TweetFollow Us on Twitter

Feb 94 Challenge
Volume Number:10
Issue Number:2
Column Tag:Programmers’ Challenge

Programmers’ Challenge

By Nice Silk Man

Note: Source code files accompanying article are located on MacTech CD-ROM or source code disks.

The Rules

Here’s how it works: Each month there will be a different programming challenge presented here. First, you must write some code that solves the challenge. Second, you must optimize your code (a lot). Then, submit your solution to MacTech Magazine (formerly MacTutor). A winner will be chosen based on code correctness, speed, size and elegance (in that order of importance) as well as the postmark of the answer. In the event of multiple equally desirable solutions, one winner will be chosen at random (with honorable mention, but no prize, given to the runners up). The prize for the best solution each month is $50 and a limited edition “The Winner! MacTech Magazine Programming Challenge” T-shirt (not to be found in stores).

In order to make fair comparisons between solutions, all solutions must be in ANSI compatible C (i.e., don’t use Think’s Object extensions). Only pure C code can be used. Any entries with any assembly in them will be disqualified (except for those challenges specifically stated to be in assembly). However, you may call any routine in the Macintosh toolbox you want (i.e., it doesn’t matter if you use NewPtr instead of malloc). All entries will be tested with the FPU and 68020 flags turned off in THINK C. When timing routines, the latest version of THINK C will be used (with ANSI Settings plus “Honor ‘register’ first” and “Use Global Optimizer” turned on) so beware if you optimize for a different C compiler. All code should be limited to 60 characters wide. This will aid us in dealing with e-mail gateways and page layout.

The solution and winners for this month’s Programmers’ Challenge will be published in the issue two months later. All submissions must be received by the 10th day of the month printed on the front of this issue.

All solutions should be marked “Attn: Programmers’ Challenge Solution” and sent to Xplain Corporation (the publishers of MacTech Magazine) via “snail mail” or preferably, e-mail - AppleLink: MT.PROGCHAL, Internet:, CompuServe: 71552,174 and America Online: MT PRGCHAL. If you send via snail mail, please include a disk with the solution and all related files (including contact information). See page 2 for information on “How to Contact Xplain Corporation.”

MacTech Magazine reserves the right to publish any solution entered in the Programming Challenge of the Month and all entries are the property of MacTech Magazine upon submission. The submission falls under all the same conventions of an article submission.


Everyone likes anagrams. If you’ve ever had an anagram program and run your friends’ names through it then you know how excited people get when they see what their name can spell when the letters are rearranged. It’s one of those little things that computers can do that impresses non-computer people like my mom more than any amount of awesome 3-D rendering or clever computer animation. This month’s challenge is to write a fast anagram routine.

The prototype of the function you write is:

/* 1 */

unsigned long Anagram(inputText, 
 wordList, outputFile)
Str255  inputText;
FILE    *wordList;
FILE    *outputFile;

InputText is a Pascal string containing the text to anagram. It will be all lowercase letters (a..z) and may contain spaces, which you should ignore (i.e. your anagram may contain more or fewer spaces; it doesn’t matter). WordList is a standard C input stream containing the dictionary of valid words you can use to make your anagrammed output. The words in the dictionary will be all lowercase and sorted from ‘a’ to ‘z’ (and there will be about 20,000 of them). There is a 0x0D byte between each word. You should keep reading words from the stream until you reach the end of file. OutputFile is a standard C output stream that you should write your anagrams to, each one separated by a 0x0D byte. The return value of the function is the number of unique anagrams that were sent to the outputFile.

Good luck and Happy New Year!


Of the 11 entries I received for the Present Packing challenge, nine worked correctly. Congrats to James Goebel (location unknown) for having the highest average number of presents packed. James previously won the ASCII85 Encode challenge and now he is tied in a 3-way tie for the most number of 1st place Challenge showings.

This challenge was judged based on the highest average number of packages packed. The times and code+data sizes are given for interest only. Numbers in parens after a person’s name indicate how many times that person has finished in the top 5 places of all previous Programmer Challenges, not including this one.

