Jul 98 Prog Challenge

Volume Number: 14 (1998)
Issue Number: 7
Column Tag: Programmer's Challenge

# Jul 97 Programmer's Challenge

by Bob Boonstra, Westford, MA

### Going Up?

Welcome to the Programmer's Challenge Skyscraper. Your Challenge this month is to assume control of our skyscraper's elevators and efficiently move a dedicated crew of simulated employees up and down the building.

The prototype for the code you should write is:

#if defined(__cplusplus)
extern "C" {
#endif

#define kMaxFloors 500
#define kMaxElevators 100
#define kElevatorCapacity 16

typedef enum {         /* commanded action for elevator car */
kGoingUp=1,          /* send car up one floor */
kGoingDown,          /* send car down one floor */
kStoppedGoingUp,     /* stop car at an intermediate floor, car going up */
kStoppedGoingDown,   /* stop car at an intermediate floor, car going down */
kStoppedIdle         /* stop car, car in idle state */
} CarAction;

typedef struct CarState {
long atFloor;        /* current location of car */
long goingToFloor[kMaxFloors];
/* goingToFloor[i] is the number of passengers in the car is going to floor [i] */
} CarState;

/* return value of TRUE means Elevator should exit */
CarAction action[kMaxElevators],  /* direction you move each elevator */
CarState newState[kMaxElevators],  /* returns new state of each elevator */
Boolean stopsAtFloor[kMaxFloors],
/* stopsAtFloor[i]==TRUE means elevator stops at floor i */
Boolean callGoingUp[kMaxFloors],
/* callGoingUp[i]==TRUE means a passenger on floor i wants to go up */
Boolean callGoingDown[kMaxFloors]
/* callGoingDown[i]==TRUE means a passenger on floor i wants to go down */
);

void Elevator(
long numFloors,     /* number of floors in our building, < kMaxFloors */
long numElevators,  /* number of elevators in our building, <
kMaxElevators */
);
#if defined(__cplusplus)
}
#endif

Your Elevator routine will be called with the number of floors (numFloors) in our simulated skyscraper, the number of elevators (numElevators) at your command, and a callback routine (AdvanceTime). You should repeatedly call AdvanceTime, commanding an action and a set of constraints (stopsAtFloor) for each elevator car and receiving back the newState of each car. AdvanceTime will also provide an indicator of whether any prospective passengers on floor i have called an elevator to take them higher (callGoingUp[i]) or lower (callGoingDown[i]).

The newState returned by AdvanceTime provides the location of each car and the number of occupants. atFloor is the floor at which the car is now located. Our elevator passengers are extraordinarily cooperative -- on entering, they all indicate their destination by pressing the button corresponding to their floor, whether or not that floor has already been selected, allowing AdvanceTime to give you an accurate count of the passengers going to floor i (goingToFloor[i]). Our passengers are also extraordinarily swift --Êthey exit and enter in such an orderly fashion that the passenger exchange takes place in one time step.

Each call to AdvanceTime will move all the elevators one floor in the direction you indicate. If you stop the car by setting action to kStoppedGoingUp, kStoppedGoingDown, or kStoppedIdle, passengers headed for the current floor will exit and new passengers, up to kElevatorCapacity, will enter. Almost always, passengers headed to higher (or lower) floors will only enter elevators that are kStoppedGoingUp (kStoppedGoingDown) or kStoppedIdle, but occasionally someone will be confused and enter an elevator headed in the wrong direction.

You are free to run your elevators anyway you see fit, except that a car declared to be kGoingUp (or kGoingDown) needs to continue going up (or down) until all passengers headed in that direction have exited. You can designate elevators to be express elevators by setting stopsAtFloor[i] to be FALSE for floors where this elevator does not stop. Passengers will only enter cars that will stop at their intended destination. You can change the stopsAtFloor values at any time, but you need to be careful not to strand passengers -- you can command the car to stop at any time, but the door will only open at floor i if stopsAtFloor[i] is TRUE.

