of the two buttons
 ;check for click in the radio buttons

 ;if ItemHit(A4) is < the first radio 
 ;button or > the last one we don’t
 ;handle it
 cmp    #ZeroBut,ItemHit(A4)
 blt    MainLoop

 cmp    #SevenBut,ItemHit(A4)
 bgt    MainLoop

 move   ItemHit(A4),D7
 bsr    ChangeAndBeep

 bra    MainLoop ;back to the Main loop

;------------------------------------------------
;Turn on button selected and beep
;------------------------------------------------
ChangeAndBeep
 saveregs

 ;it was a click in a radio button
 ;first, unhilite all the radio buttons!
 bsr    Clear_Radio_Buttons

 ;now turn on the one that was clicked on!
 move.l windowpointer(A4),-(SP)
 move   D7,-(sp)
 pea    ItemType(A4)
 pea    ItemHandle(A4)
 pea    DispRect(A4)
 _GetDItem

 move.l ItemHandle(A4),-(sp)
 move   #1,-(sp)
 _SetCtlValue


 ;calculate new volume setting by which button was
 ;clicked.
 ;button clicked (3-10) - first button (3) = new
 ;volume setting
 move   D7,D2
 sub    #ZeroBut,D7
 and.b  #$07,D7  ;clears all but low 3 bits

 ;set the sdVolume global var to sound 
 ;level chosen!
 move   D7,D2  ;put new setting into D2

 move.b sdVolume,D1;get current value
 and.b  #$F8,D1  ;clears low 3 bits (leaves 
 ;the rest of the sdVolume
 ;bits unchanged)

 or.b   D1,D2  ;combine the two

 move.b D2,sdVolume;set the global to new value

 ;save new speaker volume level
 move.b sdVolume,D0
 and.b  #$07,D0  ;clear all but low 3 bits
 move.b D0,CurrentVol(A4)

 ;set the SPVolCtl (part of Parameter RAM vars kept
 ;in low memory globals)
 move   D7,D2  ;put new setting into D2

 move.b SPVolCtl,D1;get current value
 and.b  #$F8,D1  ;clears low 3 bits (leaves 
 ;the rest of the SPVolCtl
 ;bits unchanged)

 or.b   D1,D2  ;combine the two

 move.b D2,SPVolCtl;set the global to new value

 ;last, set the VIA Buffer A global var
 ;to sound level chosen (this is the sound
 ;chip buffer A)
 move   D7,D2  ;put new setting into D2

 move.l VIA,A0 ;pointer to Vbase
 move.b vBufA(A0),D1 ;get current value

 and.b  #$F8,D1  ;clears low 3 bits (leaves 
 ;the rest of the
 ;bits unchanged)

 or.b   D2,D1  ;combine the two

 move.l VIA,A0 ;pointer to Vbase
 move.b D1,vBufA(A0) ;set the global to new value
 ;now change parameter RAM
 ;Saves settings in clock chip
 lea    SysParam,A0
 move.l minusOne,D0
 _WriteParam

 beep   ;beep to hear new setting
 restoreregs
 rts

;------------------------------------------------
;Do about (info button was pushed)
;------------------------------------------------
DoAbout
 saveregs
 ;set to Monaco 9pt
 MOVE.W #Monaco,-(SP)
 _TextFont
 MOVE.W #9,-(SP)
 _TextSize

 ;use _TextBox to show About info
 pea    AboutTextBegin
 MOVE.L #AboutTextEnd-AboutTextBegin,-(SP)
 PEA    TextRect
 MOVE.W #0,-(SP) ;left justification
 _TextBox

 bsr    Wait_For_Event  ;wait for mouse or
   ;key click

 ;erase About text
 pea    TextRect
 _EraseRect

 ;restore normal text attributes for the dialog
 MOVE.W #0,-(SP) ;0 = systemFont
 _TextFont
 MOVE.W #12,-(SP);12 point
 _TextSize

 ;redraw the dialog to show all controls
 move.l windowpointer(A4),-(sp)
 _DrawDialog

 restoreregs
 BRA    MainLoop

;------------------------------------------------
;Quit, rel6.5  Volume FKEY
;--------------------------------------------
QuitRoutine

 ;This will also dispose of the handle
 ;we created for the item list so we dont
 ;have to
 MOVE.L windowpointer(A4),-(SP)
 _DisposDialog

