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

Top Mobile Game Discounts
Every day, we pick out a curated list of the best mobile discounts on the App Store and post them here. This list won't be comprehensive, but it every game on it is recommended. Feel free to check out the coverage we did on them in the links... | Read more »
Price of Glory unleashes its 1.4 Alpha u...
As much as we all probably dislike Maths as a subject, we do have to hand it to geometry for giving us the good old Hexgrid, home of some of the best strategy games. One such example, Price of Glory, has dropped its 1.4 Alpha update, stocked full... | Read more »
The SLC 2025 kicks off this month to cro...
Ever since the Solo Leveling: Arise Championship 2025 was announced, I have been looking forward to it. The promotional clip they released a month or two back showed crowds going absolutely nuts for the previous competitions, so imagine the... | Read more »
Dive into some early Magicpunk fun as Cr...
Excellent news for fans of steampunk and magic; the Precursor Test for Magicpunk MMORPG Crystal of Atlan opens today. This rather fancy way of saying beta test will remain open until March 5th and is available for PC - boo - and Android devices -... | Read more »
Prepare to get your mind melted as Evang...
If you are a fan of sci-fi shooters and incredibly weird, mind-bending anime series, then you are in for a treat, as Goddess of Victory: Nikke is gearing up for its second collaboration with Evangelion. We were also treated to an upcoming... | Read more »
Square Enix gives with one hand and slap...
We have something of a mixed bag coming over from Square Enix HQ today. Two of their mobile games are revelling in life with new events keeping them alive, whilst another has been thrown onto the ever-growing discard pile Square is building. I... | Read more »
Let the world burn as you have some fest...
It is time to leave the world burning once again as you take a much-needed break from that whole “hero” lark and enjoy some celebrations in Genshin Impact. Version 5.4, Moonlight Amidst Dreams, will see you in Inazuma to attend the Mikawa Flower... | Read more »
Full Moon Over the Abyssal Sea lands on...
Aether Gazer has announced its latest major update, and it is one of the loveliest event names I have ever heard. Full Moon Over the Abyssal Sea is an amazing name, and it comes loaded with two side stories, a new S-grade Modifier, and some fancy... | Read more »
Open your own eatery for all the forest...
Very important question; when you read the title Zoo Restaurant, do you also immediately think of running a restaurant in which you cook Zoo animals as the course? I will just assume yes. Anyway, come June 23rd we will all be able to start up our... | Read more »
Crystal of Atlan opens registration for...
Nuverse was prominently featured in the last month for all the wrong reasons with the USA TikTok debacle, but now it is putting all that behind it and preparing for the Crystal of Atlan beta test. Taking place between February 18th and March 5th,... | Read more »

Price Scanner via MacPrices.net

AT&T is offering a 65% discount on the ne...
AT&T is offering the new iPhone 16e for up to 65% off their monthly finance fee with 36-months of service. No trade-in is required. Discount is applied via monthly bill credits over the 36 month... Read more
Use this code to get a free iPhone 13 at Visi...
For a limited time, use code SWEETDEAL to get a free 128GB iPhone 13 Visible, Verizon’s low-cost wireless cell service, Visible. Deal is valid when you purchase the Visible+ annual plan. Free... Read more
M4 Mac minis on sale for $50-$80 off MSRP at...
B&H Photo has M4 Mac minis in stock and on sale right now for $50 to $80 off Apple’s MSRP, each including free 1-2 day shipping to most US addresses: – M4 Mac mini (16GB/256GB): $549, $50 off... Read more
Buy an iPhone 16 at Boost Mobile and get one...
Boost Mobile, an MVNO using AT&T and T-Mobile’s networks, is offering one year of free Unlimited service with the purchase of any iPhone 16. Purchase the iPhone at standard MSRP, and then choose... Read more
Get an iPhone 15 for only $299 at Boost Mobil...
Boost Mobile, an MVNO using AT&T and T-Mobile’s networks, is offering the 128GB iPhone 15 for $299.99 including service with their Unlimited Premium plan (50GB of premium data, $60/month), or $20... Read more
Unreal Mobile is offering $100 off any new iP...
Unreal Mobile, an MVNO using AT&T and T-Mobile’s networks, is offering a $100 discount on any new iPhone with service. This includes new iPhone 16 models as well as iPhone 15, 14, 13, and SE... Read more
Apple drops prices on clearance iPhone 14 mod...
With today’s introduction of the new iPhone 16e, Apple has discontinued the iPhone 14, 14 Pro, and SE. In response, Apple has dropped prices on unlocked, Certified Refurbished, iPhone 14 models to a... Read more
B&H has 16-inch M4 Max MacBook Pros on sa...
B&H Photo is offering a $360-$410 discount on new 16-inch MacBook Pros with M4 Max CPUs right now. B&H offers free 1-2 day shipping to most US addresses: – 16″ M4 Max MacBook Pro (36GB/1TB/... Read more
Amazon is offering a $100 discount on the M4...
Amazon has the M4 Pro Mac mini discounted $100 off MSRP right now. Shipping is free. Their price is the lowest currently available for this popular mini: – Mac mini M4 Pro (24GB/512GB): $1299, $100... Read more
B&H continues to offer $150-$220 discount...
B&H Photo has 14-inch M4 MacBook Pros on sale for $150-$220 off MSRP. B&H offers free 1-2 day shipping to most US addresses: – 14″ M4 MacBook Pro (16GB/512GB): $1449, $150 off MSRP – 14″ M4... Read more

Jobs Board

All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.