Showing posts with label GAME. Show all posts
Showing posts with label GAME. Show all posts

Thursday, March 7, 2013

FaisFiFA 99 Full Version Game Free Download

The FIFA series makes its fourth appearance on Nintendo 64 with 250 club teams, 20 international stadiums, and 12 leagues from around the world. Lead your favorite team through a full season, compete in a European dream league, or create your own custom league and cup matches. On the pitch, your athletes will be able to perform new slide shots, traps, tackles, and acrobatic skill moves. View the action from a choice of eight camera angles, while carefully managing injuries, substitutions, formations, and fatigue throughout the course of play. Up to four friends can compete simultaneously on the same screen. A Controller Pak is required to save statistics and season progress.
~ Scott Alan Marriott, All Game Guide
Roots & Influences
EA Sport's FIFA series first originated back in 1994 where FIFA International Soccer was hailed as one of the most impressive sporting titles to ever be released. The title spread its coverage by hitting multiple platforms including the Super Nintendo, Sega Genesis, 3DO, MS-DOS, Sega CD as well as appearing on the Gamegear and Gameboy handhelds.

FIFA first made the transistion to the 32-bit market in the form of FIFA Soccer 96, but unfortunately the series struggled to pick up an indentity on the 32-bit platforms as it had commanded on the 16-bit machines. The problem continued on with FIFA 97.

FIFA debuted on the Nintendo 64 during 1997 in the form of FIFA 64, but found itself facing instant criticism from the media because of a simply awful conversion.

In late 1997, FIFA: Road To World Cup 98 made its appearance on not only the PlayStation, but also the Nintendo 64. The game was hailed as graphicaly superior to Konami's International Superstar Soccer 64, but failed to play smoothly. In 1998, World Cup 98 was released, and failed to really incorporate anything new into the series to warrant a purchase.

  SCREEN SHOTS







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Monday, January 28, 2013

Game Tom And Jerry Fist Of Furry Download

Game Description

Tom And Jerry Fist Of Furry PC Game 
Tom And Jerry Fist Of Furry PC Game is One-on-one fighting! Tag team tournaments! Simply choose your character after which select the location. All the environments are modeled after scenes out of your favorite Tom & Jerry episodes. An "All-Star" line-up of
characters akin to Tom, Jerry, Butch, Spike, Tuffy, and Duckling help to make this the ultimate Tom & Jerry experience! Weapons embrace shovels, bombs, red-sizzling pokers, tennis rackets, furnishings and an assortment of fruit, plus there are countless other tips, traps and surprises to be found. It does not get any higher than this. So go to your corner, look ahead to the bell and are available out fighting. Just hold an eye fixed out behind you, because no one fights honest on this sport! NewKidCo, developer of Tom & Jerry: Fists of Furry, has a historical past of focusing its consideration on a younger crowd - the company's name alone provides discover of this. But not like NewKidCo's normal fare focused on the Sesame Road crowd, Tom & Jerry: Fists of Furry is an entertaining diversion for both the young and old.

Tom And Jerry Fist Of Furry is the first ever combating recreation for the whole family! Everyone's favourite cat-and-mouse staff stars on this unique arena fighting title. The attacks and weaponry are straight from the traditional cartoon sequence, arming the characters with shovels, tennis rackets, red-scorching pokers, fruit, bombs, furnishings, and more. All the motion takes place in environments which can be modeled after these in previous episodes of the cartoon collection, and there are 9 arenas wherein to do battle. As you might count on, all of the animation is completely re-created from the present, right down to the tiniest details. The lineup of acquainted faces includes the likes of Butch, Spike, Tuffy, Duckling, and (in fact) Tom and Jerry. Filled with depraved surprises, deadly traps, and hilarious methods, the sport never runs out of steam, jokes, or motion for that matter. There are tons of power ups and combos, making the expertise very much like a traditional preventing game substitute slapstick humor for blood.