Name packages time code+data

James Goebel (2) 95.8 4007 2506

Kevin Cutts (1) 94.3 67 10806

Robert Coie 93.8 5 900

Bob Boonstra (4) 93.7 6 5684

Dave Darrah 93.6 6 1002

Paul Pedriana 93.5 5 1442

Stefan Pantke 91.4 121 20552

Allen Stenger (2) 91.0 11439 360

Jeremy Vineyard (1) 67.3 562 664

My apologies for not considering that it would be nice if you could rotate a present 90 degrees as you packed it. Several people who entered wrote to me and asked me about that before entering. Unfortunately, Donald Knipp (location unknown) didn’t ask me and just assumed that he could rotate the presents. But since the storePresProc had no way of knowing that he had rotated them he ended up putting presents on top of each other, which invalidated his entry. I’m not happy about disqualifying Donald’s otherwise clever entry but I must in order to be fair to those who were told they couldn’t rotate. In the future, I urge everyone to e-mail me if something is ambiguous or if there are questions about what assumptions you can and cannot make in your solutions.

Here’s James’ winning solution. My apologies for removing some whitespace and comments in order to fit it in this column; James’ unedited code is on the source code disk.

/* 2 */

/* PackPresents() by Clement James Goebel III.
 This code accepts a number of presents one after another and
 attempts to store as MANY as possible
 in its storage area. 
 This routine starts with an array describing the expected 
 distribution of data and then slowly changes to use an array
 that describes the sizes of observed presents as the process
 continues. These arrays are used to decide which presents 
 are too big and should not be stored as they will cause us
 to throw away smaller 
 presents latter. The routine is slow 
 and methodical as it trys to pack presents into the smallest 
   spaces it can find. It also does an ok job of guessing which 
 packages to discard, a function that might not really be 
 needed with evenly distributed data sets. But the goal was
 to pack the most, so you can't be too careful. The matrix 
 that keeps track of stored presents contains zeros where 
 presents are stored, and all other locations contain a value
 that represents the amount of free space that is contiguous
 to that location. We will always try to fill small holes 
 first, a better way might be to look for presents that are
 half the size of the hole, but that would require many more
 special cases. And when placing presents we will always try
 to get as many surfaces to touch as possible.

#define WID_DIM  100
#define LEN_DIM  100
#define MIN_GIFT_DIM 5
#define MAX_GIFT_DIM 15
#define LIKES_OTHERS 3
#define LIKES_WALLS2
#define SPACE_USED 0
#define MEASURING-1

static short sgsGiftsSeen, sgsGiftsStored, sgsLeftmostPresent,
static long  sglExpectedCount, sglItemsOnStack,
static short *sgasStack, *sgasAreasSeen, *sgasAreasExpected;
static long  *sgalSpace;

typedef void (*NextPresProc)
 (unsigned short *pWidth, unsigned short *pLength );
typedef void (*StorePresProc)
 (unsigned short xPos, unsigned short yPos );

void PackPresents( unsigned short usNumGifts,
 NextPresProc pNextPresProc, StorePresProc pStorePresProc );
void MyPacker( unsigned short usNumGifts,
 long sgaalStorage[WID_DIM][LEN_DIM],
 NextPresProc pNextPresProc, StorePresProc pStorePresProc );

// PackPresents()
void PackPresents( unsigned short usNumGifts,
 NextPresProc pNextPresProc, StorePresProc pStorePresProc)
 long w, l, lBytes;
 sgsGiftsSeen = sgsGiftsStored = 0;
 sglItemsOnStack = 0;
 sgsLeftmostPresent = WID_DIM;
 sgsTopmostPresent = LEN_DIM;
 lBytes = (MAX_GIFT_DIM+1) 
 * (MAX_GIFT_DIM+1) * sizeof( short );
 sgasAreasSeen = (void*)NewPtrClear( lBytes );
 sgasAreasExpected = (void*)NewPtrClear( lBytes );
 sgasStack = (void*)NewPtrClear( (WID_DIM * LEN_DIM ) 
 * 2 * sizeof( short ) );
 sgalSpace = (void*)NewPtrClear( WID_DIM * LEN_DIM 
 * sizeof( long ) );
// Given the range of inputs we expect to see compute
// the number of presents of each size that we 
// expect to be offered.
 sgsGiftsSeen = sglExpectedCount = 0;
 sglTotalAreaExpected = 0;
 for ( w = MIN_GIFT_DIM; w <= MAX_GIFT_DIM; w++ ) {
 for ( l = MIN_GIFT_DIM;l<=MAX_GIFT_DIM; l++) {
 sgasAreasExpected[ w * l] ++;
 sglTotalAreaExpected += w * l;
 } }
 MyPacker( usNumGifts, (void*)sgalSpace, 
 pNextPresProc, pStorePresProc );
 DisposePtr( (Ptr)sgasAreasSeen );
 DisposePtr( (Ptr)sgasAreasExpected );
 DisposePtr( (Ptr)sgasStack );
 DisposePtr( (Ptr)sgalSpace );

