TweetFollow Us on Twitter

Nov 01 Challenge

Volume Number: 17 (2001)
Issue Number: 11
Column Tag: Programmer's Challenge

by Bob Boonstra, Westford, MA

Seega

While rummaging through a dresser drawer, I ran across a collection of magnetic board games put out by a company called Midnite Snack, www.magneticgames.com. The company advertises them as ancient games from all over the world. I don't know how popular these games are across the world, but some of them looked like they might make interesting Challenge problems. This month, your Challenge is to write code that plays the game Seega.

The prototype for the code you should write is:

typedef struct Position {
   int row;      /* 0..boardSize-1 */
   int col;    /* 0..boardSize-1 */
} Position;

typedef struct Board {
   int boardSize;      
      /* odd integer >= 5 */
   char cell[];      
      /* board Position (row,col) is cell[ row*boardSize + col ] */
      /* cell[]==0 is an empty cell */
} Board;

void InitGame(
   int boardSize;      
      /* number of rows and columns, odd integer >= 5 */
   char pieceValue;   
      /* value assigned to your pieces, 1..numberOfPlayers */
   Boolean playFirst;   
      /* TRUE if you place pieces first (and move second) */
   int stalemateThreshold;   
      /* stalemate will be declared after this number of moves without a capture */
);

void PlacePieces(
   const Board board;   
      /* board state before you place pieces */
   Position *placePiece1;   
      /* place a piece at *placePiece1 */
   Position *placePiece2;   
      /* place a piece at *placePiece2 */
)

void MovePiece(
   const Board board;   
      /* board state before you move a piece, updated by test code */
   Boolean followUpMove;   
      /* TRUE if you must make another capture with the last piece moved */
   Position *moveFrom;   
      /* location you are moving from, (-1,-1) if you cannot move */
   Position *moveTo;   
      /* location you are moving to, (-1,-1) if you cannot move */
   Boolean *blocked;   
      /* return TRUE if you cannot move */
);

void TermGame(void);

Seega is played on a 5x5 board, which we will be generalizing to an nxn board, for odd values of n no smaller than 5. Each player has 12 pieces, or in the general case, (nxn-1)/2 pieces. The game is played in two phases. In the first phase, players take turns placing two pieces anywhere on the board except for the center square. After both players have placed all of their pieces on the board, the player who last placed a piece moves one piece horizontally or vertically (not diagonally). An opponent's pieces are captured when they are between, horizontally or vertically, the piece moved by the player and another of the player's pieces. More than one piece can be captured on a single move. When a player captures one or more of his/her opponent's pieces, the capturing player makes another move if another capture can be made with the same piece. No piece in the center of the board may be captured. A piece that is moved between two opponent pieces is not captured. If a player cannot move, it becomes the opponent's turn to move again. The player who captures all of his opponent's pieces wins the game. In the event both players retain pieces, and no more captures can be made, the player with the most pieces on the board wins the game.

Your InitGame routine will be called with the game parameters, the size of the board (boardSize), the value assigned to your pieces (pieceValue), whether you will be the first person to place pieces on the board (playFirst), and the number of moves without a capture before a stalemate is declared (stalemateThreshold).

When it is your turn to place pieces on the board during the first phase of the game, your PlacePieces routine will be called. You will be given the current state of the board, and should return the locations of the next two pieces you place on the board.

Your MovePiece routine will be called when it is your turn to move. Again, you will be given the current state of the board. You should return the location of the piece that you chose to move, and the location you move it to. The test code will remove any pieces captured by your opponent, and call MovePiece again if another capture can be made by the piece you moved. If your code is called to make another move with the same piece, the flag followUpMove will be TRUE.

When a game is over, your TermGame routine will be called. You should return any dynamically allocated memory and perform any other necessary cleanup.

Any illegal move will result in loss of the game. Illegal moves include attempting to move a piece from a cell where you do not have a piece, or attempting to move to an occupied square, or a followUpMove with a different piece than moved previously.

Entries will be evaluated by conducting a round-robin or other fair tournament. Each entry will be given the same number of opportunities to play first against each of its opponents. The winner will be the entry that has the best win-loss record. One win (or fraction of a win) will be deducted for each second of cumulative execution time. The Challenge prize will be divided between the overall winner and the best scoring entry from a contestant that has not won the Challenge recently.

