G5 rev b game help

hey my rev b g5 1g ram isn't playing some games the way it's meant to. for example, sims 2 is slow, but halo is running fine.
does anyone else have the same problem with the sims 2?
edit: its the 17 inch 1.8 ghrz
2nd edit: is it possible to update the graphics card on a mac?

Hiya - I had the same problem with The Sims 2 (even after installing the update)
It's simply too slow on the iMac G5. As is Tiger Woods '05, which is just about playable with all the minimum settings.
Both went back to the store today.
As with most games if they are ports from PC, it is unlikely that you will get good performance on a G5 iMac. I'm not sure how apple can justify their comments that such games will work even on an iBook - though I guess they say such titles will 'run', which they will, but they won't provide a decent gaming experience..
World of Warcraft however, works beautifully (even on the iBook), as it was coded specifically for the Mac as well as PC.

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    A couple of recommendations, tempered by the fact that I'm not a graphics wiz:
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                   else
                        maxTries--;
                   System.out.println("You have " + maxTries + " wrong guesses left.");
    }THANKS

  • Game help needed.

    Dear Sir's,
         I have the game DMO for my pc, from the Joymax.com website. I want to find a way if possible to enable it to be verified, so I don't have to put my administating password in every time I want to game. I have other games like Supreme
    Commander, Zero Online, AOE 3, etc. They all start right away. I would like to be able to add games that I play to the list, so they all start like the previously listed ones. Thanks for your help, and hope to here from you soon.
    Sincerely,
    Robert

    Hi Robert,
    Please contact the Support team for joymax.com, or post to their forum.
    This question is unrelated to System Center App Controller.
    Thanks
    Richard
    This posting is provided "AS IS" with no warranties, and confers no rights.

  • Poker game help needed!