// Utility routines called by packing routine.
Boolean BestPosition( long aalSpace[WID_DIM][LEN_DIM],
 unsigned short usSpaceRemaining, unsigned short usWidth,
 unsigned short usLength, short *pusX, short *pusY );
int LargestGiftDesired( unsigned short usSpaceLeft, 
 unsigned short usTotalGifts, unsigned short usGiftsRemaining,
 unsigned short usWidth, unsigned short usLength );
void RecomputeAreas( long aalSpace[WID_DIM][LEN_DIM],
 unsigned short *pusSpaceRemaining, int iHoleSize );

// MyPacker()
// After getting each present check to see what the 
// expected sizes of the next presents will be and
// pick a largest acceptable size.  If the present
// meets the size requirement then find the best 
// location for it (presents like to sit amoung
// friends or with thier back to the wall!), and 
// store it.
void MyPacker( unsigned short usNumGifts,
 long aalGiftStorage[WID_DIM][LEN_DIM],
 NextPresProc pNextPresProc, StorePresProc pStorePresProc )
 unsigned short usSpaceRemaining, usGiftsRemaining;
 unsigned short usWidth, usLength;
 int  iLargestGiftDesired, iArea, i, w, l, iHoleSize;
 short X, Y;
 usGiftsRemaining = usNumGifts;
 usSpaceRemaining = WID_DIM * LEN_DIM;
// Fill storage array with contiguous area values.
// In the beginning all space is empty and contiguous.
 for ( w = 0; w < WID_DIM; w++ )
 for ( l = 0; l < LEN_DIM; l++ )
 aalGiftStorage[w][l] = usSpaceRemaining;    
// Get the presents.
 while ( usGiftsRemaining ) {
 (pNextPresProc)( &usWidth, &usLength );
 iLargestGiftDesired = LargestGiftDesired( 
   usSpaceRemaining, usNumGifts, 
   usGiftsRemaining, usWidth, usLength );
 iArea = usWidth * usLength;
 if ( iArea <= iLargestGiftDesired ) {
 if ( BestPosition( aalGiftStorage, 
   usSpaceRemaining, usWidth, usLength, &X, &Y ) ) {
 iHoleSize = aalGiftStorage[X][Y];
// Store a gift.
 for ( w = 0; w < usWidth; w++ ) {
 for ( l = 0; l < usLength; l++ ) {
 aalGiftStorage[X+w][Y+l] = SPACE_USED;
 } }
 pStorePresProc( (unsigned short)X, 
 (unsigned short)Y );
 if ( sgsLeftmostPresent > X )
 sgsLeftmostPresent = X;
 if ( sgsTopmostPresent > Y )
 sgsTopmostPresent = Y;
 usSpaceRemaining -= iArea;
 RecomputeAreas( aalGiftStorage, 
   &usSpaceRemaining, iHoleSize );
 } }    
 if ( usSpaceRemaining == 0 ) return;

// Push() & Pop() implement a stack for the 
// flood fill type algorithm FloodMark to store
// data points on instead of recursing into the heap.
Push( unsigned usX, unsigned usY )
 sgasStack[sglItemsOnStack] = usX;
 sgasStack[sglItemsOnStack+1] = usY;
 sglItemsOnStack += 2;
Boolean Pop( unsigned short *pusX, unsigned short *pusY )
 if ( sglItemsOnStack ) {
 sglItemsOnStack -= 2;
 *pusX = sgasStack[sglItemsOnStack];
 *pusY = sgasStack[sglItemsOnStack+1];
 return( TRUE );
 return( FALSE );

