TweetFollow Us on Twitter

Event Programming
Volume Number:8
Issue Number:6
Column Tag:Getting Started

Related Info: Event Manager

Event-Based Programming

How a Mac program communicates with the user.

By Dave Mark, MacTutor Regular Contributing Author

So far, you’ve learned how to call Macintosh Toolbox routines in both C and Pascal. You’ve also learned a bit about resource management, mastering the art of WIND based window creation. You’re now ready to take the next step towards Macintosh guru-dom.

Event-based Programming

Most the programs we’ve created together have one thing in common. Each performs its main function, then sits there waiting for a mouse click using this piece of code:

/* 1 */

while ( ! Button() )
 ;

This chunk of code represents the only mechanism the user has to communicate with the program. In other words, the only way a user can talk to one of our programs is to click the mouse to make the program disappear! This month’s program is going to change all that.

One of the most important parts of the Macintosh Toolbox is the Event Manager. The Event Manager tracks all user actions, translating these actions into a form that’s perfect for your program. Each action is packaged into an event record and each event record is placed on the end of the application’s event queue.

For example, when the user presses the mouse button, a mouseDown event record is created. The record describes the mouseDown in detail, including such information as the location, in screen coordinates, of the mouse when the click occurred, and the time of the event, in ticks (60ths of a second) since system startup. When the user releases the mouse button, a second event, called a mouseUp event is queued.

If the user presses a key, a keyDown event is queued, providing all kinds of information describing the key that was pressed. An autoKey event is queued when a key is held down longer than a pre-specified autoKey threshold.

Though there are lots of different events, this month we’re going to focus on four of them: mouseDown, mouseUp, keyDown, and autoKey. Next month we’ll look at some of the others.

Working With Events

Events are the lifeline between your user and your program. They let your program know what your user is up to. Programming with events requires a whole new way of thinking. Up until this point, our programs have been sequential. Initialize the Toolbox, load a WIND resource, show the window, draw in it, wait for a mouse click, then exit.

Event programming follows a more iterative path. Check out the flowchart in Figure 1. From now on, our programs will look like this. First, we’ll perform our program’s initialization. This includes initializing the Toolbox, loading any needed resources, perhaps even opening a window or two. Once initialized, your program will enter the main event loop.

Figure 1. The main event loop flowchart.

The Main Event Loop

In the main event loop, your program uses a Toolbox function named WaitNextEvent() to retrieve the next event from the event queue. Depending on the type of event retrieved, your program will respond accordingly. A mouseDown might be passed to a routine that handles mouse clicks, for example. A keyDown might be passed to a text handling routine. At some point, some event will signal that the program should exit. Typically, it will be a keyDown with the key sequence Q or a mouseDown with the mouse on the Quit menu item. If If it’s not time to exit the program yet, your program goes back to the top of the event loop and retrieves another event, starting the process all over again.

WaitNextEvent() returns an event in the form of an EventRecord struct:

/* 2 */

struct EventRecord
{
    short what;
    longmessage;
    longwhen;
    Point where;
    short modifiers;
};

The what field tells you what kind of event was returned. As I said before, this month we’ll only look at mouseDown, mouseUp, keyDown, and autoKey events, though there are lots more. Depending on the value of the what field, the message field contains four bytes of descriptive information. when tells you when the event occurred, and where tells you where the mouse was when the event occurred. Finally, the modifiers field tells you the state of the control, option, command and shift modifier keys when the event occurred.

EventMaster

This month’s program, EventMaster, displays four lines, one for each of the events we’ve covered so far. As EventMaster processes an event, it highlights that line. For example, Figure 1 shows EventMaster immediately after it processed a mouseDown event.

Figure 2. EventMaster in action.

EventMaster requires a single resource of type WIND. Create a folder called EventMaster in your Development folder. Next, open ResEdit and create a new resource file named EventMaster.Π.rsrc inside the EventMaster folder. Create a new WIND resource according to the specs shown in Figure 3. Make sure the resource ID is set to 128 and the Close Box checkbox is checked. Select Set ‘WIND’ Characteristics from the WIND menu and set the window title to EventMaster. Quit ResEdit, saving your changes.

Figure 3. The WIND resource specifications.

