Calling the BIG DAWGS: Sleeping Issues NEED MAJOR HELP

Hey gang.
I still have a major issue.
G5 iMac PPC Leopard 10.5.5, 2.1 GHz, 1.5 GB DDR2 SDRAM (dont hate b/c still w/ a PPC, haha)
Anyways, problem:
I've talked to 3 apple protection people, 1 tech and have been to the apple store twice.
My computer has decided that it wants to go to sleep when it wants to.
I think it's b/c it's getting hot...too hot, how? I dunno.
I was just running Firefox, iTunes, and VLC was only open-not playing. And IT just goes to sleep.
Apple store, replaced logic board first time, did some diagnostic tests.
2Second time, tests and stress tests, etc. Didnt find a thing, never went to sleep on them.
HMMMMMM??????
Like I said earlier, I think it's getting tooo hot, but how do you control that? Would that be a problem?
Im a huge and devout MAC user, not religiously devout to mac, you get the picture.
ANY help would be greatly appreciated. I'd love to solve this issue!
Please contact me by either a reply or email, [email protected]
Thank you for your time.

Hi--
A couple of things: first, look in the logs to see if there's anything about temperatures just before it goes to sleep. Use the Console application from your Utilities folder and look at both the Console messages and system.log. If you're getting overheating messages, they ought to show up in there. I don't know what the messages will look like for sure in Leopard: my G5 iMac was running Tiger when it had its overheating problem.
As for why it's overheating, it could be a defective logic board (mine was). Other people have reported a problem where the vents at the bottom of the screen get clogged with pet hair or dust and restrict the air flow.
Also, make sure the back is on correctly. If there's any air leakage around the back, it interferes with the proper air flow through the iMac. I had this happen when I removed the back to replace a bad stick of RAM and got the back on crooked. The computer didn't go to sleep, but the fans definitely got cranked up.
Finally, look at the physical location of your iMac. Cool air comes in the bottom and gets pulled up through the case and gets vented out the top in the back. Make sure nothing's restricting the air flow into the bottom or out the top. Also, make sure that the hot air coming out the top isn't getting pulled back in the bottom, like it would if the iMac was enclosed in a cabinet of some kind.
charlie