Our experiment with new development environments has been less than successful - no entries were submitted using alternative environments for either the September and October Challenges. So this will be a native PowerPC Challenge, using the CodeWarrior Pro 7 environment. Solutions may be coded in C or C++.

Three Months Ago Winner

Congratulations to first time Challenge contestant Tony Cooper (New Zealand) for winning the August Caribbean Cruising Challenge. This problem called for contestants to sail a simulated boat around a sequence of marks, optimizing sail trim and heading to minimize the time required to complete the course. The problem was complicated by the fact that it took me several tries to debug the test code, and I appreciate the patience of the 8 people who persevered and submitted entries.

I evaluated the solutions to this Challenge using twelve scenarios, each consisting of four marks, differing in wind speed, wind direction, and wind variability. The three top-scoring entries were very close in the time required to complete the courses, although they adopted different strategies. The paths taken by the top two solutions for one test case are depicted below. The initial wind direction in the diagrams is coming down from the top of the page, so that the path from the first mark to the second begins directly upwind. Tony Cooper adjusted the boat heading more frequently, attempting to minimize the distance traveled. The second-place entry by Alan Hart, kept the boat further off the wind, traveling a greater distance at a higher speed. The third-place entry by Jonny Taylor took a path similar to Hart's, but stayed even further off the wind.

Tony's entry trims the sail based on a table lookup, which leaves him vulnerable to changes in sailing model. Other entries spent time experimenting with sail trim, making their solutions more interesting in some respects and more realistic. As it turns out, however, Tony's approach was good enough to eek out a Challenge win.


Cooper


Hart

David Whitney submitted two Java entries, one pure Java, and one that used Java Native Interface techniques to integrate with the C test code. Dave's entries used a version of the JDK that isn't supported under Mac OS 9. He and I worked to get his entry running under Mac OS X, but unfortunately I didn't succeed in time for publication. I may write more about using JNI in the Challenge in a later column.

The table below lists, for each of the solutions submitted, the time to complete the simulated sailing courses, the cumulative execution time, the total score (with lower scores being better), and the number of sailing marks successfully navigated. It also lists the code size, data size, and programming language of each entry. As usual, the number in parentheses after the entrant's name is the total number of Challenge points earned in all Challenges prior to this one.

Name Race Time Time(msecs) Score
Tony Cooper 73749 731 74479
Alan Hart (25) 74859 475 75334
Jonny Taylor (56) 75780 1117 76896
Tom Saxton (189) 82292 449 82740
Ernst Munter (778) 207026 1427 208453
David Whitney
K. S. 962334 7465 963628
J. S. 404200 8632 1102509

Name Marks Data Size Code Size Lang
Tony Cooper 48 1408 1100 C
Alan Hart 48 3016 360 C
Jonny Taylor 48 4716 636 C
Tom Saxton 48 948 516 C++
Ernst Munter 48 1336 140 C++
David Whitney Java
K. S. 34 2476 521 C
J. S. 9 9652 664 C

Top Contestants...

Listed here are the Top Contestants for the Programmer's Challenge, including everyone who has accumulated 20 or more 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.

Rank Name(24 mo) Points(24 mo) Wins TotalPoints
1. Munter, Ernst 273 10 780
2. Saxton, Tom 75 2 193
3. Rieken, Willeke 73 3 134
4. Taylor, Jonathan 63 2 63
5. Wihlborg, Claes 49 2 49
6. Maurer, Sebastian 38 1 108
10. Mallett, Jeff 20 1 114
11. Truskier, Peter 20 1 20
12. Cooper, Tony 20 1 20

...and the Top Contestants Looking for a Recent Win

In order to give some recognition to other participants in the Challenge, we also list the high scores for contestants who have accumulated points without taking first place in a Challenge during the past two years. Listed here are all of those contestants who have accumulated 6 or more points during the past two years.