Running EventMaster

Launch THINK C and create a new project named EventMaster.Π in the EventMaster folder. Add MacTraps to the project. Select New from the File menu and type this source code in the window that appears:

/* 3 */

#include <Values.h>

#define kBaseResID 128
#define kMoveToFront (WindowPtr)-1L
#define kSleep   MAXLONG

#define kRowHeight 14
#define kFontSize9

#define kMouseDown 1
#define kMouseUp 2
#define kKeyDown 3
#define kAutoKey 4

/*************/
/*  Globals  */
/*************/

Boolean gDone;
short   gLastEvent = 0;

/***************/
/*  Functions  */
/***************/

void  ToolBoxInit( void );
void  WindowInit( void );
void  EventLoop( void );
void  DoEvent( EventRecord *eventPtr );
void  HandleMouseDown( EventRecord *eventPtr );
void  DrawContents( void );
void  SelectEvent( short eventType );
void  DrawFrame( short eventType );

/******************************** main *********/

void  main( void )
{
 ToolBoxInit();
 WindowInit();
 
 EventLoop();
}

/*********************************** ToolBoxInit */

void  ToolBoxInit( void )
{
 InitGraf( &thePort );
 InitFonts();
 InitWindows();
 InitMenus();
 TEInit();
 InitDialogs( nil );
 InitCursor();
}

/******************************** WindowInit *********/

void  WindowInit( void )
{
 WindowPtrwindow;
 
 window = GetNewWindow( kBaseResID, nil, kMoveToFront );
 
 if ( window == nil )
 {
 SysBeep( 10 );  /*  Couldn’t load the WIND resource!!!  */
 ExitToShell();
 }
 
 SetPort( window );
 TextSize( kFontSize );
 
 ShowWindow( window );
}

/******************************** EventLoop *********/

void  EventLoop( void )
{
 EventRecordevent;
 
 gDone = false;
 while ( gDone == false )
 {
 if ( WaitNextEvent( everyEvent, &event, kSleep, nil ) )
 DoEvent( &event );
 }
}

/************************************* DoEvent *********/

void  DoEvent( EventRecord *eventPtr )
{
 switch ( eventPtr->what )
 {
 case mouseDown:
 SelectEvent( kMouseDown );
 HandleMouseDown( eventPtr );
 break;
 case mouseUp:
 SelectEvent( kMouseUp );
 break;
 case keyDown:
 SelectEvent( kKeyDown );
 break;
 case autoKey:
 SelectEvent( kAutoKey );
 break;
 case updateEvt:
 BeginUpdate( (WindowPtr)eventPtr->message );
 DrawContents();
 EndUpdate( (WindowPtr)eventPtr->message );
 }
}

/******************************** HandleMouseDown *********/

void  HandleMouseDown( EventRecord *eventPtr )
{
 WindowPtrwindow;
 short  thePart;
 
 thePart = FindWindow( eventPtr->where, &window );
 
 if ( thePart == inGoAway )
 gDone = true;
}

/******************************** DrawContents *********/

void  DrawContents( void )
{
 short  i;
 WindowPtrwindow;
 
 window = FrontWindow();
 
 for ( i=1; i<=3; i++ )
 {
 MoveTo( 0, (kRowHeight * i) - 1 );
 LineTo( window->portRect.right,
 (kRowHeight * i) - 1 );
 }
 
 MoveTo( 4, 9 );
 DrawString( “\pmouseDown” );
 
 MoveTo( 4, 9 + kRowHeight );
 DrawString( “\pmouseUp” );
 
 MoveTo( 4, 9 + kRowHeight*2 );
 DrawString( “\pkeyDown” );
 
 MoveTo( 4, 9 + kRowHeight*3 );
 DrawString( “\pautoKey” );
 
 if ( gLastEvent != 0 )
 DrawFrame( gLastEvent );
}

/************************************* SelectEvent ********/

void  SelectEvent( short eventType )
{
 Rect   r;
 WindowPtrwindow;
 
 window = FrontWindow();
 r = window->portRect;
 
 if ( gLastEvent != 0 )
 {
 ForeColor( whiteColor );
 DrawFrame( gLastEvent );
 ForeColor( blackColor );
 }
 
 DrawFrame( eventType );
 
 gLastEvent = eventType;
}

/************************************* DrawFrame *********/

void  DrawFrame( short eventType )
{
 Rect   r;
 WindowPtrwindow;
 
 window = FrontWindow();
 r = window->portRect;
 
 r.top = kRowHeight * (eventType - 1);
 r.bottom = r.top + kRowHeight - 1;
 
 FrameRect( &r );
}

Once the source code is typed in, save the file as EventMaster.c. Select Add (not Add...) from the Source menu to add EventMaster.c to the project. Select Run from the Project menu to run EventMaster.