    I am a beginning Java programmer. I am trying to teach myself and found an example of code for a Java poker program when I was looking online for things to do. It uses classes/methods (which I am still learning), and consists of: Card, Deck, and Hand (and PokerHand). Help with any of the sections would be excellent!
    * Card
    * Member Variables:
    *   INSERT DESCRIPTION OF MEMBER VARIABLES
    * Private Methods:
    *   INSERT DESCRIPTION OF PRIVATE METHODS (IF ANY)
    * Public Methods:
    *   INSERT DESCRIPTION OF PUBLIC METHODS (IF ANY)
    public class Card
        // constants representing the suits
        public static final int HEARTS = 0;
        public static final int CLUBS = 1;
        public static final int DIAMONDS = 2;
        public static final int SPADES = 3;
        // constants representing the named faces
        public static final int JACK = 11;
        public static final int QUEEN = 12;
        public static final int KING = 13;
        public static final int ACE = 14;
          public static final int CARD_PER_SUIT = 13;
        // member variabes
        // INSERT MEMBER VARIABLES HERE
         * Card Constructor
         * Takes as parameters the face and suit of the card
        public Card(int face, int suit)
            // INSERT CODE HERE
         * Card Constructor
         * Takes as parameter the card number
        public Card (int cardno)
         // INSERT CODE HERE
         * toString
         * Returns a String representation of the card
        public String toString()
            // return a String that contains a text representation of the card
                // INSERT CODE HERE
         * getFace
         * Returns the card's face value
        public int getFace()
            // return the face
            // INSERT CODE HERE
         * getSuit
         * Returns the card's suit value
        public int getSuit()
            // return the suit
            // INSERT CODE HERE
         * getCardNo
         * Returns the card number
          public int getCardNo()
                 // return the card number
               // INSERT CODE HERE
    } // end of class Card
    * Hand
    * Member Variables:
    *   INSERT DESCRIPTION OF MEMBER VARIABLES
    * Private Methods:
    *   INSERT DESCRIPTION OF PRIVATE METHODS (IF ANY)
    * Public Methods:
    *   INSERT DESCRIPTION OF PUBLIC METHODS (IF ANY)
    public class Hand
         public static final int HANDSIZE = 5;
         public static final int HIGH_CARD = 0;
         public static final int ONE_PAIR = 1;
         public static final int TWO_PAIRS = 2;
         public static final int THREE_OF_A_KIND = 3;
         public static final int STRAIGHT = 4;
         public static final int FLUSH = 5;
         public static final int FULL_HOUSE = 6;
         public static final int FOUR_OF_A_KIND = 7;
         public static final int STRAIGHT_FLUSH = 8;
         // member variables
         // INSERT MEMBER VARIABLES HERE
         // Hand Constructor
         // INSERT DESCRIPTION OF CONSTRUCTOR HERE
         public Hand()
              // instantiate a hand of cards
              // INSERT CODE HERE
         // resets a hand and throws away all cards in the hand
         // INSERT DESCRIPTION OF METHOD HERE
         public void resetHand()
              // INSERT CODE HERE
         // accepts a card to the hand
         // INSERT DESCRIPTION OF METHOD HERE
         public void TakeCard(Card card)
              // INSERT CODE HERE
         // How many cards does the hand have?
         // INSERT DESCRIPTION OF METHOD HERE
         public int getNumCards()
              // INSERT CODE HERE
         // return the card number of a card in a hand at a specified position
         // INSERT DESCRIPTION OF METHOD HERE
         public int getCard(int cardPosition)
              // INSERT CODE HERE
         // is this hand sorted?
         // INSERT DESCRIPTION OF METHOD HERE
         public boolean isSorted()
              // INSERT CODE HERE
         // sort the cards in this hand from low to high
         // INSERT DESCRIPTION OF METHOD HERE
         public void SortHand()
              // INSERT CODE HERE
         // returns a String that represents the hand
         // INSERT DESCRIPTION OF METHOD HERE
         public String toString()
              // INSERT CODE HERE
    * Deck
    * Member Variables:
    *   INSERT DESCRIPTION OF MEMBER VARIABLES
    * Private Methods:
    *   INSERT DESCRIPTION OF PRIVATE METHODS (IF ANY)
    * Public Methods:
    *   INSERT DESCRIPTION OF PUBLIC METHODS (IF ANY)
    public class Deck
         public static final int DECKSIZE = 52;
         public static final int SHUFFLE_TIMES = 1000000;
         // member variables
         /* INSERT MEMBER VARIABLES HERE */
         * Deck Constructor
         * INSERT DESCRIPTION OF CONSTRUCTOR HERE
         public Deck()
              // instantiate the deck of cards
                 /* INSERT CODE HERE */
         // shuffle the deck
         // INSERT DESCRIPTION OF METHOD HERE
         public void Shuffle(int n)
              /* INSERT CODE HERE */
         // deal a card from the deck
         // INSERT DESCRIPTION OF METHOD HERE
         Card Deal()
              // INSERT CODE HERE
         // how many cards are left in the deck?
         // INSERT DESCRIPTION OF METHOD HERE
         public int cardsLeft()
              // INSERT CODE HERE
         // INSERT DESCRIPTION OF METHOD HERE
         public String toString()
              // INSERT CODE HERE
         // INSERT DESCRIPTION OF METHOD HERE
         public void swap(int i, int j)
              // INSERT CODE HERE
    public class PokerHand
         public static void main (String[] args)
              Deck deck = new Deck();
              Hand hand;
              int i;
              String str;
              hand = new Hand();
              for (i = 0; i < Hand.HANDSIZE; i++) {
                   hand.TakeCard(deck.Deal());
              System.out.println("Player's hand (unsorted): ");
              System.out.println(hand.toString());
              hand.SortHand();
              System.out.println("Player's hand (sorted): ");
              System.out.println(hand.toString());
    }From what I can tell in the directions provided, what it has to do is display a list of the cards, both sorted and unsorted (in order of face value). I think it will be interesting (to my limited exposure), so, as said, any help with any of the classes would be appreciated. Thank you!

