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Feb 98 Challenge

Volume Number: 14 (1998)
Issue Number: 2
Column Tag: Programmer's Challenge

Programmer's Challenge

by Bob Boonstra, Westford, MA

Image Decoder

This month's Challenge is much easier to state than it will be to implement. Your task this month is to write a decoder for Graphics Interchange Format images. GIF is a data stream-oriented file format used to define the transmission protocol of LZW-encoded bitmap data. Your code will read a file containing a GIF and draw the image in an offscreen graphics world. There are two versions of the GIF specification; this Challenge includes only the earlier and more common GIF87a format, not the GIF89a format. The format description is too long to include here, but you can find the GIF87a specification at: ftp://ftp.ncsa.uiuc.edu/misc/file.formats/graphics.formats/gif87a.doc

Other useful information on graphics formats in general is available at: http://www.cis.ohio-state.edu/hypertext/faq/usenet/graphics/fileformats-faq/top.html

The prototype for the code you should write is:

#include <QDOffscreen.h>
#include <stdio.h>
GWorldPtr ReadImage(FILE *inputFile);

The inputFile will have been opened for you in binary mode by the calling routine. ReadImage should read and parse the image, create a GWorld with the appropriate color table, draw the image in the GWorld, and return a GWorld pointer to the calling routine. The solution that correctly decodes a variety of images in the least amount of execution time will be the winner.

I thought for some time about the Compuserve / Unisys / LZW patent controverty before selecting this topic for the Challenge. The LZW algorithm used in GIF compression is patented by Unisys, and Unisys requires that any commercial software product that uses this algorithm, including software that reads GIF images, requires a license from Unisys. Freely distributed software does not require a license. Since the Challenge doesn't result in a software product, much less a commercial product, I decided to go ahead with this exploration of decoding efficiency.

This will be a native PowerPC Challenge, using the latest CodeWarrior environment. Solutions must be coded in C, C++, or Pascal. This Challenge was suggested by Peter Lewis, who earns 2 Challenge points for the suggestion.

Three Months Ago Winner

Congratulations to Jeff Mallett (Boulder Creek, CA) for submitting the winning entry to the Pente(tm) Challenge. The objective was to accumulate, in minimum execution time, the most points in a round-robin tournament of the board game Pente(tm). With only three entries, the tournament required only six games for each player to compete against each other player twice, once playing first and once playing second. Both the winning entry and the third-place entry by Randy Boring employed an alpha-beta search technique to find the best move, and both entries were successful in winning most of their games. Jeff's entry, however, was more efficient about pruning the search tree and therefore required significantly less execution time than Randy's entry. Since a point was deducted for each second of execution time, the winning entry lost significantly fewer points for inefficiency. In addition, the scoring algorithm in Jeff's AddStone routine takes advantage of all three methods of scoring points: captures, winning by placing 5 stones in a row, and leaving sequences of 4-in-a-row on the board at the conclusion of a game. His solution earned more points as a result, even though it won the same number of games as Randy's.

The table below lists the number of tournament wins, points earned, cumulative score, code size, data size, and programming language for each entry. 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               Wins   Points   Score  Code  Data  Language
Jeff Mallett (74)    3      33     32.03  4872  7923    C
Sebastian Maurer     0      10      9.97  4860  208     C++
Randy Boring (66)    3      23   -374.90  7672  2649    C

Top 20 Contestants

Here are the Top Contestants for the Programmer's Challenge. The numbers below include points awarded over the 24 most recent contests, including points earned by this month's entrants. The scores have been adjusted to correct an error made in assigning points for the Stratego Challenge printed in the November issue.

Rank Name               Points
 1.  Munter, Ernst        200  
 2.  Boring, Randy         73
 3.  Cooper, Greg          61
 4.  Lewis, Peter          59
 5.  Mallett, Jeff         50
 6.  Nicolle, Ludovic      48
 7.  Murphy, ACC           34
 8.  Gregg, Xan            33
 9.  Antoniewicz, Andy     24
10.  Day, Mark             20
11.  Higgins, Charles      20
12.  Larsson, Gustav       20
13.  Studer, Thomas        20
14.  Gundrum, Eric         15
15.  Hart, Alan            14
16.  O'Connor, Turlough    14
17.  Picao, Miguel Cruz    14
18.  Saxton, Tom           12
19.  Cutts, Kevin          11
20.  8-way tie             10

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 Jeff's winning solution:

MyPente.c
Copyright © 1997 Jeff Mallett
//
// Do a depth=1 search to sort moves. Then do a higher
// depth alpha-beta search to select the best move.
//
// Plays for score rather than to win. For example,
// doesn't try to win by getting 5 captures since
// there is no score incentive for this. It could be
// retuned to play for a win instead.