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                                  addChild(RunRight);
                                  addChild(RunLeft);
                                  addChild(jumpLeft);
                                  addChild(jumpRight);
                                  addChild(HeroGroundTouch);
                                  addChild(HeroRoofTouch);
                                  addChild(HeroRightTouch);
                                  addChild(HeroLeftTouch);
                                  StandLeft.visible = false;
                                  RunLeft.visible = false;
                                  RunRight.visible = false;
                                  jumpLeft.visible = false;
                                  jumpRight.visible = false;
                                  HeroGroundTouch.visible = false;
                                  HeroRoofTouch.visible = false;
                                  HeroLeftTouch.visible = false;
                                  HeroRightTouch.visible = false;
                                  // constructor code
                                  tmrMove.addEventListener("timer",timerMove);
                                  tmrMove.start();
                                  tmrCoordinateMaintain.addEventListener("timer",timerCoordinateMaintain);
                                  tmrCoordinateMaintain.start();
                        function timerMove(eventArgs:TimerEvent)
                                  //trace(StandRight.y);
                                  if (((bLeftKeyDown == true) && bRightKeyDown == true))
                                            //if both are pressed then do nothing
                                  else if ((bLeftKeyDown == true))
                                            if ((bTouchingGround != false))
                                                      Stance = 1;
                                                      jumpRight.visible = false;
                                                      jumpLeft.visible = false;
                                                      StandRight.visible = false;
                                                      RunRight.visible = false;
                                                      StandLeft.visible = false;
                                                      RunLeft.visible = true;
                                                      ax = -1;
                                            else
                                                      Stance = 1;
                                                      jumpRight.visible = false;
                                                      jumpLeft.visible = true;
                                                      StandRight.visible = false;
                                                      RunRight.visible = false;
                                                      StandLeft.visible = false;
                                                      RunLeft.visible = false;
                                                      ax = -1;
                                  else if ((bRightKeyDown == true))
                                            if ((bTouchingGround != false))
                                                      Stance = 2;
                                                      jumpRight.visible = false;
                                                      jumpLeft.visible = false;
                                                      StandRight.visible = false;
                                                      RunRight.visible = true;
                                                      StandLeft.visible = false;
                                                      RunLeft.visible = false;
                                                      ax = 1;
                                            else
                                                      Stance = 1;
                                                      jumpRight.visible = true;
                                                      jumpLeft.visible = false;
                                                      StandRight.visible = false;
                                                      RunRight.visible = false;
                                                      StandLeft.visible = false;
                                                      RunLeft.visible = false;
                                                      ax = 1;
                                  else
                                            ax = 0;
                                            if ((vx > 0))
                                            {//slows down veloctiies when no keys are pressed
                                                      vx -=  1 / 3;
                                            else if ((vx < 0))
                                            {//returns velocities to zero when keys are released
                                                      vx +=  1 / 3;
                                            else
                                                      vx = 0;
                                                      if ((Stance == 1))
                                                      {//Left Stance
                                                                if ((bTouchingGround != false))
                                                                          StandRight.visible = false;
                                                                          RunRight.visible = false;
                                                                          StandLeft.visible = true;
                                                                          RunLeft.visible = false;
                                                                          jumpLeft.visible = false;
                                                                          jumpRight.visible = false;
                                                                else
                                                                          StandRight.visible = false;
                                                                          RunRight.visible = false;
                                                                          StandLeft.visible = false;
                                                                          RunLeft.visible = false;
                                                                          jumpLeft.visible = true;
                                                                          jumpRight.visible = false;
                                                      else if ((Stance == 2))
                                                      {//Right Stance
                                                                if ((bTouchingGround != false))
                                                                          StandRight.visible = true;
                                                                          RunRight.visible = false;
                                                                          StandLeft.visible = false;
                                                                          RunLeft.visible = false;
                                                                          jumpLeft.visible = false;
                                                                          jumpRight.visible = false;
                                                                else
                                                                          StandRight.visible = false;
                                                                          RunRight.visible = false;
                                                                          StandLeft.visible = false;
                                                                          RunLeft.visible = false;
                                                                          jumpLeft.visible = false;
                                                                          jumpRight.visible = true;
                                  }//if velocity is a
                                  if ((vx > maxVelocity))
                                            vx = maxVelocity;//stop too high velocities
                                  if ((vx < minVelocity))
                                            vx = minVelocity;