The objective of this Challenge is to deliver passengers to their destinations as expeditiously as possible. You incur a cost of one point for each passenger for each time step from the time s/he presses the call button until the time s/he exits the elevator. You also incur one point for each 10 milliseconds of execution time, including the time spent by AdvanceTime. Stranding a passenger inside an elevator or not responding to an elevator call button results in disqualification of your solution. The solution that incurs the fewest points wins the Challenge. There are no storage constraints for this Challenge, except that it must execute on my 96MB 8500/200.

The Challenge will simulate a normal workday in our simulated skyscraper. People arrive at the beginning of the day either by entering the parking garage at floor 0 or by walking into the main entrance at floor 1. They work in approximately equal numbers on floors 2 through numFloors-1. During the day, they move about the building as necessary. Somewhere in the middle of the day, most of them take a lunch break, either at the cafeteria on floor 2 or by leaving the building. Nearly everyone leaves the building at the end of the day. However, as advanced as our elevators are, they don't have a clock, so you'll have to establish your strategy without knowing the time of day.

This will be a native PowerPC Challenge, using the latest CodeWarrior environment. Solutions may be coded in C, C++, or Pascal. Ernst Munter wins two Challenge points for suggesting this problem, way back in November, 1996.

### Three Months Ago Winner

Congratulations to Sebastian Maurer for submitting the winning entry to the April Mancala Challenge. Sebastian won a round-robin tournament whose object was to efficiently capture the most stones in a variant of the ancient game of Mancala. In our variant of the game, the number of bowls ranged from 8 to 32, instead of the traditional 14, and players were allowed to move in either the clockwise or counter-clockwise directions. Congratulations also to JG Heithcock, whose solution actually captured more stones than Sebastian's did, but used better than 50% more execution time to do so. Both of the top solutions used an alpha-beta minmax technique to identify the best move, but Sebastian's heuristic for pruning the tree, combined with the time penalty of one stone per 100ms of execution time, gave him the higher overall score. Sebastian gained a little extra efficiency by partitioning his code into two parallel versions, one for playing first and another for playing second.

Twelve people submitted Mancala solutions, and eleven of those solutions participated in the tournament. (One solution occasionally made illegal moves, so it was eliminated to avoid unevenly affecting the scores of the other players.) The tournament consisted of seven test cases, with board sizes of 8, 12, 16, 20, 24, 28, and 32 bowls. Each solution played against each other solution twice in each test case, once playing first, and once playing second. The top solutions all used some variant of the minmax algorithm, while the lower ranking solutions used simpler heuristics, like always favoring moves that dropped the last stone into their mancala.

The table below lists the results of the tournament, with the solutions ranked in order of total points earned. It lists total execution time for the tournament, the total number of stones captured, the solution rank if execution time had been ignored, total points earned, as well as code size, data size, and programming language used. As usual, the number in parentheses after the entrant's name is the total number of Challenge points earned in all Challenges to date prior to this one.

 Name Time (secs) Cum Stones Rank (stones) Cum Points Code Size Data Size Lang Sebastian Maurer (10) 54.16 14764 2 14222.40 3488 136 C JG Heithcock 85.37 14897 1 14043.26 1784 48 C++ Ken Krugler 97.45 14627 3 13652.46 4288 308 C++ Randy Boring (73) 59.90 14055 4 13456.02 8048 824 C Eric Kenninga 21.10 13399 5 13187.99 14584 894 C++ Willeke Rieken (47) 3.63 11667 6 11630.74 4088 8 C++ Simon Jensen-Fellows 0.33 11512 7 11508.68 3364 6147 C, Res Dennis Jones (10) 2.76 10383 9 10355.41 2556 125 C++ Eric Hangstefer (9) 0.05 10252 10 10251.54 3724 124 C Ernst Munter (362) 104.76 11178 8 10130.42 7916 13 C++ Josh Cooley 0.27 9446 11 9443.29 2228 64 C K. H. 0.00 Errors 12 0.00 3772 104 C++

### Top Contestants

Here are the Top Contestants for the Programmer's Challenge, including everyone who has accumulated more than 10 points during the past two years. The numbers below include points awarded over the 24 most recent contests, including points earned by this month's entrants.