#include "Pente.h"

#define SEARCH_DEPTH 4
enum {
 _FRIEND = 0x0001,
 _ENEMY = 0x0002,
 _EMPTY = 0x0004,
 _WALL  = 0x0008
};

#define BORDER    1
#define BORDERS    2
#define INFINITY   32600
#define NA      0
#define MAX_CELLS   (31 + BORDERS) * (31 + BORDERS)

#define ESTIMATE_PLUS 1
#define WIN      2000
#define CAPTURE_SCORE 240
#define VULNERABLE   150

static short CHAIN_SCORE2[3][3] = {  //[color][open]
 { NA, NA, NA },
 { -1, -9, -2 },      // FRIEND
 { 1, 9, 2 }      // ENEMY
};
static short CHAIN_SCORE3[3][3] = {  //[color][open]
 { NA, NA, NA },
 { 3, 16, 40 },      // FRIEND
 { -2,-10,-30 }      // ENEMY
};
static short CHAIN_SCORE4[3][3] = {  //[color][open]
 {  NA, NA, NA },
 { 230, 240, 250 },  // FRIEND
 { -150,-155,-160 }  // ENEMY
};
static short CHAIN_SCORE5[3] = {    //[color]
 NA, WIN, -WIN
};
//                 1  2  3  4
static short BLOCK_SCORE[5] = { NA, 0, 14, 14, 22};
static short THREATS[] = {
 NA, NA,
 25, // 2: tria
 30, // 3: half-open four
 350, // 4: double trias
 370, // 5: tria + half-open four
 450, // 6: tessera or 2 half-open fours
 500, 500, 500, 500, 500, 500, 500, 500, 500, 500
};

static short gPreScore[MAX_CELLS], gEstimates[MAX_CELLS];
static short *gEstimatesStart, *gEstimatesEnd;
static short gBoard[MAX_CELLS], *gBoardStart, *gBoardEnd;
static short *gFirstStone, *gLastStone;
static short *gKillers[SEARCH_DEPTH], gPreviousThreats;
static short gDirections[8], *gDirectionsEnd;
static short gMoveNum, gScore, gStartDepth;
static short gBoardHalfSize, gSideLength, gBoardMax;
static short gCumCapturesFriend, gCumCapturesEnemy;
static short gAdjustment, gSE;

#define ADJUST(a)    ( (a) + gAdjustment )
#define TRANSLATE(x, y) \
 (gSideLength * ADJUST(y) + ADJUST(x))
#define GET_INDEX(p) ((p) - gBoard)
#define GET_X(i)   ( ((i) % gSideLength) - gAdjustment )
#define GET_Y(i)   ( ((i) / gSideLength) - gAdjustment )
#define UPDATE_ENDPOINTS(pSq, a, b) \
 if (pSq < a) a = pSq; \
 if (pSq > b) b = pSq

#define OPPONENT(side) (3 - (side))
#define OCCUPIED(x)   ((x) & (_FRIEND | _ENEMY))
#define EMPTY(x)    ((x) == _EMPTY)

// gChanges -- Array of unsigned longs containing data to
// undo moves
//   list of:
//     <pointer to position> <old position value>
//   terminated by a OL
static unsigned long gChanges[256], *gChangesEnd;
#define PUSH(x)    *(gChangesEnd++) = (x)
#define START_SAVE  PUSH(0L)
#define PUSH_SQ(pSq) \
  { PUSH((long)*(pSq)); PUSH((unsigned long)(pSq)); }
#define POP      *(--gChangesEnd)
#define TOP      *gChangesEnd

static short * ChooseNextMove();
static short AddStone(short alpha, short beta, short *pSq,
        short color, short depth,
        short capturesFriend, short capturesEnemy,
        short *firstStone, short *lastStone);
static long MyFindCaptures(Capture capture[], short *pSq,
        short us, short them);
static Boolean MyFindFive(short *pSq, short color);