When the EventMaster appears, click the mouse in the window. The mouseDown line will highlight. When you let go of the mouse button, the mouseUp line will highlight. Try this a few times, till you can play the entire drum solo to “Wipeout” on your mouse.

Next, hit a key or two on your keyboard (try any key except one of the modifier keys control, option, shift or command). The keyDown line will highlight. Now press the key and hold it down for a while. After a brief delay, the autoKey line will highlight.

Once you’re done playing, click the mouse in the EventMaster window’s close box to exit the program.

Walking Through the EventMaster Source Code

EventMaster starts off by including the file <Values.h>, where the largest long, MAXLONG, is defined.

/* 4 */

#include <Values.h>

Next, a series of constants are defined. Some you know, some you don’t. The new ones will be explained as they are used in the code.

/* 5 */

#define kBaseResID 128
#define kMoveToFront (WindowPtr)-1L
#define kSleep   MAXLONG

#define kRowHeight 14
#define kFontSize9

#define kMouseDown 1
#define kMouseUp 2
#define kKeyDown 3
#define kAutoKey 4

The global gDone starts off with a value of false. When the mouse is clicked in the window’s close box, gDone will be set to true and the program will exit. gLastEvent keeps track of the last event that occurred, taking on a value of either kMouseDown, kMouseUp, kKeyDown, or kAutoKey. We do this so we can erase the old highlighting (if any) before we draw the new highlighting.

/* 6 */

Boolean gDone;
short   gLastEvent = 0;

As usual, our program includes a function prototype for all our functions.

/* 7 */

/***************/
/*  Functions  */
/***************/

void  ToolBoxInit( void );
void  WindowInit( void );
void  EventLoop( void );
void  DoEvent( EventRecord *eventPtr );
void  HandleMouseDown( EventRecord *eventPtr );
void  DrawContents( void );
void  SelectEvent( short eventType );
void  DrawFrame( short eventType );

main() starts by initializing the Toolbox and loading the WIND resource to build the EventMaster window.

/* 8 */

/******************************** main *********/

void  main( void )
{
 ToolBoxInit();
 WindowInit();

Next, we enter the main event loop.

/* 9 */

 EventLoop();
}

EventLoop() continuously loops on a call to WaitNextEvent(), waiting for something to set gDone to true. The first parameter to WaitNextEvent() tells you what kind of events you are interested in receiving. The constant everyEvent asks the system to send every event it handles. The second parameter is a pointer to an EventRecord. The third parameter tells the system how friendly your application is to other applications running at the same time. Basically, the number tells the system how many ticks you are willing to sleep while some other application gets some processing time. A high number is friendly. A low number makes you a processor hog. The last parameter specifies a home-base region for the mouse. If the mouse moves outside this region, the system will generate a special event, known as a mouse-moved event. Since we won’t be handling mouse-moved events, we’ll pass nil as this last parameter.

/* 10 */

/******************************** EventLoop *********/

void  EventLoop( void )
{
 EventRecordevent;
 
 gDone = false;
 while ( gDone == false )
 {

WaitNextEvent() will return true if it successfully retrieved an event from the event queue. In that case, we’ll process the event by passing it to DoEvent().

/* 11 */


 if ( WaitNextEvent( everyEvent, &event, kSleep, nil ) )
 DoEvent( &event );
 }
}

WaitNextEvent() is described in detail in Inside Macintosh, Volume VI, on page 5-29. If you get a chance, read chapter 5, which describes the Event Manager in detail. You might also want to refer to Chapter 4 in the 2nd edition of the Macintosh C Programming Primer.