    Here's some old code - a game of Pontoon (aka BlackJack, 21 etc)
    a similar structure to your poker game, you'll just have to modify the hand values
    for pairs/straights etc, sorting and a few other things, but it should show you the
    relationship between the objects
    import java.util.*;
    import java.io.*;
    class Pontoon
      BufferedReader input = new BufferedReader(new InputStreamReader(System.in));
      Deck deck = new Deck();
      public Pontoon()
        try
          String playAgain = "y";
          while(playAgain.equalsIgnoreCase("y"))
            playGame();
            System.out.print("\nAnother game? (y/n): ");
            playAgain = input.readLine();
        catch(Exception e){System.out.println("error - terminating");}
        System.exit(0);
      public void playGame() throws IOException
        Hand player = new Hand();
        Hand bank = new Hand();
        String anotherCard = "y";
        player.add(deck.drawCard());
        bank.add(deck.drawCard());
        player.add(deck.drawCard());
        bank.add(deck.drawCard());
        do
          for(int x = 0; x < 20; x++) System.out.println();
          if(player.getHandValue() > 21)
            for(int x = 0; x < 20; x++) System.out.println();
            bank.showHand(0,1);
            player.showHand(0,0);
            System.out.println("\nBank wins - player busted.\n");
            break;
          else
            for(int x = 0; x < 20; x++) System.out.println();
            bank.showHand(1,1);
            player.showHand(0,0);
            System.out.print("Draw another card? (y/n): ");
            anotherCard = input.readLine();
            if(anotherCard.equalsIgnoreCase("y"))
              player.add(deck.drawCard());
            else
              for(int x = 0; x < 20; x++) System.out.println();
              bank.showHand(0,1);
              while(bank.getHandValue() < 16)
                System.out.print("\npress [ENTER] to draw another card for bank.");
                String junk = input.readLine();
                bank.add(deck.drawCard());
                for(int x = 0; x < 20; x++) System.out.println();
                bank.showHand(0,1);
              if(bank.getHandValue() > 21)
                System.out.println("\nPlayer wins - bank busted.\n");
              else
                if(player.getHandValue() > bank.getHandValue())
                  System.out.println("\nPlayer wins - " + player.getHandValue() +
                                           " to " + bank.getHandValue() + ".\n");
                else if(player.getHandValue() < bank.getHandValue())
                  System.out.println("\nBank wins - " + bank.getHandValue() +
                                           " to " + player.getHandValue() + ".\n");
                else
                  System.out.println("\nDraw - " + player.getHandValue() +
                                           " to " + bank.getHandValue() + ".\n");
        }while(anotherCard.equalsIgnoreCase("y"));
        player = null;
        bank = null;
      public static void main(String[] args){new Pontoon();}
    class Hand
      java.util.List hand = new java.util.ArrayList();
      public Hand()
      public void add(Card card)
        hand.add(card);
      public int getHandValue()
        int handValue = 0;
        for(int x = 0; x < hand.size(); x++)
          handValue += ((Card)hand.get(x)).getValue();
        return handValue;
      public void showHand(int numberOfCards, int playerOrBanker)
        String whoseHand = playerOrBanker == 0? "Player":"Bank";
        System.out.println(whoseHand + "'s hand:");
        if(numberOfCards == 1)
          System.out.println(((Card)hand.get(0)).getName() + "\n");
        else
          for(int x = 0; x < hand.size(); x++)
            System.out.println(((Card)hand.get(x)).getName());
          System.out.println("\nHand total = " + getHandValue() + "\n");
    class Deck
      String[] faces = {"Ace","Two","Three","Four","Five","Six","Seven",
                             "Eight","Nine","Ten","Jack","Queen","King"};
      String[] suits = {"Hearts","Diamonds","Clubs","Spades"};
      final int DECKSIZE = 52;
      int cardsDealt;
      Card[] cards = new Card[DECKSIZE];
      java.util.List random = new java.util.ArrayList();
      public Deck()
        int value;
        for(int x = 0; x < cards.length; x++)
          value = (x % faces.length) + 1;
          if(value > 10) value = 10;
          else if(value == 1) value = 11;
          cards[x] = new Card(faces[x % faces.length],suits[x / faces.length],value);
          random.add(new Integer(x));
        shuffleDeck();
      private void shuffleDeck()
        java.util.Collections.shuffle(random);
        cardsDealt = 0;
      public Card drawCard()
        if(cardsDealt > 40) shuffleDeck();
        Card cardDrawn = cards[((Integer)random.get(cardsDealt)).intValue()];
        cardsDealt++;
        return cardDrawn;
    class Card
      private String name;
      private int value;
      public Card(String pFace, String pSuit, int pValue)
        name = pFace + " of " + pSuit;
        value = pValue;
      public String getName() {return name;}
      public int getValue() {return value;}
    }