InitPente
void InitPente(
 long boardHalfSize  /* e.g., 9 for a 19x19 board */
       /* all coordinates between -boardHalfSize
        and +boardHalfSize */
) {
 short i, j, *pSq;
 
 gBoardHalfSize = boardHalfSize;
 gSideLength = boardHalfSize * 2 + 1 + BORDERS;
 gSE = gSideLength + 1;
 gDirections[0] = -gSE;                // NW
 gDirections[1] = -gSideLength;        // N
 gDirections[2] = -gSideLength + 1;     // NE
 gDirections[3] = -1;                // W
 gDirections[4] = gSE;                // SE
 gDirections[5] = gSideLength;        // S
 gDirections[6] = gSideLength - 1;      // SW
 gDirections[7] = 1;                  // E
 gDirectionsEnd = &gDirections[8];
 
 gBoardMax = gSideLength * gSideLength;
 i = (gSideLength + 1) * BORDER;
 gBoardStart = &gBoard[i];
 gBoardEnd = &gBoard[gBoardMax - i];
 gEstimatesStart = &gEstimates[i];
 gEstimatesEnd = &gEstimates[gBoardMax - i];
 gFirstStone = gBoardEnd;
 gLastStone = gBoardStart;
 
 pSq = gBoard;
 do {
  *pSq = _WALL;
 } while (++pSq != gBoardStart);
 do {
  *pSq = _EMPTY;
 } while (++pSq != gBoardEnd);
 do {
  *pSq = _WALL;
 } while (++pSq < &gBoard[gBoardMax]);
 for (i = BORDER + boardHalfSize * 2 + 1;
    i<gBoardMax-gSideLength; i += gSideLength)
  for (j=0; j<BORDERS; ++j)
   gBoard[i+j] = _WALL;
 gCumCapturesFriend = gCumCapturesEnemy = gMoveNum = 0;
 gAdjustment = gBoardHalfSize + BORDER;
 gStartDepth = SEARCH_DEPTH - 1;
}

Pente
void Pente(
 Point opponentsMove,      /* your opponent moved here */
 Boolean playingFirst,      /* ignore opponentMove */
 Point *yourMove,          /* return your move here */
 Capture claimCaptures[],    /* return captured pairs here */
 long *numCaptures,       /* return # of claimCaptures */
 Boolean *claimVictory     /* return true if you claim
               victory with this move */
) {
 Point move;
 Capture opponentCaptures[8];
 
 short *pSq, *pNewSq, *d;
 short score, bestScore, i;
 short *pBestMove;
 
 *numCaptures = 0;
 *claimVictory = false;
 if (playingFirst) { // *** MOVE 1
  move.h = move.v = 0;
  pSq = &gBoard[TRANSLATE(0, 0)];
  *pSq = _FRIEND;
  UPDATE_ENDPOINTS(pSq, gFirstStone, gLastStone);
  *yourMove = move;
  gMoveNum = 1;
  return;
 }
 
 i = TRANSLATE(opponentsMove.h, opponentsMove.v);
 pSq = &gBoard[i];
 *pSq = _ENEMY;
 UPDATE_ENDPOINTS(pSq, gFirstStone, gLastStone);
 ++gMoveNum;

 if (gMoveNum == 1) { // *** MOVE 2
  move.h = move.v = -2;
  pSq = &gBoard[TRANSLATE(-2, -2)];
  *pSq = _FRIEND;
  UPDATE_ENDPOINTS(pSq, gFirstStone, gLastStone);
  *yourMove = move;
  gMoveNum = 2;
  return;
 }
 
 if (gMoveNum == 2) { // *** MOVE 3
  if (opponentsMove.v < opponentsMove.h) {
   if (opponentsMove.v < -opponentsMove.h) {
    // top triangle
    move.h = 0;
    move.v = 4;
   } else {
    // right triangle
    move.h = -4;
    move.v = 0;
   }
  } else {
   if (opponentsMove.v >= -opponentsMove.h) {
    // bottom triangle
    move.h = 0;
    move.v = -4;
   } else {
    // left triangle
    move.h = 4;
    move.v = 0;
   }
  }
  pSq = &gBoard[TRANSLATE(move.h, move.v)];
  *pSq = _FRIEND;
  UPDATE_ENDPOINTS(pSq, gFirstStone, gLastStone);
  *yourMove = move;
  gMoveNum = 3;
  return;
 }