                                  if ((vy < minGravity))
                                            vy = minGravity;
                                  if ((vy > maxGravity))
                                            vy = maxGravity;
                                  vx +=  ax;
                                  vy +=  aGravity;
                                  if ((((vx < 0) && bTouchingLeft == false) || vx > 0 && bTouchingRight == false))
                                            StandRight.x +=  vx / 2.2;
                                  if (((bTouchingGround == false) && vy != 0))
                                            StandRight.y +=  vy;
                                  else
                                            //aGravity=0;
                                            vy = 0;
                                            //aGravity=1;
                                  //trace(StandRight.x);
                                  //trace(vy+" is the Gravity");
                        function timerCoordinateMaintain(eventArgs:TimerEvent)
                                  //trace(  "HERO.X = "+StandRight.x + "HERO.Y =" + StandRight.y);
                                  //trace( vy + " Velocity");
                                  StandLeft.x = StandRight.x;
                                  StandLeft.y = StandRight.y;
                                  RunRight.x = StandRight.x;
                                  RunRight.y = StandRight.y;
                                  RunLeft.x = StandRight.x;
                                  RunLeft.y = StandRight.y;
                                  HeroGroundTouch.x = StandRight.x;
                                  HeroGroundTouch.y = StandRight.y;
                                  HeroRoofTouch.x = StandRight.x;
                                  HeroRoofTouch.y = StandRight.y;
                                  HeroRightTouch.x = StandRight.x;
                                  HeroRightTouch.y = StandRight.y;
                                  HeroLeftTouch.x = StandRight.x;
                                  HeroLeftTouch.y = StandRight.y;
                                  jumpLeft.x = StandRight.x;
                                  jumpLeft.y = StandRight.y;
                                  jumpRight.x = StandRight.x;
                                  jumpRight.y = StandRight.y;
    PLATFORMS/HITTESTINGS
    package
              import flash.display.*;
              import flash.text.*;
              import flash.events.MouseEvent;
              import flash.events.KeyboardEvent;
              import flash.ui.*;
              import flash.utils.*;
              import flash.geom.*;
              import flash.net.*;
              import flash.media.Sound;
              import flash.media.SoundTransform;
              import flash.media.SoundChannel;
              import flash.net.URLRequest;
              import flash.display.Bitmap;
              import flash.display.Sprite;
              import flash.events.Event;
              import flash.utils.Timer;
              import flash.events.TimerEvent;
              public class Level1 extends Sprite
                        var i:int = 0;
                        var ExFloor=new exFloor();
                        var tFloor:exFloor = new exFloor  ;
                        var arFloor = new Array();
                        var GroundSnapped:Boolean = false;
                        var bRemoveStage:Boolean = false;
                        var CurrentStage:int = 1;
                        var iStage:int = 1;
                        public function Level1()
                                  GenerateLevel1();
                        public function PlaceFloor(nx:int,ny:int,nWidth:int,nHeight:int):void
                                  tFloor = new exFloor  ;
                                  addChild(tFloor);
                                  arFloor.push(tFloor);
                                  tFloor.x = nx;
                                  tFloor.y = ny;
                                  tFloor.width = nWidth;
                                  tFloor.height = nHeight;
                        public function TouchingGround(HeroGroundTouch:Sprite):Boolean
                                  for (i=0; i<arFloor.length; i++)
                                            if (HeroGroundTouch.hitTestObject(arFloor[i]))
                                                      GroundSnapped = true;
                                                      return true;
                                            if (HeroGroundTouch.hitTestObject(arFloor[1]))
                                                      bRemoveStage = true;
                                                      CurrentStage+=1;
                                                      iStage+=1;
                                                      //return false;
                                  return false;
                        public function TouchingRoof(HeroRoofTouch:Sprite):Boolean
                                  for (i=0; i<arFloor.length; i++)
                                            if (HeroRoofTouch.hitTestObject(arFloor[i]))
                                                      return true;
                                  return false;
                        public function TouchingLeft(HeroLeftTouch:Sprite):Boolean
                                  for (i=0; i<arFloor.length; i++)
                                            if (HeroLeftTouch.hitTestObject(arFloor[i]))
                                                      return true;
                                  return false;
                        public function TouchingRight(HeroRightTouch:Sprite):Boolean
                                  for (i=0; i<arFloor.length; i++)
                                            if (HeroRightTouch.hitTestObject(arFloor[i]))
                                                      return true;
                                  return false;
                        function GenerateLevel1():void
                                  PlaceFloor(435,7,519,36);
                                  PlaceFloor(1055,522,100,19);//NextLevelPlatform
                                  PlaceFloor(105,178,275,32);
                                  PlaceFloor(-160,368,875,22);
                                  PlaceFloor(-405,521,1360,18);// Ground
                                  PlaceFloor(-405,8,480,35);//
                                  PlaceFloor(-405,-140,12,679);//
                                  PlaceFloor(943,-139,12,491);//
                                  PlaceFloor(943,353,12,166);//  Door
                                  PlaceFloor(-393,-139,1339,6);//
                                  PlaceFloor(957,522,95,19);
                        function GenerateLevel2():void
                                  PlaceFloor(-398,507,1345,20);//Ground
                                  PlaceFloor(978,509,189,15);
                                  PlaceFloor(-397,190,363,17);
                                  PlaceFloor(542,190,404,18);
                                  PlaceFloor(151,314,218,11);
                                  PlaceFloor(-49,8,16,199);
                PlaceFloor(-34,153,135,13);
                                  PlaceFloor(541,6,18,202);
                PlaceFloor(211,38,98,9);
                PlaceFloor(372,153,171,11);
                PlaceFloor(-398,78,106,8);
                PlaceFloor(-157,11,121,11);
                PlaceFloor(558,7,98,13);
                PlaceFloor(842,87,104,11);
           

    make your ground larger so it's easier to detect contact between your character and the ground.  ie, increase its height. 
    because you probably don't want to change the ground that the user sees, add an alpha=0 shape to your ground.  it will look the same but contact will be detected with the current shapes that make up your ground and the alpha=0 shape.
    then fix the glitch where it appears the character is falling below the top of the ground.  do that by moving the character as soon as contact is detected.

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    My sister has a Terca 8000, and god only knows how old it is. The laptop screen is black and the phrase "Insert system disk" keeps popping up. I have tried to install different programs, but it will not do anything. As soon as you put in the disk it runs a couple of minutes then stops, and nothing happens. Can someone please help us.

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