Rank Name Points(24 mo) TotalPoints
7. Boring, Randy 32 144
8. Shearer, Rob 28 62
9. Sadetsky, Gregory 22 24
13. Schotsman, Jan 14 14
14. Nepsund, Ronald 10 57
15. Hart, Alan 10 35
16. Day, Mark 10 30
17. Downs, Andrew 10 12
18. Desch, Noah 10 10
19. Duga, Brady 10 10
20. Fazekas, Miklos 10 10
21. Flowers, Sue 10 10
22. Nicolle, Ludovic 7 55
23. Hala, Ladislav 7 7
24. Leshner, Will 7 7
25. Miller, Mike 7 7

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 Tony's winning Caribbean Cruising solution:

CaribbeanCruising.c
Copyright © 2001
Tony Cooper

#include "CarribeanCruising.h"
#include <stdio.h>
#include <math.h>

/* 
This is probably a dynamic programming problem but those algorithms
chew up CPU time. Real sailors use heuristics. This code does too.
I believe that most of the heuristics in yacht racing are to deal
with wind shifts. Same here.

Unfortunately all these heuristics and optimisation tables are for Bob's
boat. If the real boat is disimilar then we could find ourselves in a
bit of a bathtub.

*/

enum {kStarboardTack = -1, kNoTack = 0, kPortTack = 1};

const double PI = 3.14159265358979;
const double kRadToDeg = (180.0/PI);
const double kDegToRad = (PI/180.0);

// these next consts can be tweaked to optimise the algorithm 

const double kMinTackTime = 15.0;
   // minimum time to maintain current tack (make this too small and you tack too 
   // often, too large and your tacks 
   // go wide of the mark making you vulnerable if the wind shifts
const double tweakFactor = 0.0; 
   // 0.5 is optimal - dunno why. But 0.00 is symmetrical
const Boolean gUseVMC = true;   
   // use VMC when not tacking rather than follow the rhumb line
   // it only helps when wind variability > 7 and it eats CPU time so setting it false may be optimal
const double VMCfraction = 0.10; 
   // fraction of the VMC course change to use (0 to 1) - the more variable the wind 
   // the higher the optimal fraction

// the next section has the optimal settings for Bob's boat
// they are not consts because we may change them if we find ourselves not in Bob's 
// boat
static Direction optimalTackAngle = 64*kDegToRad;

// optimal sailtrim angles for Bob's boat at 10 knots wind and 25 knots wind
static Direction optimalSailAngles10[28] = {
   5,5,5,5,5,5,5,10,15,15,15,20,20,20,25,25,30,30,35,40,45,45,55,
   60,65,75,80,90
};
static Direction optimalSailAngles25[28] = {
   5,5,5,5,5,5,10,15,15,15,20,20,25,25,25,30,30,35,40,40,45,50,55,
   60,70,75,80,90
};

// optimal boat speeds at all points of sail at 10 knots wind and 25 knots wind
static double optimalSpeeds10[28] = {
   1.127832,2.197660,3.230089,4.224883,5.178596,6.086716,6.797097,
   7.115055,7.393258,7.580791,7.722331,7.811481,7.889993,7.905046,
   7.914209,7.875377,7.821882,7.728490,7.627867,7.496973,7.355342,
   7.213593,7.078046,6.952483,6.841550,6.756485,6.704573,6.688348
};
static double optimalSpeeds25[28] = {
   2.735935,5.313390,7.793669,10.17909,12.462901,14.269482,
   15.080794,15.786205,16.311792,16.710061,17.072551,17.343519,
   17.519245,17.671387,17.693380,17.718675,17.626386,17.534003,
   17.352610,17.138842,16.923432,16.679922,16.440601,16.210064,
   16.010814,15.869028,15.763844,15.746795
};

static Position *gMarks;
static short gNumberOfMarks;
static short gCurrentMark;
static double timeOnCurrentTack = 0.0; // time on current tack
static int currentTack;
static double prevTime = 0;

static double NormalizeAngle(double angle) {
   while (angle>PI) angle-=2.0*PI;
   while (angle<=-PI) angle+=2.0*PI;
   return angle;
}

void InitCarribeanCruise(
   short numberOfMarks,
   Position mark[],
      /* must pass through mark[i] for each i in turn */
   double tolerance,
      /* must pass within this distance of each mark */
   double integrationInterval
      /* amount of time between calls to Cruise, in seconds */
) {
#pragma unused (tolerance,integrationInterval)
   gMarks = mark;
   gNumberOfMarks = numberOfMarks;
   gCurrentMark = 0;
}