At its core, Fists of Furry Game is a simplified model of Capcom's Energy Stone. You and an opponent face off against each other in an arena. However, using the phrases "Fists of Furry" and "struggle system" in the same sentence is a shaky proposition at greatest, because the combat system consists of a single assault button. Every character has slightly totally different strengths and weaknesses, however the true focus in Fists of Furry is projectiles. Varied gadgets native to each surroundings might be picked up and hurled at your opponent, and if your opponent has good timing, he can catch them, and hurl them again at you. This may make for some attention-grabbing back and forth, as the fixed abundance of items retains you busy throwing, dodging, and countering projectiles. There are additionally customary power-ups, resembling invincibility and invisibility, and particular weapons that can be used to suck the life out of your opponent. The gameplay is, on a whole, easy, nevertheless it works. Throws, jumps, and punches are responsive and tight, though the characters' momentum can work towards them, as a sudden stop or a flip in the wrong way can take a few beats to negotiate.
Download Tom And Jerry Fist Of Furry PC Game

The sport carries its Tom & Jerry license with competence. The fighters are all regulars from the favored cartoon sequence, together with Tom, Jerry, Butch, Spike, Tike, Tuffy, Toodles, and Duckling. When you won't be acquainted with them by name, you might recognize them whenever you see them: the ornery bulldog, the scrappy duckling, and so on. The fights are all staged in environments discovered within the collection, similar to in barnyards, in various components of suburban houses, and in a mad scientist's laboratory. These environments, as well as the fighters themselves, look good. The characters pretty symbolize their cartoon equivalents, and they are well animated, while the environments are vibrant, colourful, and, effectively, cartoony. The music in Fists of Furry completes the cartoon-inspired bundle, as all of the music is both inspired by or taken instantly from outdated Tom & Jerry cartoons, with a outstanding concentrate on '40s jazz.

Tom & Jerry: Fists of Furry controls effectively, seems good, and usually retains you conscious that you're certainly playing a Tom & Jerry game. Sadly, the highway to hilarious bodily harm is just not without its bumps. The most important drawback is the sport's difficulty steadiness - it can't seem to decide if it's a kids game or not. For starters, the game presents you Tom & Jerry as the only playable characters from the get-go; the rest of the crew need to be unlocked. Secondly, the AI that you simply battle in opposition to during a single-participant match doesn't line up with the sport's easy control system and can at times be vicious and unrelenting in its attacks. Also, a 4-player sport would have been a pleasant inclusion and would have added considerably extra value to the sport than the included two-player matches. However, as a complete, Tom & Jerry: Fists of Furry is a sport that's accessible sufficient for the youthful crowd, but it nonetheless packs sufficient challenge and high quality production that more mature avid gamers will recognize it too.

Minimum System Requirements:

CPU: Pentium II 266MHz or equivalent
RAM: 128MB Memory
VGA: Any 16MB DirectX 8 3D compatible graphics card
DX: DirectX 8
OS: Windows 98SE, Me, 2000 or XP
HDD: 160MB Hard Drive Space
Sound: Any DirectX 8 compatible soundcard
ODD: 8x or faster CD-ROM Speed
Multiplayer: Sharing the keyboard

 Screenshots 

Tom And Jerry Fist Of Furry Screenshots
Tom And Jerry Fist Of Furry Screenshots
Tom And Jerry Fist Of Furry Screenshots
Tom And Jerry Fist Of Furry Screenshots

 Mediafire Link 


Kindly Share this post with your friends because you know ShArInG i$ CAriNG. Please don't forget to leave your review about any Game you are going to download. Leave a comment if you find any dead link i will update the post within 1-2 days thankyou.

Free Download Tom And Jerry Fist Of Furry PC Game Full

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Download Tom And Jerry Fist Of Furry PC Game