  • 3D Game   help needed

    Latelly I have been working on many 3d games such as a rubiks cube and 3d chess game using a 3d class i made that uses a 2d graphing plane but i wanted to start making some more complex games. I have 3d rotation and other basic tasks working but i was wondering if someone could explain how to make basic movement where objects get bigger as they get closer to a focal point and tasks similar to that. If anyone has any idea of how to do this or info on 3d it would be very helpful to me. I have a setup that somewhat works for this but i can tell it doesnt work that well.

    goddard wrote:
    try this one:
    http://www.amazon.com/Developing-Games-Java-New-Riders/dp/1592730051/ref=sr_1_1?ie=UTF8&s=books&qid=1211721081&sr=1-1
    It's bit older (the author uses JDK 1.4.2 I think), but it covers a lot of concepts including how to create 3D sofware renderer in Java.i would definitely vouch for [Developing Games in Java|http://www.amazon.com/Developing-Games-Java-New-Riders/dp/1592730051/ref=sr_1_1?ie=UTF8&s=books&qid=1211721081&sr=1-1].
    i read it years ago when it came out and despite its size (1,000 pages) its an easy cover to cover read.
    i already had the math background but for people who dont i can say i liked how he teaches the concepts.
    plus its very robust. he covers threads, 2d, networking/multiplayer, audio, 3d, ai.