// FloodMark()
// This is an implementation of the well documented
// Floodfill alorithm for fill irregular shapes with
// paint or other such graphically stuff.  Here we
// use it to measure the number of contigious values,
// that match the iValueToMatch, variable,
// in the array.  As it encounters each value it 
// marks it with the flag MEASURING so that we can 
// then go and place the new area value back into 
// those positions.
long FloodMark( int iValueToMatch,
 long aal[WID_DIM][LEN_DIM], unsigned short X,
 unsigned short Y, Boolean *pbCanFitMinGift )
 long lPixelsFilled = 0;
 int l, w, iV = iValueToMatch;
 Boolean bCanFitMinGift = FALSE;
 sglItemsOnStack = 0;
 if ( aal[X][Y] == iV )
 Push( X, Y );
 while ( Pop( &X, &Y ) ) {
 aal[X][Y] = MEASURING;
 if ( ! bCanFitMinGift ) {
 if ( X + MIN_GIFT_DIM - 1 > WID_DIM )
 if ( Y + MIN_GIFT_DIM - 1 > LEN_DIM )
 for ( w = 0; w < MIN_GIFT_DIM; w++ )
 for ( l = 0; l < MIN_GIFT_DIM; l++ ) 
 if ( aal[X+w][Y+l] == SPACE_USED )
 bCanFitMinGift = TRUE;
 if ( Y > 0 && aal[X][Y-1] == iV )
 Push( X, Y-1 );
 if ( Y+1 < LEN_DIM && aal[X][Y+1] == iV )
 Push( X, Y+1 );
 if ( X > 0 && aal[X-1][Y] == iV )
 Push( X-1, Y );
 if ( X+1 < WID_DIM && aal[X+1][Y] == iV )
 Push( X+1, Y );
 *pbCanFitMinGift = bCanFitMinGift;
 return( lPixelsFilled );

// RecomputeAreas()
// The matrix that holds the current state of stored
// presents contains zeros were presents are located,
// and every other location contains a value that
// describes the area of the contigious region of 
// which it is a part.  After placing a present in an 
// empty region of size X, call this routine with
// iHoleSize = X, so that the area map can be brought
// up to date.
void RecomputeAreas( long aalSpace[WID_DIM][LEN_DIM],
 unsigned short *pusSpaceRemaining, int iHoleSize )
 int  i,j,k,l, iSmallest;
 long lArea;
 Boolean bCanFitMinGift;

 for ( i = 0; i < WID_DIM; i++ ) {
   for ( j = 0; j < LEN_DIM; j++ ) {
     if ( aalSpace[i][j] == iHoleSize ) {
   lArea = FloodMark( iHoleSize, aalSpace, i, j,
   &bCanFitMinGift );
   if ( ! bCanFitMinGift ) {
// Remove areas smaller than smallest present.
     for( k = 0; k < WID_DIM; k++ )
       for ( l = 0; l < LEN_DIM; l++ )
     if ( aalSpace[k][l] == MEASURING )
   aalSpace[k][l] = SPACE_USED;
     (*pusSpaceRemaining) -= lArea;
   } else {
     for( k = 0; k < WID_DIM; k++ )
       for ( l = 0; l < LEN_DIM; l++ )
     if ( aalSpace[k][l] == MEASURING )
   aalSpace[k][l] = lArea;
}} } } }

// NeighborCount()
// As we all know presents like lots of friends and
// are agoraphobic, so pack them in tight leaving as
// few exposed surfaces as possible.  Being next to
// a friend is better than a cold wall, but better to
// cover your rear with a wall then leave it out in 
// the open.
int NeighborCount( long aalSpace[WID_DIM][LEN_DIM],
 unsigned short usWidth, unsigned short usLength,
 unsigned short usX, unsigned short usY )
 unsigned short w, l;
 int iNeighbors;