Boolean /* done */ Cruise(   
   Position boatLocation,    /* boat position at the start of this time segment */
   Velocity boatVelocity,    /* boat velocity at the start of this time segment */
   Velocity windVelocity,    /* true wind velocity at this location and time */
   Direction bowDirection,   /* direction the bow is pointing */
   short marksPickedUp,      /* number of marks picked up thus far */
   double currentTime,       /* time since cruise start, in seconds */
   Direction *targetBowDirection,
      /* commanded boat direction */
   Direction *sailTrim
      /* commanded sail trim, 0..PI/4, measured as angle off the stern,
         in the direction away from the source of the wind.
         Actual sail position is a function of trim and wind direction. */
) {
#pragma unused(boatVelocity,bowDirection)
   double vectorToNextMarkX,vectorToNextMarkY;
   Direction directionOfNextMark;
   Direction trueHeadingOffWind, trueDirectionOffWind;
   Direction optimalBowDirection, optimalSailTrim;
   Direction optimalBowDirection1, optimalBowDirection2;
   Velocity trueBoatVelocity;
   int newTack = kNoTack;
   double VMC, maxVMC;
   Boolean canChangeTack;
   Boolean useVMC;
   int directionIndex, i;

   if (marksPickedUp > gCurrentMark) {
      gCurrentMark = marksPickedUp;
      currentTack = kNoTack;
      timeOnCurrentTack = 0.0;
   }
   
   canChangeTack = (currentTack == kNoTack) || 
            (timeOnCurrentTack >= kMinTackTime);
   useVMC = gUseVMC;
   
   /* find direction toward current mark */
   vectorToNextMarkX = gMarks[gCurrentMark].x - boatLocation.x;
   vectorToNextMarkY = gMarks[gCurrentMark].y - boatLocation.y;
   directionOfNextMark = 
      atan2(vectorToNextMarkX,vectorToNextMarkY); // normalised
   
   windVelocity.direction = 
               NormalizeAngle(windVelocity.direction);
   
   /* find optimal heading */
   trueDirectionOffWind = NormalizeAngle(directionOfNextMark - 
         (PI + windVelocity.direction));
   if (fabs(trueDirectionOffWind) < optimalTackAngle) {
      // we cannot sail into the wind so have to tack
      // when we tack there are two directions we can tack in
      if (!canChangeTack) {
         optimalBowDirection = PI + windVelocity.direction + 
               currentTack*optimalTackAngle; 
// we are not allowed to change tack

         newTack = currentTack;
      } else {
         optimalBowDirection1 = PI + windVelocity.direction + 
                  optimalTackAngle; // port tack
         optimalBowDirection2 = PI + windVelocity.direction - 
                  optimalTackAngle; // starboard tack

         // of the two possible tacks choose the one closest to the direction the mark             
         // is in this keeps you closer to the mark which makes you less vulnerable if
         // the wind changes
   
         if (fabs(NormalizeAngle(optimalBowDirection1 - 
                     directionOfNextMark)) / 
               fabs(NormalizeAngle(optimalBowDirection2 - 
                     directionOfNextMark)) < 1-tweakFactor) {
         //if (fabs(NormalizeAngle(optimalBowDirection1 - directionOfNextMark)) < 
         //   fabs(NormalizeAngle(optimalBowDirection2 - directionOfNextMark))) {
   
            optimalBowDirection = optimalBowDirection1;
            newTack = kPortTack;
         } else {
            optimalBowDirection = optimalBowDirection2;
            newTack = kStarboardTack;
         }
      }
   } else {
      newTack = kNoTack;
      if (useVMC) {
   