Tom And Jerry Fist Of Furry Download

Game Description

Tom And Jerry Fist Of Furry PC Game 
Tom And Jerry Fist Of Furry PC Game is One-on-one fighting! Tag team tournaments!
Simply choose your character after which select the location. All the environments are modeled after scenes out of your favorite Tom & Jerry episodes. An "All-Star" line-up of characters akin to Tom, Jerry, Butch, Spike, Tuffy, and Duckling help to make this the ultimate Tom & Jerry experience! Weapons embrace shovels, bombs, red-sizzling pokers, tennis rackets, furnishings and an assortment of fruit, plus there are countless other tips, traps and surprises to be found. It does not get any higher than this. So go to your corner, look ahead to the bell and are available out fighting. Just hold an eye fixed out behind you, because no one fights honest on this sport! NewKidCo, developer of Tom & Jerry: Fists of Furry, has a historical past of focusing its consideration on a younger crowd - the company's name alone provides discover of this. But not like NewKidCo's normal fare focused on the Sesame Road crowd, Tom & Jerry: Fists of Furry is an entertaining diversion for both the young and old.

Minimum System Requirements:

CPU: Pentium II 266MHz or equivalent
RAM: 128MB Memory
VGA: Any 16MB DirectX 8 3D compatible graphics card
DX: DirectX 8
OS: Windows 98SE, Me, 2000 or XP
HDD: 160MB Hard Drive Space
Sound: Any DirectX 8 compatible soundcard
ODD: 8x or faster CD-ROM Speed
Multiplayer: Sharing the keyboard

Download

  Screenshots 

Tom And Jerry Fist Of Furry Screenshots
Tom And Jerry Fist Of Furry Screenshots
Tom And Jerry Fist Of Furry Screenshots
Tom And Jerry Fist Of Furry Screenshots

Download

Sunday, January 27, 2013

Eset Smart Security 6 Crack Full Version+Lifetime Free Download

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By downloading ESET NOD32 Antivirus 6 Beta, you have a chance to test out the brand new Anti-Theft features, which will be later available only in ESET Smart Security 6.
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Saturday, January 26, 2013

Office 2013 Pro Plus Activation Method and Updated Keys

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Winter Sports 2012 (PC game) download

 Winter Sports 2012 (PC game)

Description

 Winter Sports 2012: Feel the Spirit is a compilation of ten winter sports (ski jumping, freestyle snowboarding, short track, downhill, slalom, giant slalom, Super G, Curling, bike and ski cross ice) driven single or up to 4.
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Screen shots

Winter Sports 2012 (PC game)

Game Info:

Developer: Independent Arts Software
Publisher: DTP Entertainement AG
Released: 12 Novembre 2011 
Genre: Sports
Quality: DVD
Size: 1.48 GB


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Hitman Absolution (2012) free Game direct download link



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Hitman: Absolution follows the Original Assassin undertaking his most personal contract to date. Betrayed by the Agency and hunted by the police, Agent 47 finds himself pursuing redemption in a corrupt and twisted world.