DoEvent() switches on eventPtr->what, sending the appropriate constant to the routine SelectEvent(), which highlights the appropriate line in the EventMaster window.

/* 12 */

/************************************* DoEvent *********/

void  DoEvent( EventRecord *eventPtr )
{
 switch ( eventPtr->what )
 {

In the case of a mouseDown, we also pass the event on to our HandleMouseDown() routine, which will check for a mouseDown in the window’s close box.

/* 13 */

 case mouseDown:
 SelectEvent( kMouseDown );
 HandleMouseDown( eventPtr );
 break;
 case mouseUp:
 SelectEvent( kMouseUp );
 break;
 case keyDown:
 SelectEvent( kKeyDown );
 break;
 case autoKey:
 SelectEvent( kAutoKey );
 break;

OK, I know I promised we were only going to handle four event types this month, but I couldn’t help but sneak this one in here. An update event is generated by the system when the contents of your window need to be redrawn. We’ll get to updateEvt next month. In the meantime, if you want to force this code to execute, try triggering your screen dimmer, or cover the EventMaster window with another window and then uncover it..

/* 14 */

 case updateEvt:
 BeginUpdate( (WindowPtr)eventPtr->message );
 DrawContents();
 EndUpdate( (WindowPtr)eventPtr->message );
 }
}

HandleMouseDown() calls FindWindow() to find out in which window, and in which part of the window, the mouse was clicked.

/* 15 */

/******************************** HandleMouseDown *********/

void  HandleMouseDown( EventRecord *eventPtr )
{
 WindowPtrwindow;
 short  thePart;
 
 thePart = FindWindow( eventPtr->where, &window );

If the mouse was clicked in the close box (also known as the goaway box), set gDone to true.

/* 16 */

 if ( thePart == inGoAway )
 gDone = true;
}

DrawContents() draws the contents of the EventMaster window. Notice that the highlighting routine DrawFrame() is only called if a previous event has been handled.

/* 17 */

/******************************** DrawContents *********/

void  DrawContents( void )
{
 short  i;
 WindowPtrwindow;
 
 window = FrontWindow();
 
 for ( i=1; i<=3; i++ )
 {
 MoveTo( 0, (kRowHeight * i) - 1 );
 LineTo( window->portRect.right,
 (kRowHeight * i) - 1 );
 }
 
 MoveTo( 4, 9 );
 DrawString( “\pmouseDown” );
 
 MoveTo( 4, 9 + kRowHeight );
 DrawString( “\pmouseUp” );
 
 MoveTo( 4, 9 + kRowHeight*2 );
 DrawString( “\pkeyDown” );
 
 MoveTo( 4, 9 + kRowHeight*3 );
 DrawString( “\pautoKey” );
 
 if ( gLastEvent != 0 )
 DrawFrame( gLastEvent );
}

SelectEvent() erases the old highlighting (if it existed) and then draws the new highlighting.

/* 18 */

/************************************* SelectEvent  */

void  SelectEvent( short eventType )
{
 Rect   r;
 WindowPtrwindow;
 
 window = FrontWindow();
 r = window->portRect;
 
 if ( gLastEvent != 0 )
 {
 ForeColor( whiteColor );
 DrawFrame( gLastEvent );
 ForeColor( blackColor );
 }
 
 DrawFrame( eventType );
 
 gLastEvent = eventType;
}

DrawFrame() draws the highlighting rectangle.

/* 19 */

/************************************* DrawFrame *********/

void  DrawFrame( short eventType )
{
 Rect   r;
 WindowPtrwindow;
 
 window = FrontWindow();
 r = window->portRect;
 
 r.top = kRowHeight * (eventType - 1);
 r.bottom = r.top + kRowHeight - 1;
 
 FrameRect( &r );
}

Some Homework

To understand more about events, read the Event Manager chapters in Inside Macintosh, Volumes I and VI. You may have noticed that EventMaster left a lot of room on the right side of each of its event lines. Use this space as a scratch pad, drawing information culled from the EventRecord each time you process an event.

As an example, try writing out the contents of the when and where fields. How about pulling the character and key codes out of the message field of a keyDown event. Think of EventMaster as an event playground. Play. Learn.