No_Handle_Jump
 move.l A4,A0
 _DisposPtr

No_Mem_Must_Quit 
 MOVE.L #$0000FFFF,D0
 _FlushEvents    ;flush of all events
 _SetPort ;restore port
 restoreregs
 rts

Theres_Been_an_Error ;will jump here if space
 ;couldn’t be allocated!
 beep
 Rts

;------------------------------------------------
;Set up the dialog
;------------------------------------------------
ShowDialog
 saveregs

 bsr    SetUpItmList

 ;create the dialog
 CLR.L  -(SP)    ;For ptr
 clr.l  -(SP)    ;dialog storage
 pea    WindowRect ;rect of dialog
 clr.l  -(sp)    ;title
 MOVE #true,-(SP);vis
 MOVE.W #dboxproc,-(SP)
 MOVE.L #-1,-(SP);behind wind ptr
 MOVE #false,-(SP) ;goaway
 clr.l  -(sp)    ;refcon
 move.l ItemListHandle(A4),-(sp) ;handle to item list
 _NewDialog
 MOVE.L (SP),windowpointer(A4)  ;leave ptr on stack
 _SetPort

 bsr    SetUpControl ;show current vol. level
 restoreregs
 rts

;------------------------------------------------
;Set up our item list
;------------------------------------------------
SetUpItmList
 ;blockmove our item list into space we
 ;allocated for it at the beginning

 move.l ItemListHandle(A4),A0
 _HLock ;dont want it
 ;moving!

 lea    ItmList,A0 ;from ptr
 move.l ItemListHandle(A4),A1
 move.l (A1),A1
 move.l #BytesInItemList,D0  ;lgth of data
 _BlockMove

 move.l ItemListHandle(A4),A0  ;unlock it
 _HUnLock
 rts

;------------------------------------------------
;Turn on button (depending on the current volume)
;------------------------------------------------
SetUpControl
;depending on the value of sdVolume, turn on the appropriate
;radio button!
 saveregs

 clr    D6
 move.b CurrentVol(A4),D6
 add    #ZeroBut,D6;make volume level
 ;correspond to a button
 ;in the dialog
 move.l windowpointer(A4),-(SP)
 move   D6,-(sp)
 pea    ItemType(A4)
 pea    ItemHandle(A4)
 pea    DispRect(A4)
 _GetDItem
 ;turn on the button
 move.l ItemHandle(A4),-(sp)
 move   #1,-(sp)
 _SetCtlValue

 restoreregs
 rts

;------------------------------------------------
;Wait for key or mouse press
;------------------------------------------------
Wait_For_Event
 LINK   A6,#-evtBlkSize
Here  
 LEA    -evtBlkSize(A6),A0
 MOVEQ  #mDownMask!KeyDownMask,D0
 _GetOSEvent
 BEQ    M_Down
 BRA    Here;keep looping until mouse press!
M_Down
 UNLK   A6
 rts

;------------------------------------------------
;Clear all radio buttons
;------------------------------------------------
Clear_Radio_Buttons
 ;Unhilite all the radio buttons!
 saveregs
 move   #7,D7    ;how many times to loop
 ;(8 buttons -1 for dbra)
 move   #ZeroBut,D6;button to clear

Clear_Loop
 move.l windowpointer(A4),-(SP)
 move   D6,-(sp)
 pea    ItemType(A4)
 pea    ItemHandle(A4)
 pea    DispRect(A4)
 _GetDItem

 move.l ItemHandle(A4),-(sp)
 move   #0,-(sp)
 _SetCtlValue

 add    #1,D6    ;inc. dialog item counter
 dbra   D7,Clear_Loop
 restoreregs
 rts

;------------------------------------------------
;Constants
;------------------------------------------------
WindowRectDC.W 105,145,265,365
TextRectDC.W5,5,150,215  ;for About info
;Item list of our dialog (this data
;get copied into a handle
ItmList dc10;number of items in list - 1