  • Dice game - Help needed

    I'm making a dice game in Java. Here is a screenshot:
    http://img.villagephotos.com/p/2005-1/941114/dice2.JPG
    Basicly what you have to do it line up as much as the same amount of dice in the same row. To give you the highest total. The buttons at the bottom work and when you start the program it will calcuate all the figures and results.
    However this is the bit I'm stuck on. You have to be able to click on a dice to change it over to try and get more on the total. So far on mine you cna click on a dice and it will change face however the scores will not update and i can't think of a way to get them to update after the dice has changed face. Also we need to limit the amount of dice you can change to six. Here is my code and I hope someone can help
    import java.io.*;
       import javax.swing.*;
       import java.util.*;
    /** Class to represent a dice (a die, to be pedantic about the singular).
    *   It will roll itself and display when requested.
        public class Dice extends JButton {
        // Set up random number object and seed it with the time in milliseconds
        //so that we don't get the same configuration every time.
          private static Random rand = new Random((new GregorianCalendar()).getTimeInMillis());
        // set up file stream for dice images
          private BufferedReader imageFile=null;
          private final int NUMBEROFFACES = 6;//we can have other shapes of die
       //now define a directory where the stored file images live  
          private final String diceFaceImageDirectory = "." + File.separatorChar + "bigimages";
          private String diceImagePathName=null; // to be constructed
         //record current face value;
          private int faceValue;
          //set up image name root. Image names are root with 1, 2, 3 etc appended.
          private final String IMAGENAMEROOT = "dice0";
          //set up file suffix, e.g., jpg, bmp, gif etc
          private final String SUFFIX = "gif";
       /** Provides common code for both versions of the constructor and does as much
        *  common setup as it can. Tries to set the die to the specified number. If it can't,
        * it leaves it alone.
        * Uses the class number faceValue to set the die.
           private void setUpDice() {
          //set up filestring for all but the number part of the dice image
          //use the supplied separator instead of // or \\, to ensure
          // platform independence
             diceImagePathName = diceFaceImageDirectory + File.separatorChar
                + IMAGENAMEROOT;
             if(faceValue >0 && faceValue <= NUMBEROFFACES) {
                ImageIcon icon = new ImageIcon(diceImagePathName + faceValue + "." + SUFFIX);
             //and put it on the button
                this.setIcon(icon);
             //and repaint in case
                this.repaint();
               //else do nothing
       /** Creates a dice object with a random face showing. The number of faces is determined
         * by an internal private setting, which defaults to 6
           public Dice() {
          //seed each one with the time in millisec. Otherwise, the random
          //number sequence is the same for each die.
            //rand = new Random((new GregorianCalendar()).getTimeInMillis());
            //The problem is that the system is so fast that we get the same time in milliseconds
            //for all the dice, and they all yield the same sequence. That is, a six will always
            //next be, say, a 1, and so on.
            //We can either try to get the seeding down to nanos (can't) or put in
            // a time delay (daft)
            //or set up just one random sequence generator for all dice instead
            //of each having its own individual one.
            //This would mean having rand as a static variable.
           //set faceNumber and then call the setup
             setFaceNumberOnly( rand.nextInt(NUMBEROFFACES) + 1);//set face number within range
             setUpDice();
       /**Creates a dice object with the specified face showing. If requested
       * number is out of range, a random face is shown.
       * @param faceNumber the face to show
           public Dice (int faceNumber) {
             if (faceNumber >0 && faceNumber <= NUMBEROFFACES) { //ok
                setFaceNumberOnly(faceNumber);
             else { //get random value
                setFaceNumberOnly( rand.nextInt(NUMBEROFFACES) + 1);
             setUpDice();
       /** Displays the requested face. If requested face number is out of range,
       *  the display is unchanged.
       * @param faceNumber the face to show
           public void displayFace (int faceNumber) {
             if(faceNumber >0 && faceNumber <=NUMBEROFFACES) { //ok
                ImageIcon icon = new ImageIcon(diceImagePathName + faceNumber + "." + SUFFIX);
             //and put it on the button
                this.setIcon(icon);
                this.repaint(); // need to repaint since screeen already drawn nowfac
               //else leave it
       /** Tells us which face is showing on the dice at the moment.
         * The number of faces is in the range 1..NUMBEROFFACES, where NUMBEROFFACES
       * is an internal private variable, defaulting to 6.
       * @return the number of the face
           public int getFaceNumber(){
             return faceValue;
       /** Set the stored number only. Do not change display yet.
         * provides a place to warn the rest of the system about changes. No checks on
         * set value.
         * @param number the number to set the face to
           public void setFaceNumberOnly(int number) {
             faceValue = number;
       /** Displays a face selected at random.
           public void rollDice() {
             setFaceNumberOnly(rand.nextInt(NUMBEROFFACES) + 1);
             setUpDice();
       } import javax.swing.*;
        class Harness {
            //Intiate variables
             int number1 = 0;
             int number2 = 0;
             int number3 = 0;
             int number4 = 0;
             int number5 = 0;
             int number6 = 0;
             int grandTotal = 0;
             Dice d;
             String result;
             int resultNumber = 0;
             int i;
             int numberOfDice=6;
             int numberOfRow =4;
             JFrame frame;