Next Month and Pascal

Next month, we’ll dig into some events designed specifically for the Window Manager: update and activate events. Till then, I’ll leave you with a Pascal translation of the EventMaster program. See you next month...

program EventMaster;
 const
  kBaseResID = 128;
  kSleep = $FFFFFFFF;
  kRowHeight = 14;
  kFontSize = 9;
  kMouseDown = 1;
  kMouseUp = 2;
  kKeyDown = 3;
  kAutoKey = 4;

 var
  gDone: BOOLEAN;
  gLastEvent: INTEGER;

{----------------> DrawFrame<--}

 procedure DrawFrame (eventType: INTEGER);
  var
   r: Rect;
   window: WindowPtr;
 begin
  window := FrontWindow;
  r := window^.portRect;

  r.top := kRowHeight * (eventType - 1);
  r.bottom := r.top + kRowHeight - 1;

  FrameRect(r);
 end;

{----------------> SelectEvent<--}

 procedure SelectEvent (eventType: INTEGER);
  var
   r: Rect;
   window: WindowPtr;
 begin
  window := FrontWindow;
  r := window^.portRect;

  if gLastEvent <> 0 then
  begin
   ForeColor(whiteColor);
   DrawFrame(gLastEvent);
   ForeColor(blackColor);
  end;

  DrawFrame(eventType);

  gLastEvent := eventType;
 end;

{----------------> DrawContents  <--}

 procedure DrawContents;
  var
   i: INTEGER;
   window: WindowPtr;
 begin
  window := FrontWindow;

  for i := 1 to 3 do
  begin
   MoveTo(0, (kRowHeight * i) - 1);
   LineTo(window^.portRect.right, (kRowHeight * i) - 1);
  end;

  MoveTo(4, 9);
  DrawString(‘mouseDown’);

  MoveTo(4, 9 + kRowHeight);
  DrawString(‘mouseUp’);

  MoveTo(4, 9 + kRowHeight * 2);
  DrawString(‘keyDown’);

  MoveTo(4, 9 + kRowHeight * 3);
  DrawString(‘autoKey’);

  if gLastEvent <> 0 then
   DrawFrame(gLastEvent);
 end;

{----------------> HandleMouseDown <--}

 procedure HandleMouseDown (event: EventRecord);
  var
   window: WindowPtr;
   thePart: INTEGER;
 begin
  thePart := FindWindow(event.where, window);

  if thePart = inGoAway then
   gDone := true;
 end;

{----------------> DoEvent<--}

 procedure DoEvent (event: EventRecord);
 begin
  case event.what of
   mouseDown: 
   begin
    SelectEvent(kMouseDown);
    HandleMouseDown(event);
   end;
   mouseUp: 
    SelectEvent(kMouseUp);
   keyDown: 
    SelectEvent(kKeyDown);
   autoKey: 
    SelectEvent(kAutoKey);
   updateEvt: 
   begin
    BeginUpdate(WindowPtr(event.message));
    DrawContents;
    EndUpdate(WindowPtr(event.message));
   end;
  end;
 end;

{----------------> EventLoop<--}

 procedure EventLoop;
  var
   event: EventRecord;
 begin
  gDone := FALSE;

  while gDone = FALSE do
  begin
   if WaitNextEvent(everyEvent, event, kSleep, nil) then
    DoEvent(event);
  end;
 end;

{----------------> WindowInit <--}

 procedure WindowInit;
  var
   window: WindowPtr;
 begin
  window := GetNewWindow(kBaseResID, nil, WindowPtr(-1));

  if window = nil then
  begin
   SysBeep(10);
   ExitToShell;
  end;

  SetPort(window);
  TextSize(kFontSize);

  ShowWindow(window);
 end;

{----------------> EventMaster<--}

begin
 gLastEvent := 0;

 WindowInit;

 EventLoop;
end.