 gChangesEnd = gChanges;
 gCumCapturesEnemy +=
   MyFindCaptures(opponentCaptures, &gBoard[i],
           _ENEMY, _FRIEND);
 for (pSq = gEstimatesStart; pSq != gEstimatesEnd; ++pSq)
  *pSq = 0;
 for (pSq = gFirstStone; pSq <= gLastStone; ++pSq)
  if (OCCUPIED(*pSq)) {
   d = gDirections;
   do {
    pNewSq = pSq + *d;
    if (EMPTY(*pNewSq)) {
     gEstimates[GET_INDEX(pNewSq)] += ESTIMATE_PLUS;
     pNewSq += *d;
     if (EMPTY(*pNewSq)) {
      gEstimates[GET_INDEX(pNewSq)] += ESTIMATE_PLUS;
     }
    }
   } while (++d != gDirectionsEnd);
  }

 for (pSq = gBoardStart; pSq != gBoardEnd; ++pSq)
  if (gEstimates[GET_INDEX(pSq)]) {
   i = GET_INDEX(pSq);
   gScore = gEstimates[i];
   gPreScore[i] = AddStone(-INFINITY, INFINITY, pSq,
            _FRIEND, 0, gCumCapturesFriend,
            gCumCapturesEnemy, gFirstStone,
            gLastStone);
  }

 for (i=0; i<SEARCH_DEPTH; ++i)
  gKillers[i] = NULL;
 bestScore = -INFINITY;
 pBestMove = NULL;
 pSq = ChooseNextMove();
 while (pSq) {
  i = GET_INDEX(pSq);
  gScore = gEstimates[i];
  score = AddStone(-INFINITY, -bestScore, pSq, _FRIEND,
       gStartDepth, gCumCapturesFriend,
       gCumCapturesEnemy, gFirstStone, gLastStone);
  gEstimates[i] = -1; // searched
  if (score > bestScore) {
   bestScore = score;
   pBestMove = pSq;
  }
  pSq = ChooseNextMove();
 }
  
 if (bestScore == -INFINITY) {
  for (pSq = gBoardStart; pSq != gBoardEnd; ++pSq)
   if (EMPTY(*pSq) && !gEstimates[GET_INDEX(pSq)]) {
    gScore = 0;
    score = AddStone(-INFINITY, -bestScore, pSq, _FRIEND,
                  gStartDepth, gCumCapturesFriend,
                  gCumCapturesEnemy, gFirstStone, gLastStone);
    if (score > bestScore) {
     bestScore = score;
     pBestMove = pSq;
    }
   }
  if (bestScore == -INFINITY) {
   DebugStr("\p no move found - Pente");
   return; //no move
  }
 }
 
 *pBestMove = _FRIEND;
 UPDATE_ENDPOINTS(pBestMove, gFirstStone, gLastStone);
 i = GET_INDEX(pBestMove);
 move.h = GET_X(i);
 move.v = GET_Y(i);
 *yourMove = move;
 ++gMoveNum;
 // find captures
 *numCaptures = MyFindCaptures(claimCaptures, pBestMove,
          _FRIEND, _ENEMY);
 gCumCapturesFriend += *numCaptures;
 if (gCumCapturesFriend >= 5) {
  *claimVictory = true;
 } else {
  *claimVictory = MyFindFive(pBestMove, _FRIEND);
 }
}

TermPente
void TermPente(void) { }

ChooseNextMove
short * ChooseNextMove()
{
 short i, *pSq;
 short *found = NULL;
 short high = -INFINITY;
 for (pSq = gBoardStart; pSq != gBoardEnd; ++pSq) {
  i = GET_INDEX(pSq);
  if (gEstimates[i] > 0 && gPreScore[i] > high) {
   found = pSq;
   high = gPreScore[i];
  }
 }
 return found;
}

AddStone
// Alpha-beta search routine
// returns score of how good it is for color
// alpha and beta apply for the opponent after the move
// is made
// gScore is absolute: + for _FRIEND
short AddStone(short alpha, short beta, short *pSq,
    short color, short depth, short capturesFriend,
    short capturesEnemy, short *firstStone,
    short *lastStone)
{
 register short *pNewSq, *d;
 short x, bestScore, t, *pEnd;
 short open, *killer;
 short threats, blocks, vulnerable;
 short opponent = OPPONENT(color);
 short saveScore = gScore;
  