Wednesday, January 23, 2013

Java Game Programming For Dummies

Introduction ........................... 1
About This Book ......................... 1
Who You Are.............................. 1
About the Java Code in This Book ................. 2
How This Book Is Organized .................... 2
Part I: Steppin' Out ........................ 2
Part II: Up to Speed ................... 2
Part III: Seven League Boots ................ 3
Part IV: The Part of Tens ......................... 3
Appendix: About the CD-ROM ................ 3
CD Chapters: Fundamentals .................. 3
Icons Used in This Book ............................ 4
Part l: Steppin' Out.............................. 5
Chapter 1: Follow the Bouncing Ball............................. 7
Ticking Off the Time ............................................................ 7
Making Things Move ......................................................... 9
Floating the point....................................................... 9
Encapsulating the essence of a ball ........................................... 9
Setting Bounds .................................................................. 10
Moving out of bounds ............................................. 11
Bouncing back ........................................................ 11
Coding movement and bounce .................................... 11
Settin' things in motion....................................... 13
Drawing the Details .................................................... 14Drawing offscreen ......................................... 15
Overriding the flicker ....................................................... 15
Drawing the background and the ball .................................................. 16
Putting.the action on the screen ........................................................... 16
Chapter 2: Ponglet........................................................................................ 17
Setting State ....................................................................................................... 17
Breaking down the task .......................................................................... 18
Serving the ball ........................................................................................ 20
Up Java Creek without a Paddle ...................................................................... 22
Returning the serve ................................................................................. 23
Changing state.......................................................................................... 24
Creating a computer opponent.............................................................. 24
Rolling down the gutter .......................................................................... 25
He shoots, he scores! .............................................................................. 26
We have a winna! ...................................................................................... 26
Tracking User Input........................................................................................... 27
Entering the control zone ....................................................................... 27
Tracking the mouse ................................................................................. 27
Displaying the State .......................................................................................... 28
Keeping score ........................................................................................... 29
Game over? ............................................................................................... 29
Chapter 3: Hole In One................................................................................. 31
Modeling the Deceleration of a Ball................................................................ 32
Using vectors............................................................................................ 32
Creating a vector class ............................................................................ 35
Starting from a Circle ........................................................................................ 36
Creating the C i r c 1 e class ...................................................................... 37
Building a B a 1 1 by extending C i r c 1 e .................................................. 37
Decelerating the ball ............................................................................... 38
Moving the ball ........................................................................................ 39
Staying in bounds .................................................................................... 39
Putting the ball ......................................................................................... 40
Selecting the ball ................................................................................. 40
Executing the putt .............................................................................. 41
Waiting for the ball to go in ............................................................... 41
Drawing the ball ....................................................................................... 41
Digging a Hole .................................................................................................... 42
Gravitating toward the center ............................................................... 43
Vectoring in............................................................................................... 44
Curving around the hole ......................................................................... 44
Coding the curve ..................................................................................... 46
Pushing to the center ......................................................................... 46
Sinking the putt ................................................................................... 47
Spinning in the hole ............................................................................ 47
Coding the H o 1 e I n 0 n e Applet ......................................................................... 48
Completing the putting interface .......................................................... 48
Drawing the green .................................................................................... 49
Chapter 4: JavaPool ..................................................................................... 51
Calculating Ball-to-Ball Collisions ................................................................... 52
Passing in the night ................................................................................. 52
Reducing the distance............................................................................. 52
Calculating position over time............................................................... 53
Calculating the distance to a collision ................................................. 54
Solving for time ........................................................................................ 56
Two solutions? .................................................................................... 56
Rearrange the equation ..................................................................... 57
The complete set of equations (all you really need) ..................... 59
Timing and order ..................................................................................... 60
Checking the combinations .................................................................... 61
Bouncing Off the Bumpers ............................................................................... 61
Coding the Collisions ........................................................................................ 62
Conserving Momentum .................................................................................... 63
Revisiting vectors .................................................................................... 64
What if both balls are moving? ......................................................... 66
The dot product .................................................................................. 66
The c o 1 1 i d e ( ) method ............................................................... 67
collide( ) dissected .................................................................... 67
Putting All the Pieces Together ....................................................................... 68
Part ll: Up to Speed .................................................... 71