1. Munter, Ernst 210 points
2. Boring, Randy 70 points
3. Cooper, Greg 61 points
4. Mallett, Jeff 50 points
5. Rieken, Willeke 47 points
6. Nicolle, Ludovic 34 points
7. Lewis, Peter 31 points
8. Maurer, Sebastian 30 points
9. Gregg, Xan 24 points
10. Murphy, ACC 24 points
11. Hart, Alan 21 points
12. Antoniewicz, Andy 20 points
13. Day, Mark 20 points
14. Higgins, Charles 20 points
15. Hostetter, Mat 20 points
16. Studer, Thomas 20 points

There are three ways to earn points: (1) scoring in the top 5 of any Challenge, (2) being the first person to find a bug in a published winning solution or, (3) being the first person to suggest a Challenge that I use. The points you can win are:

 1st place 20 points 2nd place 10 points 3rd place 7 points 4th place 4 points 5th place 2 points finding bug 2 points suggesting Challenge 2 points

Here is Sebastian's winning solution to the Mancala Challenge:

Mancala.C

#include <stdio.h>
#include "Mancala.h"

enum { kDefault, kPlayAgain, kGameOver };
typedef long StateOfGame;

// There are two versions of almost every routine
// so we don't have to decide at run time
// which side to play on. It speeds things up a
// little bit
// AlphaBeta1 and AlphaBeta2 are the recursive searchers
// for each of the two players. They return the value of
// best move (returned in *chosenBowl, *chosenDirection).
// For a description of Minimax and Alphabeta searches,
// see Peter Norvig's
// "Paradigms of Artificial Intelligence Programming"

#define kMaxSignedLong    0x7FFFFFFF

Prototypes
long AlphaBeta1(
long depth,
long board[],
long *boardStorage,
const long boardSize,
long *chosenBowl,
long *chosenDirection,
long lowerBound,
/* any big negative number to enter recursion */
long upperBound
/* any big positive number to enter recursion */
);

long AlphaBeta2(
long depth,
long board[],
long *boardStorage,
const long boardSize,
long *chosenBowl,
long *chosenDirection,
long lowerBound,
long upperBound
);

// DropStones -- play the move
// Return true if we get to play again

Boolean DropStones1(
long board[],
const long boardSize,
long bowlPlayed,
long directionPlayed
);

Boolean DropStones2(
long board[],
const long boardSize,
long bowlPlayed,
long directionPlayed
);

// SideEmpty returns true if the side is empty
// (and the game is over)

Boolean FirstSideEmpty(
long board[],
const long halfBoardSize
);

Boolean SecondSideEmpty(
long board[],
const long boardSize
);
// Moves all the remaining stones
// to the appropriate Mancala

void RemainingToMancala(
long board[],
const long boardSize,
const Boolean playerOne
);

// DoMove Drops the stones, checks if the game
// is over (if so, cleans up the board), and
// returns kGameOver, kPlayAgain, or kDefault
StateOfGame DoMove1(
long board[],
const long boardSize,
long bowlPlayed,
long directionPlayed
);

StateOfGame DoMove2(
long board[],
const long boardSize,
long bowlPlayed,
long directionPlayed
);

// Called only once from
// within Mancala
Boolean ClaimingVictory(
long board[],
const long boardSize,
const Boolean playerOne
);

Mancala
Boolean Mancala(        /* return true if claiming victory */
long board[]          /* on entry, board[i] is number of stones in bowl i */
/* on exit, board reflects the results of your move */
const long boardSize,  /* number of bowls in the board, including mancalas */
void *privStorage,    /* pointer to 1MB of storage for your use */
const Boolean newGame,  /* true for your first move of a game */
const Boolean playerOne,  /* true when you are the first player */
long *bowlPlayed,        /* return the number of the bowl you played from */
long *directionPlayed    /* return 1 if you played counter-clockwise, */
/* return -1 if you played clockwise */
)
{
#pragma unused(newGame)
// Q&D way to decide how far to search
// so that we don't lose too much time
long depth;
switch (boardSize)
{
case 8: depth = 10; break;
case 10: depth = 8; break;
case 12:
case 14: depth = 6; break;
case 16:
case 18: depth = 5; break;
case 20:
case 22:
case 24:
case 26: depth = 4; break;
case 28:
case 30:
case 32: depth = 3; break;
default: depth = 1; break;
}