 START_SAVE;
 threats = blocks = vulnerable = 0;
 d = gDirections;
 do {
  pNewSq = pSq + *d;
  
  if (*pNewSq == color) { // Next to friend
   if (d <= &gDirections[3]) {
    x = 1;
    open = 0;
    for (pNewSq += *d; *pNewSq == color; pNewSq += *d)
     ++x;
    if (EMPTY(*pNewSq))
     open = 1;
    for (pNewSq = pSq + *(d+4); *pNewSq == color;
       pNewSq += *(d+4))
     ++x;
    if (EMPTY(*pNewSq))
     ++open;
   } else {
    t = *(pSq + *(d-4));
    if (t == color)
     continue;
    x = 1;
    open = 0;
    if (EMPTY(t))
     open = 1;
    for (pNewSq += *d; *pNewSq == color; pNewSq += *d)
     ++x;
    if (EMPTY(*pNewSq))
     ++open;
   }
   
   switch (x) {
    case 1:  // 2-in-a-row
     gScore += CHAIN_SCORE2[color][open];
     if (open == 1)
      ++vulnerable;
     break;
    case 2:  // 3-in-a-row
     gScore += CHAIN_SCORE3[color][open];
     if (open == 2)
      threats += 2;        // tria = 2
     break;
    case 3:  // 4-in-a-row
     gScore += CHAIN_SCORE4[color][open];
     threats += open * 3;  // tessera = 6, half-open = 3
     break;
    default:  // 5-in-a-row (or more)
     gScore += CHAIN_SCORE5[color];
     threats = -99;        // game over
     break;
   }
   
  } else if (*pNewSq == opponent) {  // Next to enemy
   x = 1;
   for (pNewSq += *d; *pNewSq == opponent; pNewSq += *d)
    ++x;
    
   if (EMPTY(*pNewSq)) {
    blocks += BLOCK_SCORE[x];
   } else if (x == 2 && *pNewSq == color) {
    t = CAPTURE_SCORE;
    if (color != _FRIEND)
     t = -t;
    gScore += t;
    if (color == _FRIEND) {
     if (++capturesFriend >= 5) {
      threats = -99;  // game over
     }
    } else {  // color == _ENEMY
     if (++capturesEnemy >= 5) {
      threats = -99;  // game over
     }
    }
    if (depth) {
     pNewSq = pSq + *d;
     PUSH_SQ(pNewSq);
     *pNewSq = _EMPTY;
     pNewSq += *d;
     PUSH_SQ(pNewSq);
     *pNewSq = _EMPTY;
    }
   }
  }
 } while (++d != gDirectionsEnd);
  
 if (threats < 0) {
  // Game over
  bestScore = gScore;
  if (color != _FRIEND)
   bestScore = -bestScore;
  goto RESTORE;
 }
   
  // Not forced to make a bad move
 if (color == _FRIEND) {
  if (gScore < saveScore)
   gScore = saveScore;
 } else if (gScore > saveScore)
  gScore = saveScore;
 if (depth) {
  // Add stone
  PUSH_SQ(pSq);
  *pSq = color;
  UPDATE_ENDPOINTS(pSq, firstStone, lastStone);
  --depth; 
  gPreviousThreats = threats;
  bestScore = -INFINITY;
  // Killer move?
  killer = gKillers[depth];
  if (killer && EMPTY(*killer)) {
   saveScore = gScore;
    bestScore = AddStone(-beta, -alpha, killer,
           opponent, depth, capturesFriend,
           capturesEnemy, firstStone, lastStone);
   gScore = saveScore;
   if (bestScore > alpha) {
    if (bestScore >= beta) {
     bestScore = -bestScore;
     goto RESTORE;
    }
    alpha = bestScore;
   }
  }
  