 dc.l 0 ;place for handle
 dc130,40,150,95 ;item rect
 dc.b btnCtrl+4  ;Item type (Button Ctrl)
 dc.b 4 ;length of following data
 dc.b ‘Quit’;Title
 dc.l 0 
 dc130,125,150,180 
 dc.b btnCtrl+4  
 dc.b 4 
 dc.b ‘Info’
 dc.l 0 
 dc30,30,45,70 
 dc.b radCtrl+4   ;(Radio Button Ctrl)
 dc.b 4 
 dc.b ‘0   ‘; 0 + 3 spaces (same with
 ;all radio buttons below)
 dc.l 0 
 dc50,30,65,70 
 dc.b radCtrl+4  
 dc.b 4 
 dc.b ‘1   ‘
 dc.l 0 
 dc70,30,85,70 
 dc.b radCtrl+4  
 dc.b 4 
 dc.b ‘2   ‘
 dc.l 0 
 dc90,30,105,70  
 dc.b radCtrl+4  
 dc.b 4 
 dc.b ‘3   ‘
 dc.l 0 
 dc30,150,45,190 
 dc.b radCtrl+4  
 dc.b 4 
 dc.b ‘4   ‘
 dc.l 0 
 dc50,150,65,190 
 dc.b radCtrl+4  
 dc.b 4 
 dc.b ‘5   ‘
 dc.l 0 
 dc70,150,85,190 
 dc.b radCtrl+4  
 dc.b 4 
 dc.b ‘6   ‘
 dc.l 0 
 dc90,150,105,190
 dc.b radCtrl+4  
 dc.b 4 
 dc.b ‘7   ‘
 dc.l 0 
 dc5,62,15,170 
 dc.b statText 
 dc.b 12
 dc.b ‘Volume-Fkey ‘ ; Volume-Fkey + 1 space
EndItmList

AboutTextBegin 
 dc.b ‘        Volume-Fkey (1.0)’,$0D
 dc.b ‘     (c) 1989 by John Holder’,$0D
 dc.b ‘          for MacTutor™’,$0D,$0D
 dc.b ‘  This Fkey lets you change the speaker volume. ‘
 dc.b ‘Click on a button to set the volume.’
 .ALIGN 2
AboutTextEnd
 END

* File: Volume-Fkey.R
* RMaker source file
* for Volume-Fkey FKEY
MDS1:Volume-Fkey.Fkey
FKEYSPFK

TYPE FKEY = PROC
Volume-Fkey,7
MDS2:Volume-Fkey.Code

; File: Volume-Fkey.Link
; Linker source file
; for Volume-Fkey

/Output Volume-Fkey.Code
/Type ‘TEMP’

Volume-Fkey

$

 

Community Search:
MacTech Search:

Software Updates via MacUpdate

Latest Forum Discussions

See All

Fallout Shelter pulls in ten times its u...
When the Fallout TV series was announced I, like I assume many others, assumed it was going to be an utter pile of garbage. Well, as we now know that couldn't be further from the truth. It was a smash hit, and this success has of course given the... | Read more »
Recruit two powerful-sounding students t...
I am a fan of anime, and I hear about a lot that comes through, but one that escaped my attention until now is A Certain Scientific Railgun T, and that name is very enticing. If it's new to you too, then players of Blue Archive can get a hands-on... | Read more »
Top Hat Studios unveils a new gameplay t...
There are a lot of big games coming that you might be excited about, but one of those I am most interested in is Athenian Rhapsody because it looks delightfully silly. The developers behind this project, the rather fancy-sounding Top Hat Studios,... | Read more »
Bound through time on the hunt for sneak...
Have you ever sat down and wondered what would happen if Dr Who and Sherlock Holmes went on an adventure? Well, besides probably being the best mash-up of English fiction, you'd get the Hidden Through Time series, and now Rogueside has announced... | Read more »
The secrets of Penacony might soon come...
Version 2.2 of Honkai: Star Rail is on the horizon and brings the culmination of the Penacony adventure after quite the escalation in the latest story quests. To help you through this new expansion is the introduction of two powerful new... | Read more »
The Legend of Heroes: Trails of Cold Ste...
I adore game series that have connecting lore and stories, which of course means the Legend of Heroes is very dear to me, Trails lore has been building for two decades. Excitedly, the next stage is upon us as Userjoy has announced the upcoming... | Read more »
Go from lowly lizard to wicked Wyvern in...
Do you like questing, and do you like dragons? If not then boy is this not the announcement for you, as Loongcheer Game has unveiled Quest Dragon: Idle Mobile Game. Yes, it is amazing Square Enix hasn’t sued them for copyright infringement, but... | Read more »
Aether Gazer unveils Chapter 16 of its m...
After a bit of maintenance, Aether Gazer has released Chapter 16 of its main storyline, titled Night Parade of the Beasts. This big update brings a new character, a special outfit, some special limited-time events, and, of course, an engaging... | Read more »
Challenge those pesky wyverns to a dance...
After recently having you do battle against your foes by wildly flailing Hello Kitty and friends at them, GungHo Online has whipped out another surprising collaboration for Puzzle & Dragons. It is now time to beat your opponents by cha-cha... | Read more »
Pack a magnifying glass and practice you...
Somehow it has already been a year since Torchlight: Infinite launched, and XD Games is celebrating by blending in what sounds like a truly fantastic new update. Fans of Cthulhu rejoice, as Whispering Mist brings some horror elements, and tests... | Read more »