// Start recursion and play move
if (playerOne) {
AlphaBeta1(depth, board, (long*)privStorage,
boardSize, bowlPlayed, directionPlayed,
-kMaxSignedLong, kMaxSignedLong);
DropStones1(board, boardSize,
*bowlPlayed, *directionPlayed);
}
else
{
AlphaBeta2(depth, board, (long*)privStorage,
boardSize, bowlPlayed, directionPlayed,
-kMaxSignedLong, kMaxSignedLong);
DropStones2(board, boardSize,
*bowlPlayed, *directionPlayed);
}

// Correct to proper convention
*directionPlayed = - (*directionPlayed);
return ClaimingVictory(board, boardSize, playerOne);
}

AlphaBeta1
long AlphaBeta1(
long depth,
long board[],
long *boardStorage,
const long boardSize,
long *chosenBowl,
long *chosenDirection,
long lowerBound,
long upperBound
)
{
long myMancala, hisMancala, firstBowl, halfBoardSize;
long bowl, dir, value, bestBowl, bestDir;
long *workingBoard;

halfBoardSize = boardSize / 2;
workingBoard = boardStorage + depth * boardSize;
myMancala = 0;
hisMancala = halfBoardSize;
firstBowl = 1;

for (bowl = firstBowl; bowl < hisMancala; bowl++)
if (board[bowl] > 0)
{
StateOfGame result;
long i;

dir = -1;

// The following trick speeds the whole program
// up by about 1 percent... take it or leave it
for (i = 0; i < halfBoardSize; i++)
((double*)workingBoard)[i] =
((double*)board)[i];

result = DoMove1(workingBoard, boardSize,
bowl, dir);
if ((depth == 0) || (result == kGameOver))
value = workingBoard[myMancala] -
workingBoard[hisMancala];
else
{
if (result == kPlayAgain)
value = AlphaBeta1(
depth - 1, workingBoard,
boardStorage, boardSize,
chosenBowl, chosenDirection,
lowerBound, upperBound);
else
value = - AlphaBeta2(
depth - 1, workingBoard,
boardStorage, boardSize,
chosenBowl, chosenDirection,
- upperBound, - lowerBound);
}

if (value > lowerBound)
{
bestBowl = bowl;
bestDir = dir;
lowerBound = value;

if (lowerBound >= upperBound)
break;
}

dir = 1;

for (i = 0; i < halfBoardSize; i++)
((double*)workingBoard)[i] =
((double*)board)[i];

result = DoMove1(workingBoard, boardSize, bowl, dir);
if ((depth == 0) || (result == kGameOver))
value = workingBoard[myMancala] -                   workingBoard[hisMancala];
else
{
if (result == kPlayAgain)
value = AlphaBeta1(
depth - 1, workingBoard,
boardStorage, boardSize,
chosenBowl, chosenDirection,
lowerBound, upperBound);
else
value = - AlphaBeta2(
depth - 1, workingBoard,
boardStorage, boardSize,
chosenBowl, chosenDirection,
- upperBound, - lowerBound);
}

if (value > lowerBound)
{
bestBowl = bowl;
bestDir = dir;
lowerBound = value;

if (lowerBound >= upperBound)
break;
}

}

*chosenBowl = bestBowl;
*chosenDirection = bestDir;
return lowerBound;
}

AlphaBeta2
long AlphaBeta2(
long depth,
long board[],
long *boardStorage,
const long boardSize,
long *chosenBowl,
long *chosenDirection,
long lowerBound,
long upperBound
)
{
long myMancala, hisMancala, firstBowl, halfBoardSize;
long bowl, dir, value, bestBowl, bestDir;
long *workingBoard;