  pEnd = lastStone + gSE;
  if (pEnd >= gBoardEnd)
   pEnd = gBoardEnd - 1;
  pSq = firstStone - gSE;
  if (pSq < gBoardStart)
   pSq = gBoardStart;
  do {
   if (EMPTY(*pSq) && pSq != killer) {
    d = gDirections;
    do {
     pNewSq = pSq + *d;
     if (OCCUPIED(*pNewSq) &&
        (*(pNewSq + *d) == *pNewSq ||
         *(pSq  - *d) == *pNewSq))
      break;
    } while (++d != gDirectionsEnd);
    if (d != gDirectionsEnd) {
     saveScore = gScore;
      t = AddStone(-beta, -alpha, pSq, opponent,
         depth, capturesFriend, capturesEnemy,
         firstStone, lastStone);
     gScore = saveScore;
     if (t > bestScore) {
      bestScore = t;
      if (t > alpha) {
       if (t >= beta) {
        gKillers[depth] = pSq;
        break;
       }
       if (depth >= gStartDepth-1)
        gKillers[depth] = pSq;
       alpha = t;
      }
     }
    }
   }
  } while (++pSq <= pEnd);
  if (bestScore == -INFINITY) {
   ++depth;
   goto TERMINAL;
  }
  bestScore = -bestScore;
  
 } else { // !depth
TERMINAL:
  bestScore = gScore;
  if (color != _FRIEND)
   bestScore = -bestScore;

  // Winning threats
  if (gPreviousThreats >= 5) {
   bestScore -= THREATS[gPreviousThreats];
  } else if (threats >= 5) {
   bestScore += THREATS[threats];
  } else if (gPreviousThreats == 4) {
   bestScore -= THREATS[gPreviousThreats];
  } else if (threats == 4) {
   bestScore += THREATS[threats];
  } else if (gPreviousThreats) {
   bestScore -= THREATS[gPreviousThreats];
  } else if (threats) {
   bestScore += THREATS[threats];
  }
  bestScore += blocks - vulnerable * VULNERABLE;
 }
 
RESTORE: 
 while (POP) {
  pSq = (short *)TOP;
  *pSq = POP;
 }
  
 return bestScore;
}

MyFindCaptures
long MyFindCaptures(Capture capture[], short *pSq,
          short us, short them)
{
 short i, *p1, *p2;
 short myCaptures = 0;
 short *d = gDirections;
 
 do {
  p1 = pSq + *d;
  if (*p1 == them) {
   p2 = p1 + *d;
   if (*p2 == them && *(p2 + *d) == us) {
    *p1 = *p2 = _EMPTY;
    i = GET_INDEX(p1);
    capture[myCaptures].stone1.h = GET_X(i);
    capture[myCaptures].stone1.v = GET_Y(i);
    i = GET_INDEX(p2);
    capture[myCaptures].stone2.h = GET_X(i);
    capture[myCaptures].stone2.v = GET_Y(i);
    ++myCaptures;
   }
  }
 } while (++d != gDirectionsEnd);
 return myCaptures;
}

MyFindFive
Boolean MyFindFive(short *pSq, short color)
{
 short x, *d, *pNewSq, i;
 
 d = gDirections;
 i = 0;
 do {
  x = 1;
  for (pNewSq = pSq + *d; *pNewSq == color; pNewSq += *d)
   ++x;
  for (pNewSq = pSq + *(d+4); *pNewSq == color;
     pNewSq += *(d+4))
   ++x;
  if (x >= 5)
   return true;
  ++d;
 } while (++i < 4);
 return false;
}
 

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The secrets of Penacony might soon come...
Version 2.2 of Honkai: Star Rail is on the horizon and brings the culmination of the Penacony adventure after quite the escalation in the latest story quests. To help you through this new expansion is the introduction of two powerful new... | Read more »
The Legend of Heroes: Trails of Cold Ste...
I adore game series that have connecting lore and stories, which of course means the Legend of Heroes is very dear to me, Trails lore has been building for two decades. Excitedly, the next stage is upon us as Userjoy has announced the upcoming... | Read more »
Go from lowly lizard to wicked Wyvern in...
Do you like questing, and do you like dragons? If not then boy is this not the announcement for you, as Loongcheer Game has unveiled Quest Dragon: Idle Mobile Game. Yes, it is amazing Square Enix hasn’t sued them for copyright infringement, but... | Read more »
Aether Gazer unveils Chapter 16 of its m...
After a bit of maintenance, Aether Gazer has released Chapter 16 of its main storyline, titled Night Parade of the Beasts. This big update brings a new character, a special outfit, some special limited-time events, and, of course, an engaging... | Read more »
Challenge those pesky wyverns to a dance...
After recently having you do battle against your foes by wildly flailing Hello Kitty and friends at them, GungHo Online has whipped out another surprising collaboration for Puzzle & Dragons. It is now time to beat your opponents by cha-cha... | Read more »
Pack a magnifying glass and practice you...
Somehow it has already been a year since Torchlight: Infinite launched, and XD Games is celebrating by blending in what sounds like a truly fantastic new update. Fans of Cthulhu rejoice, as Whispering Mist brings some horror elements, and tests... | Read more »
Summon your guild and prepare for war in...
Netmarble is making some pretty big moves with their latest update for Seven Knights Idle Adventure, with a bunch of interesting additions. Two new heroes enter the battle, there are events and bosses abound, and perhaps most interesting, a huge... | Read more »