 iNeighbors = 0;
 if ( usX + usWidth - 1 < sgsLeftmostPresent ) {
 if ( usX == 0 )
 iNeighbors += (LIKES_WALLS * usLength);
 if ( usX+usWidth == WID_DIM )
 iNeighbors += (LIKES_WALLS * usLength);
 } else {
 for ( l = 0; l < usLength; l++ ) {
 if ( usX == 0 )
 iNeighbors += LIKES_WALLS;
 else if ( aalSpace[usX-1][usY+l] == SPACE_USED )
 iNeighbors += LIKES_OTHERS;
 if ( usX+usWidth == WID_DIM )
 iNeighbors += LIKES_WALLS;
 else if ( aalSpace[usX+usWidth][usY+l] == SPACE_USED )
 iNeighbors += LIKES_OTHERS;
 } }
 if ( usY + usLength - 1 < sgsTopmostPresent ) {
 if ( usY == 0 )
 iNeighbors += (LIKES_WALLS * usWidth);
 if ( usY+usLength == LEN_DIM )
 iNeighbors += (LIKES_WALLS * usWidth);
 } else {
 for ( w = 0; w < usWidth; w++ ) {
 if ( usY == 0 )
 iNeighbors += LIKES_WALLS;
 else if ( aalSpace[usX+w][usY-1] == SPACE_USED )
 iNeighbors += LIKES_OTHERS;
 if ( usY+usLength == LEN_DIM )
 iNeighbors += LIKES_WALLS;
 else if ( aalSpace[usX+w][usY+usLength] == SPACE_USED )
 iNeighbors += LIKES_OTHERS;
 } }
 return( iNeighbors );
// BestPosition()
// Find the "best" position for this size present.
// If the present does not fit then return FALSE.
// Find the smallest open area that can accomadate
// this package then position it so that it is
// adjacent to as many others, or edges, as possible.
Boolean BestPosition( long aalSpace[WID_DIM][LEN_DIM],
 unsigned short usSpaceRemaining, unsigned short usWidth,
 unsigned short usLength, short *psX, short *psY )
 Boolean bFits = FALSE;
 short sX, sY, w, l;
 int iNeighbors, iMostNeighbors = -1;
 long lThisHole,lSmallestHole = 0x7FFFFFFF;
// 1st package always to the lower right corner.
 if ( sgsGiftsStored == 0 ) {
 *psX = WID_DIM - usWidth;
 *psY = LEN_DIM - usLength;
 return( TRUE );

// Check all potential positions for open space.
 for ( sX = WID_DIM - usWidth; sX >= 0 ; sX-- ) {
 for ( sY = LEN_DIM - usLength; sY >= 0 ; sY-- ) {
 lThisHole = aalSpace[sX][sY];
 if ( lThisHole != SPACE_USED
 && lSmallestHole >= lThisHole ) {

 for ( w = 0; w < usWidth; w++ ) {
 for ( l = 0; l < usLength; l++ ) {
 if ( aalSpace[sX+w][sY+l] == 
    SPACE_USED ) {
 sY -= ( usLength - l );
 sY ++;
 } }  }
// Count the neighbors, since presents need friends.
 iNeighbors = NeighborCount( aalSpace,
 usWidth, usLength, sX, sY );
 if ( iNeighbors > iMostNeighbors 
 || lSmallestHole > lThisHole ) {
 bFits = TRUE;
 *psX = sX;
 *psY = sY;
 iMostNeighbors = iNeighbors;
 lSmallestHole = lThisHole;
 } }
 } }
 return( bFits );

// LargestGiftDesired()
// To find the largest gift that we wish to accept
// we total all of the areas from smallest to largest
// of the gifts that we expect to get.  When the 
// expected total approaches the space remaining
// we choose that size as the largest gift to accept.
int LargestGiftDesired( unsigned short usSpaceLeft,
 unsigned short usTotalGifts, unsigned short usGiftsRemain,
 unsigned short usWidth, unsigned short usLength ) 
 long lExpected1000, lSpcLeft1000;
 long lRandomModel, lObserved;
 int    iSize, iMaxSize;
 if ( usWidth > MAX_GIFT_DIM 
 || usLength > MAX_GIFT_DIM )
 return( 0 );
 sgasAreasSeen[usWidth * usLength] += 1;
 if ( usGiftsRemain <= 5 )
 return( usSpaceLeft );
 lExpected1000 = 0;
 lSpcLeft1000 = usSpaceLeft * 1000L;
 while ( lExpected1000 + iSize * 3 * 1000L 
   <= lSpcLeft1000 && iSize <= iMaxSize ) {
 lRandomModel = 1000L * 
 sgasAreasExpected[iSize] * iSize;
 lObserved = 1000L * sgasAreasSeen[iSize] * iSize;
 if ( lRandomModel || lObserved ) {
 lRandomModel = usGiftsRemain * lRandomModel 
 / sglExpectedCount;
 lObserved = usGiftsRemain * lObserved 
 / sgsGiftsSeen;
// Distribute weight between expected model and 
// observed sizes by the proportion of the totals
// gifts that we have already seen.
 lRandomModel *= usGiftsRemain;
 lRandomModel /= usTotalGifts;
 lObserved *= (usTotalGifts-usGiftsRemain);
 lObserved /= usTotalGifts;
 lExpected1000 += lObserved + lRandomModel;
 } }
 return( iSize );


Community Search:
MacTech Search:

Software Updates via MacUpdate

Fantastical 2.5.4 - Create calendar even...
Fantastical is the Mac calendar you'll actually enjoy using. Creating an event with Fantastical is quick, easy, and fun: Open Fantastical with a single click or keystroke Type in your event details... Read more
Overflow 3.0.4 - Application launcher th...
Overflow is an application designed to quickly launch applications, open documents, or access folders while reducing the number of items needed in your Dock. Anything you want can be added to the... Read more
Numi 3.19 - Menu-bar calculator supports...
Numi is a calculator that magically combines calculations with text, and allows you to freely share your computations. Numi combines text editor and calculator Support plain English. For example, '5... Read more
Things 3 3.7 - Elegant personal task man...
Things is a task management solution that helps to organize your tasks in an elegant and intuitive way. Things combines powerful features with simplicity through the use of tags and its intelligent... Read more
OmniGraffle 7.9 - Create diagrams, flow...
OmniGraffle helps you draw beautiful diagrams, family trees, flow charts, org charts, layouts, and (mathematically speaking) any other directed or non-directed graphs. We've had people use Graffle to... Read more
App Tamer 2.4.1 - Efficiently manage you...
App Tamer tames your processor-monopolizing apps and keeps them from chewing up excessive CPU time and battery life. Powered by a unique AutoStop feature, App Tamer stops each application when you... Read more
Overflow 3.0.3 - Application launcher th...
Overflow is an application designed to quickly launch applications, open documents, or access folders while reducing the number of items needed in your Dock. Anything you want can be added to the... Read more
Deeper 2.3.3 - Enable hidden features in...
Deeper is a personalization utility for macOS which allows you to enable and disable the hidden functions of the Finder, Dock, QuickTime, Safari, iTunes, login window, Spotlight, and many of Apple's... Read more
Maintenance 2.4.2 - System maintenance u...
Maintenance is a system maintenance and cleaning utility. It allows you to run miscellaneous tasks of system maintenance: Check the the structure of the disk Repair permissions Run periodic scripts... Read more
OnyX 3.4.9 - Maintenance and optimizatio...
OnyX is a multifunction utility that you can use to verify the startup disk and the structure of its system files, to run miscellaneous maintenance and cleaning tasks, to configure parameters in the... Read more

Latest Forum Discussions

See All

The best iPhone games like Pokemon Go
Pokemon GO is still the, if you'll excuse the pun, go-to game if you want some AR action on your phone. But it's not the only choice out there, and if you've got a hankering for something a bit different, then your eyes might already have started... | Read more »
These are the iPhone games to look forwa...
Every Friday here at 148Apps we like to do one thing. And that one thing is make sure that you've got a really good idea of what you're going to be playing come this time next week. That's right, it's time for us to round-up the best games that... | Read more »
We talked to Tony Swatton, legendary Hol...
Sometimes we like to tell you about the awesome stuff going on around mobile gaming, not just about how awesome mobile games are. And this is definitely one of those times. Because what's more awesome than real-life weapons based on things from... | Read more »
Which of these 5 games do you think shou...
You know what time it is, right? It's time for you, our esteemed and charming readership, to choose which of the five games below deserves to be crowned our game of the week. It's a pretty good week as well, so we expect that every single vote is... | Read more »
The winner of last week's game of t...
It's been another close run thing in the 148Apps game of the week award, but after checking on some possible areas of contention with the Frankfurt bureau, we can finally reveal that the winner of last week's coveted title is the impressively deep... | Read more »
The best iPhone games like Starcraft
Starcraft sits at the top of the RTS tree for a number of very good reasons. It also isn't on mobile, again, for a number of very good reasons. But that doesn't mean you can't find a way to indulge your sci-fi, competitive, massive, or engaging RTS... | Read more »
The best cyberpunk games for mobile
Cyberpunk games have come and gone through the years, but CD Projekt Red’s upcoming Cyberpunk 2077 has reignited everyone’s interest in dystopian hacker worlds lately. It also got me interested in exploring the App Store to see what the best... | Read more »
Take back a fallen kingdom in new 3D MMO...
If you’ve ever craved to be the hero of your own story within a colourful, yet endangered land in need of saving, Final Destiny could be the journey you’ve been waiting for. A new fantasy 3D MMORPG that sees you team up or fight against others, the... | Read more »
The 5 best dogs in mobile gaming
Not too long ago we talked about all of the finest kitty-cats mobile gaming had to offer, but what about the best dogs on the market? You don't have to have thumbs to be an awesome protagonist. [Read more] | Read more »
The 5 best iPhone games like The Room
The Room has had a massive impact on the world of mobile gaming. Not only is it a brilliant adventure, it also shows how the touchscreen controls on your iPhone can be turned into something far more elegant and tactile than just a bunch of buttons... | Read more »