Chapter 5: Sliding Blocks Brain Teaser................................................... 73
Using Images in Games ..................................................................................... 74
Digital Stamp Pads ............................................................................................ 75
Drawing while downloading ................................................................... 77
Loading images with Medi aTracker .................................................... 77
MediaTracker.addImage() ...........................................................78
MediaTracker.waitForAll().......................................................78
Loading multiple images .................................................................... 79
Laying Out the Game Board ............................................................................. 79
Reading the width and height of an I m a g e .......................................... 81
Initializing gri dX, gri dY, pi eceWi dth, and pi eceHei ght ..............81
Crafting the Puzzle ............................................................................................ 82
Making puzzle pieces that act like real puzzle pieces ........................ 82
Putting the pieces together .................................................................... 83
Mousing the Pieces Around ............................................................................. 85
Selecting a puzzle piece .......................................................................... 85
Moving the pieces .................................................................................... 86
Slide( ) ing around ................................................................................. 87
Checking for pieces that block the slide path with
Rectangl e. i ntersects ( ) ..........................................................87
Checking for the board boundaries Re c t a n g 1 e. u n i o n ( ) and
Rectangl e. equal s ( ) ..................................................................88
Cleaning up after a move ........................................................................ 89
Drawing the Board ............................................................................................ 90
Declaring the Puzzle Solved and Congratulating the Winner ..................... 91
Chapter 6: Blackjack ................................................................................... 93
Understanding the Blackjack Game ................................................................ 93
Playing Blackjack ..................................................................................... 94
Designing the game ................................................................................. 95
Creating a Reusable Deck of Cards ................................................................. 96
Shuffling and dealing the deck............................................................... 97
Building the C a r d class ........................................................................... 99
Converting cards to strings ............................................................. 102
Extracting card graphics from a composite image ...................... 103
Customizing the deck ............................................................................ 105
Creating a User Interface with Components ............................................... 106
Using buttons ......................................................................................... 106
Creating and placing buttons .......................................................... 107
Having your game respond to buttons .......................................... 108
Reading and displaying text ................................................................. 108
Displaying status and scores with labels ...................................... 109
Getting a few words from the user ................................................. 109
Creating scrolling text areas ........................................................... 110
Using C a n v a s to create new components .......................................... 112
Customizing your game's appearance with I mageButton......... 112
Displaying a hand of cards .............................................................. 114
Arranging the User Interface ......................................................................... 117
Positioning components with a LayoutManager ............................. 118
FlowLayout ........................................................................................ 119
BorderLayout ..................................................................................... 119
GridLayout ......................................................................................... 120
Your own LayoutManager................................................................ 120
Dividing the screen with panels .......................................................... 123
Laying out a game of Blackjack ........................................................... 124
The top-level applet.......................................................................... 124
The HTML that loads the applet..................................................... 130
The players ........................................................................................ 131
The players' hands ........................................................................... 134
Chapter 7: 2-D Maze................................................................................... 137
Creating the Maze Class.................................................................................. 138
The Bl ockMaze subclass...................................................................... 139
The WaI 1 Maze subclass........................................................................ 140
Generating a Maze ........................................................................................... 142
Selecting an algorithm .......................................................................... 142
Adding to the Maze class ...................................................................... 144
Generating a wall maze ......................................................................... 145
Generating a block maze ...................................................................... 149
Solving Mazes................................................................................................... 156
Representing the solution .................................................................... 156
Keeping your left hand on the wall ..................................................... 157
Using breadth-first searching to find the shortest path .................. 159
Displaying a 2-D Maze ..................................................................................... 163
Using the p a i n t ( ) method ................................................................. 164
Repainting the maze in a thread-friendly manner ............................ 165
Calculating where the pixels go........................................................... 166
Knowing that block mazes are simple is half the battle .................. 167
Displaying a wall maze .......................................................................... 167
Displaying a solution ............................................................................. 169
Putting the maze on the screen ..................................................................... 170
Using a thread to animate, generate, and solve a maze................... 170
Reviewing parameters in the Maze App I et class .............................. 171
Chapter 8: 2-D Sprite Maze....................................................................... 173
Gentleman, Start Your Sprite Engines! ......................................................... 174
I mplementing a sprite ........................................................................... 174
Putting sprites in their place ............................................................... 176
Moving sprites around the play field .................................................. 178
Resolving collisions ............................................................................... 179
Displaying sprites .................................................................................. 180
Animating sprites................................................................................... 181
A Sprite Framework......................................................................................... 183