      /* calculate the direction of the 28 that gives us the best VMC (velocity made 
            in the direction of the course)
              this may be a better line that the rhumb line because it can leave us closer to the mark 
              if the wind shifts */

         directionIndex = -1;
         maxVMC = 0.0;
         for (i = 0; i < 28; i++) {

            // VMC is the component of the boatspeed in the direction of the mark
            // VMC is the speed times the cos of the angle between the boat direction
            // and the mark

            if (trueDirectionOffWind > 0)
               trueBoatVelocity.direction = NormalizeAngle(PI + 
                     windVelocity.direction + (45 + i *
                     5)*kDegToRad);
            else
               trueBoatVelocity.direction = NormalizeAngle(PI + 
                     windVelocity.direction - (45 + i *
                     5)*kDegToRad);
            if (windVelocity.speed > 17.5)
               trueBoatVelocity.speed = optimalSpeeds25[i];
            else
               trueBoatVelocity.speed = optimalSpeeds10[i];
            VMC = trueBoatVelocity.speed * 
                     cos(trueBoatVelocity.direction -
                     directionOfNextMark);
            // look at VMC for the port tack
            if (VMC > maxVMC) {
               maxVMC = VMC;
               directionIndex = i;
               optimalBowDirection = trueBoatVelocity.direction;
            }
         }
         if (directionIndex != -1) { // positive VMC found
            // we now have two directions to choose: optimalBowDirection and 
            // directionOfNextMark
            // we now compromise between them
         
         /*if (fabs((optimalBowDirection - directionOfNextMark)*kRadToDeg) > 40) {
            FILE *outFile; 
            outFile = fopen("Carribean Cruising-output","a");   
            fprintf(outFile,"%f %f %f %f\n",
            trueDirectionOffWind*kRadToDeg, 
            directionOfNextMark*kRadToDeg, optimalBowDirection*kRadToDeg,
            cos(optimalBowDirection - directionOfNextMark));
                  fclose(outFile);}
         */

            optimalBowDirection = directionOfNextMark + 
               (optimalBowDirection - directionOfNextMark) * 
               VMCfraction;
         } else {
            optimalBowDirection = directionOfNextMark;
         }
      } else {
         optimalBowDirection = directionOfNextMark;
      }
   }
   
   /* find optimal sail trim */

   trueHeadingOffWind = fabs(NormalizeAngle(PI + 
               windVelocity.direction - optimalBowDirection));
   directionIndex = (int)((trueHeadingOffWind*kRadToDeg + 2.5 - 
                                                            45)/5.0); 
      // 2.5 is for rounding to nearest, 2.5, 45, and 5.0 are degrees hence kRadToDeg
   if (directionIndex < 0) directionIndex = 0;
             // not necessary but just in case
   if (directionIndex > 27) directionIndex = 27;
             // not necessary but just in case
   if (windVelocity.speed > 17.5)
      optimalSailTrim = 
         optimalSailAngles25[directionIndex]*kDegToRad;
   else
      optimalSailTrim = 
         optimalSailAngles10[directionIndex]*kDegToRad;

   *targetBowDirection = optimalBowDirection;
   *sailTrim = optimalSailTrim;

   if (currentTack == newTack)
      timeOnCurrentTack += currentTime - prevTime;
   else {
      currentTack = newTack;
      timeOnCurrentTack = 0;
   }
   prevTime = currentTime;

   return false;
}

void TermCarribeanCruise(void) {}

 

Community Search:
MacTech Search:

Software Updates via MacUpdate

NetShade 8.3 - Browse privately using an...
NetShade is an anonymous proxy and VPN app+service for Mac. Unblock your Internet through NetShade's high-speed proxy and VPN servers spanning 17 countries. NetShade masks your IP address as you... Read more
Adobe Animate CC 2020 20.0.1 - Animation...
Animate CC 2020 is available as part of Adobe Creative Cloud for as little as $20.99/month (or $9.99/month if you're a previous Flash Professional customer). Animate CC 2020 (was Flash CC) lets you... Read more
Adobe Acrobat DC 19.021.20058 - Powerful...
Acrobat DC is available only as a part of Adobe Creative Cloud, and can only be installed and/or updated through Adobe's Creative Cloud app. Adobe Acrobat DC with Adobe Document Cloud services is... Read more
Adobe Acrobat Reader 19.021.20058 - View...
Adobe Acrobat Reader allows users to view PDF documents. You may not know what a PDF file is, but you've probably come across one at some point. PDF files are used by companies and even the IRS to... Read more
Adobe Flash Player 32.0.0.303 - Plug-in...
Adobe Flash Player is a cross-platform, browser-based application runtime that provides uncompromised viewing of expressive applications, content, and videos across browsers and operating systems.... Read more
Adobe InDesign CC 2019 15.0.1 - Professi...
InDesign CC 2019 is available as part of Adobe Creative Cloud for as little as $20.99/month (or $9.99/month if you're a previous InDesign customer). Adobe InDesign CC 2019 is part of Creative Cloud.... Read more
Adobe Lightroom Classic 9.1 - Import, de...
You can download Lightroom for Mac as a part of Creative Cloud for only $9.99/month with Photoshop, included as part of the photography package. The latest version of Lightroom gives you all of the... Read more
Shredo 1.2.7 - $6.99
Shredo is a beautiful, functional file-shredding and privacy scan utility. It permanently shreds files, folders, and external volumes' contents to keep information secure and impossible for anyone to... Read more
Visual Studio Code 1.41.0 - Cross-platfo...
Visual Studio Code provides developers with a new choice of developer tool that combines the simplicity and streamlined experience of a code editor with the best of what developers need for their... Read more
calibre 4.6.0 - Complete e-book library...
Calibre is a complete e-book library manager. Organize your collection, convert your books to multiple formats, and sync with all of your devices. Let Calibre be your multi-tasking digital librarian... Read more

Latest Forum Discussions

See All

King's Throne, the hugely ambitious...
King's Throne: Game of Lust is a deeply immersive medieval-set idle RPG which sees you playing as an ambitious prince, and sole heir to your father's kingdom. On a seemingly ordinary night whilst wandering the king's castle, you make the shocking... | Read more »
Abyssrium Pole is an upcoming aquarium b...
FleroGames' upcoming Abyssrium Pole has recently hit one million pre-registers, which is very impressive, particularly for a fairly casual looking game. Those who have pre-registered will receive 1000 Pearl when the game launches on 8th January... | Read more »
Two Spies is pretty fun, but it's h...
Two Spies just dropped on the App Store this week, and it looks pretty neat. The game has two players capturing various cities across Europe, with the goal of eventually spotting and striking the other spy down. It may be simple-looking, but after... | Read more »
Two Spies is a turn-based game for iOS t...
There aren't too many games that feature pass and play multiplayer and there are even less where you can only play against people you know, even when playing online. But Two Spies does both of those things and you can get it for iOS right now. [... | Read more »
Solve your way through new low-poly puzz...
The best escape-the-room games don’t just test your creative problem-solving skills – they look great, too. Released in October this year by Antler (the developer of the succesful VR puzzle SVRVIVE: The Deus Helix), Krystopia offers everything you... | Read more »
Get ready for an epic adventure with Pea...
Following a hugely successful pre-registration campaign, Pearl Abyss' much-hyped MMORPG, Black Desert Mobile, has finally arrived for iOS and Android. With some of the most impressive visuals on mobile, a vast open world to explore, an in-depth... | Read more »
Elder Scrolls: Blades has ditched chest...
Elder Scrolls: Blades started out as one of the most hyped mobile games of 2019, boasting some impressive visuals and no shortage of promise. Our hopes were somewhat dashed when it eventually launched and we all became privy to its mishandled... | Read more »
Hands-On with the Pocket City December U...
At the end of last month, Codebrew Games announced an update coming to their popular city-builder, Pocket City some time this month. In this update is the promise of expanding your city out into other regions, enacting policies, and more. The full... | Read more »
Black Desert Mobile is available for pre...
Pearl Abyss' stunning open-world MMORPG, Black Desert Mobile, is set to launch for iOS and Android on December 11th at 12 AM PST (8 AM UTC). However, those looking to get in early and test out the in-depth character customisation will be able to... | Read more »
Extraordinary Ones, NetEase's innov...
NetEase's inventive 5v5 anime MOBA, Extraordinary Ones, has now opened for pre-registration ahead of its global launch in early 2020. The game seems to have received a fairly warm reception from fans after its soft-launch earlier in the year,... | Read more »