Price Scanner via

US Cellular offers new iPhone Xs and Xs Max f...
US Cellular is offering any iPhone Xs or iPhone Xs Max for $800 off for new customers. Their promotion reduces the price of Apple’s new iPhones to a low of $199 for 64GB iPhone Xs models ranging up... Read more
MacPrices Columnist Charles W. Moore Passes A...
NEWS: 09.21.18-: Charles W. Moore (1951-2018), columnist at MacPrices, passed away this past Sunday, September 16 at home in rural Nova Scotia, a province in Canada, after fighting for years with... Read more
Get a new iPhone Xs or Xs Max for $100 off Ap...
Boost Mobile is offering the new iPhone Xs and Xs Max for $100 off from September 21st to October 9th. Their discount reduces the cost of an Xs to $899 for the 64GB models and $999 for the 64GB Xs... Read more
Final weekend for Apple’s 2018 Back-to-School...
Purchase a new Mac or iPad Pro using Apple’s Education discount, and take up to $400 off MSRP. All teachers, students, and staff of any educational institution with a .edu email address qualify for... Read more
Clearance 2017 15″ 2.9GHz MacBook Pros availa...
B&H Photo has clearance 2017 15″ 2.9GHz Touch Bar MacBook Pros available for up to $800 off original MSRP. B&H charges sales tax in NY & NJ only, and shipping is free: – 15″ 2.9GHz Touch... Read more
Apple Should’ve Created A 4-inch Smartphone W...
EDITORIAL: 09.19.18- Apple created the new iPhone XR as an entry level model catered to those on a budget and to bring the high end experience of the iPhone X to the masses at a lower price but I... Read more
Apple offering Certified Refurbished 2017 13″...
Save $230-$200 on the purchase of a 2017 13″ 2.3GHz non-Touch Bar MacBook Pro with Certified Refurbished models at Apple. In many cases, Apple’s refurbished prices are the lowest available for each... Read more
Wide range of Certified Refurbished 12″ MacBo...
Apple has a wide range of Certified Refurbished 2017 12″ Retina MacBooks available for $200-$290 off the cost of new models. Apple will include a standard one-year warranty with each MacBook, and... Read more
13″ 2.3GHz non-Touch Bar MacBook Pros on sale...
B&H Photo has new 2017 13″ 2.3GHz non-Touch Bar MacBook Pros on sale for $150-$200 off MSRP. B&H charges sales tax in NY & NJ only, and shipping is free. – 13-inch 2.3GHz/128GB Space Gray... Read more
Mac mini sales continue with models available...
B&H Photo has Mac minis on sale for $100 off MSRP including free shipping plus NY & NJ sales tax only. Prices start at only $399: – 1.4GHz Mac mini: $399 $100 off MSRP – 2.6GHz Mac mini: $599... Read more

Jobs Board

Best Buy *Apple* Computing Master - Best Bu...
**644175BR** **Job Title:** Best Buy Apple Computing Master **Location Number:** 000195-Wichita Falls-Store **Job Description:** The Core Apple Computing Master Read more
*Apple* Mobile Master - Best Buy (United Sta...
**644334BR** **Job Title:** Apple Mobile Master **Location Number:** 001091-Plattsburg-Store **Job Description:** **What does a Best Buy Apple Mobile Master Read more
Best Buy *Apple* Computing Master - Best Bu...
**644399BR** **Job Title:** Best Buy Apple Computing Master **Location Number:** 000597-Erie-Store **Job Description:** **What does a Best Buy Apple Computing Read more
Geek Squad *Apple* Master Consultation Agen...
**644182BR** **Job Title:** Geek Squad Apple Master Consultation Agent **Location Number:** 000797-Soquel-Store **Job Description:** **What does a Geek Squad Read more
Hair Stylist - *Apple* Blossom Mall - JCPen...
Hair Stylist - Apple Blossom Mall Location:Winchester, VA, United States- Apple Blossom Mall 1850 Apple Blossom Dr Job ID:1065040 Date:Today Job Description Read more
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.