Price Scanner via MacPrices.net

Sunday Sale: Take $150 off every 15-inch M3 M...
Amazon is now offering a $150 discount on every configuration and color of Apple’s M3-powered 15″ MacBook Airs. Prices start at $1149 for models with 8GB of RAM and 256GB of storage: – 15″ M3 MacBook... Read more
Apple’s 24-inch M3 iMacs are on sale for $150...
Amazon is offering a $150 discount on Apple’s new M3-powered 24″ iMacs. Prices start at $1149 for models with 8GB of RAM and 256GB of storage: – 24″ M3 iMac/8-core GPU/8GB/256GB: $1149.99, $150 off... Read more
Verizon has Apple AirPods on sale this weeken...
Verizon has Apple AirPods on sale for up to 31% off MSRP on their online store this weekend. Their prices are the lowest price available for AirPods from any Apple retailer. Verizon service is not... Read more
Apple has 15-inch M2 MacBook Airs available s...
Apple has clearance, Certified Refurbished, 15″ M2 MacBook Airs available starting at $1019 and ranging up to $300 off original MSRP. These are the cheapest 15″ MacBook Airs for sale today at Apple.... Read more
May 2024 Apple Education discounts on MacBook...
If you’re a student, teacher, or staff member at any educational institution, you can use your .edu email address when ordering at Apple Education to take up to $300 off the purchase of a new MacBook... Read more
Clearance 16-inch M2 Pro MacBook Pros in stoc...
Apple has clearance 16″ M2 Pro MacBook Pros available in their Certified Refurbished store starting at $2049 and ranging up to $450 off original MSRP. Each model features a new outer case, shipping... Read more
Save $300 at Apple on 14-inch M3 MacBook Pros...
Apple has 14″ M3 MacBook Pros with 16GB of RAM, Certified Refurbished, available for $270-$300 off MSRP. Each model features a new outer case, shipping is free, and an Apple 1-year warranty is... Read more
Apple continues to offer 14-inch M3 MacBook P...
Apple has 14″ M3 MacBook Pros, Certified Refurbished, available starting at only $1359 and ranging up to $270 off MSRP. Each model features a new outer case, shipping is free, and an Apple 1-year... Read more
Apple AirPods Pro with USB-C return to all-ti...
Amazon has Apple’s AirPods Pro with USB-C in stock and on sale for $179.99 including free shipping. Their price is $70 (28%) off MSRP, and it’s currently the lowest price available for new AirPods... Read more
Apple Magic Keyboards for iPads are on sale f...
Amazon has Apple Magic Keyboards for iPads on sale today for up to $70 off MSRP, shipping included: – Magic Keyboard for 10th-generation Apple iPad: $199, save $50 – Magic Keyboard for 11″ iPad Pro/... Read more

Jobs Board

Liquor Stock Clerk - S. *Apple* St. - Idaho...
Liquor Stock Clerk - S. Apple St. Boise Posting Begin Date: 2023/10/10 Posting End Date: 2024/10/14 Category: Retail Sub Category: Customer Service Work Type: Part Read more
*Apple* App Developer - Datrose (United Stat...
…year experiencein programming and have computer knowledge with SWIFT. Job Responsibilites: Apple App Developer is expected to support essential tasks for the RxASL Read more
Omnichannel Associate - *Apple* Blossom Mal...
Omnichannel Associate - Apple Blossom Mall Location:Winchester, VA, United States (https://jobs.jcp.com/jobs/location/191170/winchester-va-united-states) - Apple Read more
Operations Associate - *Apple* Blossom Mall...
Operations Associate - Apple Blossom Mall Location:Winchester, VA, United States (https://jobs.jcp.com/jobs/location/191170/winchester-va-united-states) - Apple 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.