Price Scanner via MacPrices.net

May 2024 Apple Education discounts on MacBook...
If you’re a student, teacher, or staff member at any educational institution, you can use your .edu email address when ordering at Apple Education to take up to $300 off the purchase of a new MacBook... Read more
Clearance 16-inch M2 Pro MacBook Pros in stoc...
Apple has clearance 16″ M2 Pro MacBook Pros available in their Certified Refurbished store starting at $2049 and ranging up to $450 off original MSRP. Each model features a new outer case, shipping... Read more
Save $300 at Apple on 14-inch M3 MacBook Pros...
Apple has 14″ M3 MacBook Pros with 16GB of RAM, Certified Refurbished, available for $270-$300 off MSRP. Each model features a new outer case, shipping is free, and an Apple 1-year warranty is... Read more
Apple continues to offer 14-inch M3 MacBook P...
Apple has 14″ M3 MacBook Pros, Certified Refurbished, available starting at only $1359 and ranging up to $270 off MSRP. Each model features a new outer case, shipping is free, and an Apple 1-year... Read more
Apple AirPods Pro with USB-C return to all-ti...
Amazon has Apple’s AirPods Pro with USB-C in stock and on sale for $179.99 including free shipping. Their price is $70 (28%) off MSRP, and it’s currently the lowest price available for new AirPods... Read more
Apple Magic Keyboards for iPads are on sale f...
Amazon has Apple Magic Keyboards for iPads on sale today for up to $70 off MSRP, shipping included: – Magic Keyboard for 10th-generation Apple iPad: $199, save $50 – Magic Keyboard for 11″ iPad Pro/... Read more
Apple’s 13-inch M2 MacBook Airs return to rec...
Apple retailers have 13″ MacBook Airs with M2 CPUs in stock and on sale this weekend starting at only $849 in Space Gray, Silver, Starlight, and Midnight colors. These are the lowest prices currently... Read more
Best Buy is clearing out iPad Airs for up to...
In advance of next week’s probably release of new and updated iPad Airs, Best Buy has 10.9″ M1 WiFi iPad Airs on record-low sale prices for up to $200 off Apple’s MSRP, starting at $399. Sale prices... Read more
Every version of Apple Pencil is on sale toda...
Best Buy has all Apple Pencils on sale today for $79, ranging up to 39% off MSRP for some models. Sale prices for online orders only, in-store prices may vary. Order online and choose free shipping... Read more
Sunday Sale: Apple Studio Display with Standa...
Amazon has the standard-glass Apple Studio Display on sale for $300 off MSRP for a limited time. Shipping is free: – Studio Display (Standard glass): $1299.97 $300 off MSRP For the latest prices and... Read more

Jobs Board

Liquor Stock Clerk - S. *Apple* St. - Idaho...
Liquor Stock Clerk - S. Apple St. Boise Posting Begin Date: 2023/10/10 Posting End Date: 2024/10/14 Category: Retail Sub Category: Customer Service Work Type: Part Read more
*Apple* App Developer - Datrose (United Stat...
…year experiencein programming and have computer knowledge with SWIFT. Job Responsibilites: Apple App Developer is expected to support essential tasks for the RxASL Read more
Omnichannel Associate - *Apple* Blossom Mal...
Omnichannel Associate - Apple Blossom Mall Location:Winchester, VA, United States (https://jobs.jcp.com/jobs/location/191170/winchester-va-united-states) - Apple 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
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