 

Community Search:
MacTech Search:

Software Updates via MacUpdate

Posterino 4.4 - Create posters, collages...
Posterino offers enhanced customization and flexibility including a variety of new, stylish templates featuring grids of identical or odd-sized image boxes. You can customize the size and shape of... Read more
Chromium 119.0.6044.0 - Fast and stable...
Chromium is an open-source browser project that aims to build a safer, faster, and more stable way for all Internet users to experience the web. List of changes available here. Version for Apple... Read more
Spotify 1.2.21.1104 - Stream music, crea...
Spotify is a streaming music service that gives you on-demand access to millions of songs. Whether you like driving rock, silky R&B, or grandiose classical music, Spotify's massive catalogue puts... Read more
Tor Browser 12.5.5 - Anonymize Web brows...
Using Tor Browser you can protect yourself against tracking, surveillance, and censorship. Tor was originally designed, implemented, and deployed as a third-generation onion-routing project of the U.... Read more
Malwarebytes 4.21.9.5141 - Adware remova...
Malwarebytes (was AdwareMedic) helps you get your Mac experience back. Malwarebytes scans for and removes code that degrades system performance or attacks your system. Making your Mac once again your... Read more
TinkerTool 9.5 - Expanded preference set...
TinkerTool is an application that gives you access to additional preference settings Apple has built into Mac OS X. This allows to activate hidden features in the operating system and in some of the... Read more
Paragon NTFS 15.11.839 - Provides full r...
Paragon NTFS breaks down the barriers between Windows and macOS. Paragon NTFS effectively solves the communication problems between the Mac system and NTFS. Write, edit, copy, move, delete files on... Read more
Apple Safari 17 - Apple's Web brows...
Apple Safari is Apple's web browser that comes bundled with the most recent macOS. Safari is faster and more energy efficient than other browsers, so sites are more responsive and your notebook... Read more
Firefox 118.0 - Fast, safe Web browser.
Firefox offers a fast, safe Web browsing experience. Browse quickly, securely, and effortlessly. With its industry-leading features, Firefox is the choice of Web development professionals and casual... Read more
ClamXAV 3.6.1 - Virus checker based on C...
ClamXAV is a popular virus checker for OS X. Time to take control ClamXAV keeps threats at bay and puts you firmly in charge of your Mac’s security. Scan a specific file or your entire hard drive.... Read more

Latest Forum Discussions

See All

‘Monster Hunter Now’ October Events Incl...
Niantic and Capcom have just announced this month’s plans for the real world hunting action RPG Monster Hunter Now (Free) for iOS and Android. If you’ve not played it yet, read my launch week review of it here. | Read more »
Listener Emails and the iPhone 15! – The...
In this week’s episode of The TouchArcade Show we finally get to a backlog of emails that have been hanging out in our inbox for, oh, about a month or so. We love getting emails as they always lead to interesting discussion about a variety of topics... | Read more »
TouchArcade Game of the Week: ‘Cypher 00...
This doesn’t happen too often, but occasionally there will be an Apple Arcade game that I adore so much I just have to pick it as the Game of the Week. Well, here we are, and Cypher 007 is one of those games. The big key point here is that Cypher... | Read more »
SwitchArcade Round-Up: ‘EA Sports FC 24’...
Hello gentle readers, and welcome to the SwitchArcade Round-Up for September 29th, 2023. In today’s article, we’ve got a ton of news to go over. Just a lot going on today, I suppose. After that, there are quite a few new releases to look at... | Read more »
‘Storyteller’ Mobile Review – Perfect fo...
I first played Daniel Benmergui’s Storyteller (Free) through its Nintendo Switch and Steam releases. Read my original review of it here. Since then, a lot of friends who played the game enjoyed it, but thought it was overpriced given the short... | Read more »
An Interview with the Legendary Yu Suzuk...
One of the cool things about my job is that every once in a while, I get to talk to the people behind the games. It’s always a pleasure. Well, today we have a really special one for you, dear friends. Mr. Yu Suzuki of Ys Net, the force behind such... | Read more »
New ‘Marvel Snap’ Update Has Balance Adj...
As we wait for the information on the new season to drop, we shall have to content ourselves with looking at the latest update to Marvel Snap (Free). It’s just a balance update, but it makes some very big changes that combined with the arrival of... | Read more »
‘Honkai Star Rail’ Version 1.4 Update Re...
At Sony’s recently-aired presentation, HoYoverse announced the Honkai Star Rail (Free) PS5 release date. Most people speculated that the next major update would arrive alongside the PS5 release. | Read more »
‘Omniheroes’ Major Update “Tide’s Cadenc...
What secrets do the depths of the sea hold? Omniheroes is revealing the mysteries of the deep with its latest “Tide’s Cadence" update, where you can look forward to scoring a free Valkyrie and limited skin among other login rewards like the 2nd... | Read more »
Recruit yourself some run-and-gun royalt...
It is always nice to see the return of a series that has lost a bit of its global staying power, and thanks to Lilith Games' latest collaboration, Warpath will be playing host the the run-and-gun legend that is Metal Slug 3. [Read more] | Read more »