halfBoardSize = boardSize / 2;

workingBoard = boardStorage + depth * boardSize;
myMancala = halfBoardSize;
hisMancala = 0;
firstBowl = myMancala + 1;
for (bowl = firstBowl; bowl < boardSize; bowl++)
if (board[bowl] > 0)
{
long i, result;

dir = -1;

for (i = 0; i < halfBoardSize; i++)
((double*)workingBoard)[i] =
((double*)board)[i];

result = DoMove2(workingBoard, boardSize,
bowl, dir);
if ((depth == 0) || (result == kGameOver))
value = workingBoard[myMancala] -
workingBoard[hisMancala];
else
{
if (result == kPlayAgain)
value = AlphaBeta2(
depth - 1, workingBoard,
boardStorage, boardSize,
chosenBowl, chosenDirection,
lowerBound, upperBound);
else
value = - AlphaBeta1(
depth - 1, workingBoard,
boardStorage, boardSize,
chosenBowl, chosenDirection,
- upperBound, - lowerBound);
}
if (value > lowerBound)
{
bestBowl = bowl;
bestDir = dir;
lowerBound = value;
if (lowerBound >= upperBound)
break;
}

dir = 1;

for (i = 0; i < halfBoardSize; i++)
((double*)workingBoard)[i] =
((double*)board)[i];

result = DoMove2(workingBoard, boardSize,
bowl, dir);
if ((depth == 0) || (result == kGameOver))
value = workingBoard[myMancala] -
workingBoard[hisMancala];
else
{
if (result == kPlayAgain)
value = AlphaBeta2(
depth - 1, workingBoard,
boardStorage, boardSize,
chosenBowl, chosenDirection,
lowerBound, upperBound);
else
value = - AlphaBeta1(
depth - 1, workingBoard,
boardStorage, boardSize,
chosenBowl, chosenDirection,
- upperBound, - lowerBound);
}

if (value > lowerBound)
{
bestBowl = bowl;
bestDir = dir;
lowerBound = value;
if (lowerBound >= upperBound)
break;
}

}

*chosenBowl = bestBowl;
*chosenDirection = bestDir;
return lowerBound;
}

DropStones1
/***
Boolean DropStones()
Drops stones, return true if we get to play again
***/

inline Boolean DropStones1(
long board[],
const long boardSize,
long bowlPlayed,
long directionPlayed
)
{
long myMancala, hisMancala, firstBowl, lastBowl;
long stonesInHand, nextBowl;

myMancala = 0;
hisMancala = boardSize / 2;
firstBowl = 1;
lastBowl = hisMancala - 1;

stonesInHand = board[bowlPlayed];
board[bowlPlayed] = 0;
nextBowl = bowlPlayed;
/* Drop stones */
while (stonesInHand > 0) {
nextBowl += directionPlayed;

if (nextBowl == hisMancala)
nextBowl += directionPlayed;
else
{
if (nextBowl < 0)
nextBowl = boardSize - 1;
else
if (nextBowl == boardSize)
nextBowl = 0;
}
board[nextBowl] += 1;
stonesInHand -= 1;
}

/* Perform capture */
if ((board[nextBowl] == 1) &&
(nextBowl >= firstBowl) &&
(nextBowl <= lastBowl))
{
board[nextBowl] = 0;
board[myMancala] +=
(1 + board[boardSize - nextBowl]);
board[boardSize - nextBowl] = 0;
}

/* Return true if get to play again */
return (nextBowl == myMancala);
}

DropStones2
inline Boolean DropStones2(
long board[],
const long boardSize,
long bowlPlayed,
long directionPlayed
)
{
long myMancala, firstBowl, lastBowl;
long stonesInHand, nextBowl;

myMancala = boardSize / 2;
firstBowl = myMancala + 1;
lastBowl = boardSize - 1;

stonesInHand = board[bowlPlayed];
board[bowlPlayed] = 0;
nextBowl = bowlPlayed;
/* Drop stones */
while (stonesInHand > 0) {
nextBowl += directionPlayed;

if (nextBowl <= 0)
nextBowl = boardSize - 1;
else
if (nextBowl == boardSize)
nextBowl = 1;
board[nextBowl] += 1;
stonesInHand -= 1;
}