The Spri teEngi ne class ..................................................................... 184
Keeping track of all the sprites ....................................................... 188
Drawing sprites layer by layer ........................................................ 189
Moving sprites and detecting collisions ....................................... 190
I mproving the accuracy of collision detection ........................ 190
Selecting a movement frame rate .............................................. 192
The BackgroundSpri teEngi ne class ............................................... 194
Sprite events and handling them ........................................................ 194
Sprite control ......................................................................................... 195
Computer Adversaries .................................................................................... 197
Using random intelligence to make adversaries smarter ................ 197
Using a breadth-first search for adversary navigation .................... 198
Prioritizing adversary goals ................................................................. 198
The Sprite Maze Game .................................................................................... 200
I mplementing a cast of sprites ............................................................ 201
Running into a wall ........................................................................... 202
Animating maze runners .................................................................. 202
Animating an adversary who shoots to kill .................................. 204
Whizzing bullets ................................................................................ 205
Building on the B 1 o c k M a z e class ........................................................ 206
Initializing the game ......................................................................... 210
Overriding drawSquare( ) ..............................................................210
Giving the player control ................................................................. 211
Keeping things moving..................................................................... 211
Chasing the player ............................................................................ 212
Finalizing the Sprite Maze applet ........................................................ 212
Part Ill: Seven League Boots...................................... 215
Chapter 9: Modeling the Real World ...................................................... 217
Making Things Happen at the Right Time with a Timeline ....................... 217
A heap of events .................................................................................... 218
Adding events to the timeline.............................................................. 219
Processing events in order................................................................... 221
Changing the future: Removing events before they happen ........... 222
Removing events ............................................................................... 222
Searching the timeline ..................................................................... 222
Playing Sounds ................................................................................................. 223
Matching Animations to Game Events with Scripts ................................... 224
Interfacing the programmer and the artist ........................................ 225
Writing a script....................................................................................... 225
Reading scripts from text files ............................................................. 227
Looping an animation ........................................................................... 228
Adding random behavior...................................................................... 228
Adding special effects and other goodies .......................................... 230
Understanding the code ....................................................................... 231
Organizing scripts by action ........................................................... 231
Filling a script with frames .............................................................. 233
I mplementing an A n i m F r a m e .......................................................... 238
SoundFrame ..................................................................................238
BranchFrame................................................................................239
Putting the code to work: The S c r i p t S p r i t e class ................... 240
Chapter 10: 3-D Polygon Maze ................................................................. 243
Moving into Three Dimensions ..................................................................... 243
Calculating perspective ........................................................................ 243
Calculating the height of a wall ...................................................... 247
Finding the x-axis intersection........................................................ 247
Expanding the grid into 3 dimensions ........................................... 247
Sizing up the screen ......................................................................... 247
Drawing the Maze .................................................................................. 248
The painter's algorithm ................................................................... 248
Draw from the outside in ................................................................. 248
Deeper is wider ................................................................................. 249
Creating a Rat's-Eye View ............................................................................... 250
Writing G r i d V i ew .................................................................................. 250
Coding M a z eMa p ..................................................................................... 252
Coding PolyMaze...................................................................................253
Adding Shading, Light Effects, and a Reason to Solve the Maze .............. 255
Updating MazeMap .................................................................................257
Updating Po l yM a z e ............................................................................... 258
Running a Random Maze ................................................................................ 259
Extending from Bl ockMaze..................................................................259
Sizing the maze in your HTML ............................................................. 260
Chapter 11: Texture-Mapped 3-D Maze ................................................. 263
Mapping Some Texture ................................................................................... 263
Scaling Images .................................................................................................. 264
Tiling Textures ................................................................................................. 268
Texture Mapping a 3-D Maze.......................................................................... 269
Introducing Mr. Bresenham .................................................................. 270
Experimenting with Bresenham .......................................................... 271
Extending a TexVi ew class from Gri dVi ew....................................... 273
Loading textures ............................................................................... 273
Overriding d rawSq ( ) ....................................................................... 273
Alternating wall textures ................................................................. 274
Drawing front walls ............................................................................... 275
Calculating the front wall's texture offset ..................................... 275
Creating the front wall image .......................................................... 276
Clipping to the view.......................................................................... 276
Slicing a column of texture .............................................................. 277
Drawing side walls ................................................................................. 278
Calculating the side wall's texture offset ...................................... 279
Tracing the side-wall edges ............................................................. 280