Price Scanner via MacPrices.net

Clearance M1 Max Mac Studio available today a...
Apple has clearance M1 Max Mac Studios available in their Certified Refurbished store for $270 off original MSRP. Each Mac Studio comes with Apple’s one-year warranty, and shipping is free: – Mac... Read more
Apple continues to offer 24-inch iMacs for up...
Apple has a full range of 24-inch M1 iMacs available today in their Certified Refurbished store. Models are available starting at only $1099 and range up to $260 off original MSRP. Each iMac is in... Read more
Final weekend for Apple’s 2023 Back to School...
This is the final weekend for Apple’s Back to School Promotion 2023. It remains active until Monday, October 2nd. Education customers receive a free $150 Apple Gift Card with the purchase of a new... Read more
Apple drops prices on refurbished 13-inch M2...
Apple has dropped prices on standard-configuration 13″ M2 MacBook Pros, Certified Refurbished, to as low as $1099 and ranging up to $230 off MSRP. These are the cheapest 13″ M2 MacBook Pros for sale... Read more
14-inch M2 Max MacBook Pro on sale for $300 o...
B&H Photo has the Space Gray 14″ 30-Core GPU M2 Max MacBook Pro in stock and on sale today for $2799 including free 1-2 day shipping. Their price is $300 off Apple’s MSRP, and it’s the lowest... Read more
Apple is now selling Certified Refurbished M2...
Apple has added a full line of standard-configuration M2 Max and M2 Ultra Mac Studios available in their Certified Refurbished section starting at only $1699 and ranging up to $600 off MSRP. Each Mac... Read more
New sale: 13-inch M2 MacBook Airs starting at...
B&H Photo has 13″ MacBook Airs with M2 CPUs in stock today and on sale for $200 off Apple’s MSRP with prices available starting at only $899. Free 1-2 day delivery is available to most US... Read more
Apple has all 15-inch M2 MacBook Airs in stoc...
Apple has Certified Refurbished 15″ M2 MacBook Airs in stock today starting at only $1099 and ranging up to $230 off MSRP. These are the cheapest M2-powered 15″ MacBook Airs for sale today at Apple.... Read more
In stock: Clearance M1 Ultra Mac Studios for...
Apple has clearance M1 Ultra Mac Studios available in their Certified Refurbished store for $540 off original MSRP. Each Mac Studio comes with Apple’s one-year warranty, and shipping is free: – Mac... Read more
Back on sale: Apple’s M2 Mac minis for $100 o...
B&H Photo has Apple’s M2-powered Mac minis back in stock and on sale today for $100 off MSRP. Free 1-2 day shipping is available for most US addresses: – Mac mini M2/256GB SSD: $499, save $100 –... Read more

Jobs Board

Licensed Dental Hygienist - *Apple* River -...
Park Dental Apple River in Somerset, WI is seeking a compassionate, professional Dental Hygienist to join our team-oriented practice. COMPETITIVE PAY AND SIGN-ON Read more
Sublease Associate Optometrist- *Apple* Val...
Sublease Associate Optometrist- Apple Valley, CA- Target Optical Date: Sep 30, 2023 Brand: Target Optical Location: Apple Valley, CA, US, 92307 **Requisition Read more
*Apple* / Mac Administrator - JAMF - Amentum...
Amentum is seeking an ** Apple / Mac Administrator - JAMF** to provide support with the Apple Ecosystem to include hardware and software to join our team and Read more
Child Care Teacher - Glenda Drive/ *Apple* V...
Child Care Teacher - Glenda Drive/ Apple ValleyTeacher Share by Email Share on LinkedIn Share on Twitter 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.