/* Perform capture */
if ((board[nextBowl] == 1) &&
(nextBowl >= firstBowl) &&
(nextBowl <= lastBowl))
{
board[nextBowl] = 0;
board[myMancala] +=
(1 + board[boardSize - nextBowl]);
board[boardSize - nextBowl] = 0;
}

/* Return true if get to play again */
return (nextBowl == myMancala);
}

FirstSideEmpty
/*
Boolean FirstSideEmpty()
Checks to see if first side has no stones left in it
*/
inline Boolean FirstSideEmpty(
long board[],
const long halfBoardSize
)
{
long bowl;
for(bowl = halfBoardSize - 1; bowl > 0; bowl--)
if (board[bowl] != 0)
return false;
return true;
}

SecondSideEmpty
/*
Boolean SecondSideEmpty()
Checks to see if first side has no stones left in it
*/
inline Boolean SecondSideEmpty(
long board[],
const long boardSize
)
{
long bowl;
long halfBoardSize = boardSize / 2;
for(bowl = boardSize - 1; bowl > halfBoardSize; bowl--)
if (board[bowl] != 0)
return false;
return true;
}

RemainingToMancala
/*
void RemainingToMancala()
Moves remaining stones on specified side into Mancala
*/
inline void RemainingToMancala(
long board[],
const long boardSize,
const Boolean playerOne
)
{
long mancala, firstBowl, lastBowl, bowl;

if (playerOne) {
mancala = 0;
firstBowl = 1;
lastBowl = boardSize / 2 - 1;
} else {
mancala = boardSize / 2;
firstBowl = boardSize / 2 + 1;
lastBowl = boardSize - 1;
}

for(bowl = firstBowl; bowl <= lastBowl; bowl++)
{
board[mancala] += board[bowl];
board[bowl] = 0;
}
}

DoMove1
/***
StateOfGame DoMove()
Drops the specified stones and cleans up the board
if the game is over.
***/

inline StateOfGame DoMove1(
long board[],
const long boardSize,
long bowlPlayed,
long directionPlayed
)
{
Boolean getToPlayAgain;

getToPlayAgain = DropStones1(board, boardSize,
bowlPlayed, directionPlayed);

if (FirstSideEmpty(board, boardSize / 2)) {
RemainingToMancala(board, boardSize, false);
return kGameOver;
}

if (SecondSideEmpty(board, boardSize)) {
RemainingToMancala(board, boardSize, true);
return kGameOver;
}

if (getToPlayAgain)
return kPlayAgain;
else
return kDefault;
}

DoMove2
inline StateOfGame DoMove2(
long board[],
const long boardSize,
long bowlPlayed,
long directionPlayed
)
{
Boolean getToPlayAgain;

getToPlayAgain = DropStones2(board, boardSize,
bowlPlayed, directionPlayed);

if (FirstSideEmpty(board, boardSize / 2)) {
RemainingToMancala(board, boardSize, false);
return kGameOver;
}

if (SecondSideEmpty(board, boardSize)) {
RemainingToMancala(board, boardSize, true);
return kGameOver;
}

if (getToPlayAgain)
return kPlayAgain;
else
return kDefault;
}

ClaimingVictory
/* Boolean ClaimingVictory()
Only called before returning from Mancala
Does not clean up the board
*/
Boolean ClaimingVictory(
long board[],
const long boardSize,
const Boolean playerOne
)
{
long bowl;
long sum = 0;
long halfBoardSize = boardSize / 2;

if (FirstSideEmpty(board, halfBoardSize))
{
for (bowl = halfBoardSize + 1;
bowl < boardSize; bowl++)
sum += board[bowl];
if (playerOne)
return board[0] > (sum + board[halfBoardSize]);
else
return board[0] < (sum + board[halfBoardSize]);
}
if (SecondSideEmpty(board, boardSize))
{
for (bowl = 1; bowl < halfBoardSize; bowl++)
sum += board[bowl];
if (playerOne)
return (board[0] + sum) > board[halfBoardSize];
else
return (board[0] + sum) < board[halfBoardSize];
}
return false;
}