Price Scanner via MacPrices.net

Apple Watch Series 3 models on sale at Amazon...
Amazon has Apple Watch Series 3 GPS models on sale for $20 off MSRP, starting at only $179. Their prices are the lowest available for these models from any Apple reseller. Choose Amazon as the seller... Read more
Sunday AirPods Sale: Amazon drops prices to a...
Amazon has new 2019 Apple AirPods on sale today ranging up to $30 off MSRP, starting at $139. Shipping is free: – AirPods Pro: $249 $0 off MSRP – AirPods with Wireless Charging Case: $168.95 $30 off... Read more
Holiday 2019 sale: 11″ iPad Pros for up to $2...
Amazon has new Apple 11″ iPad Pros in stock today and on sale for up to $200 off Apple’s MSRP as part of their Holiday 2019 sale. These are the same iPad Pros sold by Apple in its retail and online... Read more
B&H has 12.9″ WiFi iPad Pros on sale for...
B&H Photo has new 12.9″ WiFi iPad Pros on sale for up to $150 off Apple’s MSRP as part of their Holiday 2019 sale. Overnight shipping is free to many addresses in the US: – 12.9″ 64GB WiFi iPad... Read more
Find the best Holiday 2019 prices on Apple’s...
Our Apple award-winning price trackers are the best place to look for the best deals and lowest prices on Apple gear this 2019 Holiday shopping season. Scan our price trackers for the latest... Read more
13″ 2.4GHz/256GB Silver MacBook Pro on sale f...
Amazon has the Silver 13″ 2.4GHz/256GB 4-Core Touch Bar MacBook Pro on sale for $1499.99 shipped. Their price is $300 off Apple’s MSRP, and it’s the lowest price currently available for a 13″ 2.4GHz... Read more
Sams Club one day sales event December 14th:...
Through midnight Saturday night (December 14th), Sams Club online has several Apple Watch Series 5 models on sale for $40 off MSRP as part of their One Day sales event. Choose free shipping or free... Read more
Total Wireless offers iPhone 6S models for as...
Total Wireless has Apple 32GB iPhone 6S models available starting at $99: – 32GB iPhone 6S: $99.99 – 32GB iPhone 6S Plus: $149.99 A no-contract Total Wireless prepaid plan is required with your... Read more
Get a 4 or 6-core Mac Mini for up to $170 off...
B&H Photo has 4-Core and 6-Core Mac minis on sale for up to $170 off Apple’s standard MSRP as part of their Holiday 2019 sale. Overnight shipping is free to many US addresses: – 3.6GHz Quad-Core... Read more
Amazon restocks base 13″ 1.4GHz MacBook Pro f...
Amazon has restocked the base 13″ 1.4GHz/128GB Space Gray MacBook Pro for $1099.99 shipped. Their price is $200 off Apple’s MSRP, and it’s the cheapest price available for a new MacBook Pro. Amazon... Read more

Jobs Board

*Apple* Mobility Sales Professional - Best B...
**750138BR** **Job Title:** Apple Mobility Sales Professional **Job Category:** Store Associates **Store NUmber or Department:** 000471-Mt Vernon-Store **Job Read more
*Apple* Engineering Specialist (ITC ) - Gene...
…Suitability clearance, per contract requirements. Currently, we are seeking an Apple Engineering Specialist in Washington, DC The responsibilities for candidates in Read more
Senior *Apple* Endpoint Engineer - Leidos (...
…Medicaid Service (CMS) End User environment. Perform specific duties as an Apple Endpoint Engineer in support of the infrastructure operations, hardware, software Read more
Perioperative - RN - ( *Apple* Hill Surgical...
Perioperative - RN - ( Apple Hill Surgical Center) Tracking Code 59281 Job Description Monday - Friday - Part Time - Days Possible Saturdays General Summary: Under Read more
Lead DevOps Engineer - *Apple* - Theorem, L...
Job Summary Apple is looking for a seasoned Lead DevOps Engineer that can lead multiple projects and teams while delivering high quality and performant solutions in Read more
All contents are Copyright 1984-2011 by Xplain Corporation. All rights reserved. Theme designed by Icreon.