             JPanel panel;
             Controller controller;
          public Harness()
               //Create frame and Panel
               public void createMain()
             JFrame frame = new JFrame("Dice Runner");
             JPanel panel = new JPanel();
             Controller controller = new Controller();
             this.frame = frame;
             this.panel = panel;
             this.controller = controller;
              //Create Dice and add to panel
              public void createDice()
             Dice d = new Dice();
             d.addActionListener(controller);
             frame.getContentPane().add(panel);
             panel.add(d);
             this.d = d;
              //Add up number of dice on each row
              public void addDice()
                  if (d.getFaceNumber() == 1)
                number1 = number1 + 1;
                this.number1 = number1;
              if (d.getFaceNumber() == 2)
                number2 = number2 + 1;
                this.number2 = number2;
              if (d.getFaceNumber() == 3)
                number3 = number3 + 1;
                this.number3 = number3;
              if (d.getFaceNumber() == 4)
                number4 = number4 + 1;
                this.number4 = number4;
              if (d.getFaceNumber() == 5)
                number5 = number5 + 1;
                this.number5 = number5;
              if (d.getFaceNumber() == 6)
                number6 = number6 + 1;
                this.number6 = number6;
                //Compare numbers on each row, to detirmine which is higher
                public void compareDice()
                    if(number1 >= number2 & number1 >= number3 &
            number1 >= number4 & number1 >= number5 & number1 >= number6)
              String result = ("" + number1);
              int resultNumber = number1;
              this.resultNumber = resultNumber;
              this.result = result;
              this.number1 = number1;
           if (number2 >= number1 & number2 >= number3 &
            number2 >= number4 & number2 >= number5 & number2 >= number6)
              result = ("" + number2);
              int resultNumber = number2;
              this.resultNumber = resultNumber;
              this.result = result;
              this.number2 = number2;
            if (number3 >= number1 & number3 >= number2 &
            number3 >= number4 & number3 >= number5 &
            number3 >= number6)
              result = ("" + number3);
              int resultNumber = number3;
              this.resultNumber = resultNumber;
              this.result = result;
              this.number3 = number3;
            if (number4 >= number1 & number4 >= number3 &
             number4 >= number2 & number4 >= number5 & number4 >= number6)
              result = ("" + number4);
              int resultNumber = number4;
              this.resultNumber = resultNumber;
              this.result = result;
              this.number4 = number4;
            if (number5 >= number1 & number5 >= number3 &
            number5 >= number4 & number5 >= number2 & number5 >= number6)
              result = ("" + number5);
              int resultNumber = number5;
              this.resultNumber = resultNumber;
              this.result = result;
              this.number5 = number5;
            if (number6 >= number1 & number6 >= number3 &
            number6 >= number4 & number6 >= number2 & number6 >= number5)
                result = ("" + number6);
                int resultNumber = number6;
                this.resultNumber = resultNumber;
                this.result = result;
                this.number6 = number6;
                //Store Row Values
                public void storeRowValues()
                     if (i==0)
                 int row1 = resultNumber;
                 grandTotal = grandTotal +row1;
                 this.resultNumber = resultNumber;
              if(i==1)
                 int row2 = resultNumber;
                  grandTotal = grandTotal +row2;
                 this.resultNumber = resultNumber;
              if(i==2)
                 int row3 = resultNumber;
                  grandTotal = grandTotal +row3;
                 this.resultNumber = resultNumber;
              if(i==3)
                 int row4 = resultNumber;
                  grandTotal = grandTotal +row4;
                 this.resultNumber = resultNumber;
                //Create and Add label and TextField
                public void createRowResults()
                    JLabel total = new JLabel("Total");
            JTextField rowResult = new JTextField(" " +result + " ");
            rowResult.setEditable(false);
            panel.add(total);
            panel.add(rowResult);
            this.panel = panel;
                //Reset values for next row
                public void resetNumbers()
                    number1 = 0;
                    number2 = 0;
                    number3 = 0;
                    number4 = 0;
                    number5 = 0;
                    number6 = 0;
                //Create Buttons At Bottom
                public void createBottom()
                    JButton restart = new JButton("Open New Game");
                    Restart restartGame = new Restart();
                    restart.addActionListener(restartGame);
                    panel.add(restart);
                    JLabel label = new JLabel("Grand Total");
                    JTextField total = new JTextField(" " +grandTotal + " ");
                    total.setEditable(false);
                    panel.add(label);
                    panel.add(total);
                    JButton exit = new JButton("Exit");
                    exit.addActionListener(controller);
                    panel.add(exit);
              //setSize
              public void setSize()
                   frame.setSize(850,550);
                   frame.setVisible(true); 
              //Run program
              public void run()
             //Create frame and Panel
             createMain();
             //Start loop for adding rows
             for(int i=0; i<numberOfRow; i++) {
                 this.i =i;
             //Start loop for adding dice   
             for(int j=0; j<numberOfDice; j++)
             //Create Dice and add to panel
             createDice();
             //Add up number of dice on each row
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