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Amazon is still selling 16-inch MacBook Pros...
Prime Day in July is over, but Amazon is still selling 16-inch Apple MacBook Pros for \$500-\$600 off MSRP. Shipping is free. These are the lowest prices available this weekend for new 16â€³ Apple... Read more
Walmart continues to sell clearance 13-inch M...
Walmart continues to offer clearance, but new, Apple 13â€³ M1 MacBook Airs (8GB RAM, 256GB SSD) online for \$699, \$300 off original MSRP, in Space Gray, Silver, and Gold colors. These are new MacBooks... Read more
Apple is offering steep discounts, up to \$600...
Apple has standard-configuration 16â€³ M3 Max MacBook Pros available, Certified Refurbished, starting at \$2969 and ranging up to \$600 off MSRP. Each model features a new outer case, shipping is free,... Read more
Save up to \$480 with these 14-inch M3 Pro/M3...
Apple has 14â€³ M3 Pro and M3 Max MacBook Pros in stock today and available, Certified Refurbished, starting at \$1699 and ranging up to \$480 off MSRP. Each model features a new outer case, shipping is... Read more
Amazon has clearance 9th-generation WiFi iPad...
Amazon has Appleâ€™s 9th generation 10.2â€³ WiFi iPads on sale for \$80-\$100 off MSRP, starting only \$249. Their prices are the lowest available for new iPads anywhere: â€“ 10â€³ 64GB WiFi iPad (Space Gray or... Read more
Apple is offering a \$50 discount on 2nd-gener...
Apple has Certified Refurbished White and Midnight HomePods available for \$249, Certified Refurbished. Thatâ€™s \$50 off MSRP and the lowest price currently available for a full-size Apple HomePod today... Read more
The latest MacBook Pro sale at Amazon: 16-inc...
Amazon is offering instant discounts on 16â€³ M3 Pro and 16â€³ M3 Max MacBook Pros ranging up to \$400 off MSRP as part of their early July 4th sale. Shipping is free. These are the lowest prices... Read more
14-inch M3 Pro MacBook Pros with 36GB of RAM...
B&H Photo has 14â€³ M3 Pro MacBook Pros with 36GB of RAM and 512GB or 1TB SSDs in stock today and on sale for \$200 off Appleâ€™s MSRP, each including free 1-2 day shipping: â€“ 14â€³ M3 Pro MacBook Pro (... Read more
14-inch M3 MacBook Pros with 16GB of RAM on s...
B&H Photo has 14â€³ M3 MacBook Pros with 16GB of RAM and 512GB or 1TB SSDs in stock today and on sale for \$150-\$200 off Appleâ€™s MSRP, each including free 1-2 day shipping: â€“ 14â€³ M3 MacBook Pro (... Read more
Amazon is offering \$170-\$200 discounts on new...
Amazon is offering a \$170-\$200 discount on every configuration and color of Appleâ€™s M3-powered 15â€³ MacBook Airs. Prices start at \$1129 for models with 8GB of RAM and 256GB of storage: â€“ 15â€³ M3... Read more

## Jobs Board

*Apple* Systems Engineer - Chenega Corporati...
â€¦LLC,** a **Chenega Professional Services** ' company, is looking for a ** Apple Systems Engineer** to support the Information Technology Operations and Maintenance Read more
Solutions Engineer - *Apple* - SHI (United...
**Job Summary** An Apple Solution Engineer's primary role is tosupport SHI customers in their efforts to select, deploy, and manage Apple operating systems and Read more
*Apple* / Mac Administrator - JAMF Pro - Ame...
Amentum is seeking an ** Apple / Mac Administrator - JAMF Pro** to provide support with the Apple Ecosystem to include hardware and software to join our team and 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