Masking the side walls ..................................................................... 280
Darkening the walls ............................................................................... 280
Computing a darkened color table................................................. 280
Shading the walls .............................................................................. 281
Shading the side walls ...................................................................... 282
Assembling the Pieces .................................................................................... 283
Chapter 12: Advanced Imaging ................................................................ 285
Drawing Partially Transparent Images ......................................................... 286
Creating new images with Memo ry I ma geSou rce .............................. 286
Coding an Al phaGradi ent ..................................................................287
Blending the edges of images with alpha masking ........................... 289
Creating alpha information from a GIF image ............................... 289
Using Pi xel Grabber .......................................................................290
Antialiasing in Java.......................................................................................... 293
Rendering to subpixels ......................................................................... 293
Reading from offscreen images ........................................................... 294
Shrinking text ......................................................................................... 296
Drawing Direct ................................................................................................. 297
The ImageProducer interface ............................................................298
Coding an ImageProducer ..................................................................298
Dancingthe ImageProducer tango .................................................... 299
Demoing Di rectImage.........................................................................301
Modifying GIF Images ...................................................................................... 304
Getting at the raw image data with the
ImageConsumer interface.................................................................304
Recoloring a GIF Image ......................................................................... 307
Part I U: The Part o f Tens............................................ 309
Chapter 13: Ten Secrets for Making Fun Games .................................. 311
Knowing What Players Want .......................................................................... 311
Understanding What Makes a Game Addictive ........................................... 312
Start Easy and Then Increase Difficulty ....................................................... 312
Making It Easy to "Step In.. ............................................................................. 313
Enhancing the Player's Suspension of Disbelief ......................................... 313
Making the Player Feel Smart ........................................................................ 314
What Did I Do Wrong? The Player Should Always Know ........................... 314
Cheating Spoils the Fun .................................................................................. 315
Your Friend, Mr. Random Number ................................................................ 315
Playtesting ........................................................................................................ 316
Chapter 14: Ten Ways to Say "Game Over'........................................... 317
Fading to Black ................................................................................................ 317
Rolling the Credits ........................................................................................... 318
Providing an Instant Replay ........................................................................... 318
Scoring and Points: the Competitive Obsession......................................... 319
Marking Levels of Achievement .................................................................... 319
Ranking One Player against Another ............................................................ 320
Reusing Game Code to Make an Ending Animation ................................... 320
Offering a Practice Round .............................................................................. 321
Losing Should Even Be Fun ............................................................................ 321
Thanking Players for an Enjoyable Game .................................................... 321
Chapter 15: Ten Ways to Optimize Your Java Code............................. 323
Code Profiling: Finding Where the Time Goes ............................................ 323
A Shifty Divide.................................................................................................. 324
Inline Methods with the Compiler ................................................................ 325
Do Once, Use Often ......................................................................................... 325
Faster Variables ............................................................................................... 326
A Faster Loop ................................................................................................... 327
Faster Methods ................................................................................................ 328
Reduce the Cost of Synchronizing ................................................................ 328
Beware of Large Array Initializers ................................................................. 329
The Fastest Way to Copy Arrays ................................................................... 330
Appendix: What's on the CD-ROM .......................................................... 331
System Requirements ..................................................................................... 331
Using the CD with Microsoft Windows 95 or NT 4.0 .................................. 332
Using the CD with Mac OS..............................................................................333
Getting to the Content .................................................................................... 333
Installing Programs ......................................................................................... 334
What You'll Find ............................................................................................... 335
The Java Development Kit.................................................................... 335
Microsoft Internet Explorer 4.0 ........................................................... 336
Adobe Acrobat Reader.......................................................................... 336
CD Bonus Chapters ............................................................................... 336
CD Chapter 1: An Applet a Day ....................................................... 336
CD Chapter 2: Using Threads .......................................................... 337
CD Chapter 3: Getting Savvy with Graphics ................................. 337
CD Chapter 4: Adding Color to Cool .............................................. 337
CD Chapter 5: User Input ................................................................. 337
Applets and More Applets .................................................................... 337
Chinese Checkers for Java ................................................................... 339
GoldWave 3.24 ........................................................................................ 339
SoundForge XP 4.Od Demo ................................................................... 339
SoundApp 2.4.4 ...................................................................................... 339
SoundI-lack 0.872 .................................................................................... 340
If You've Got Problems (Of the CD Kind) ..................................................... 340
Index ....................................................................... 341
javaTM Development Kit Version 1. 0. 2 (Mac OS)
1.1.5 (windows) Binary Code License ....................... 356
IDG Books Worldwide, Inc., End-User
License Agreement.................................................... 358
Installation Instructions ............................................ 360