How to put pause in a multiplayer game on Texas Hold'em?

Anybody knows???

I don't know if you can pause the multiplayer game, you might have to start over. If the normal method of touching 2 corners doesn't work I expect there is no way.

Similar Messages

  • HT201272 How can I retrieve my purchase of Apple's Texas Hold'em App?

    How can I retrieve my purchase of Apple's Texas Hold'em App?

    Was this the free one? That was part of a Chinese scam...

  • How to put pause in an SQL script.

    I am using Oracle 11g. I run an sql script called Queries.sql. The script has a lot of create and insert statements. I want to put a few delays in the execution of the script (eg. 5 second delays) so that I can watch the output as the script is being executed. How to do this?

    Hi,
    EXEC  dbms_lock.sleep (5);will pause for 5 seconds. You may not have EXECUTE privileges on dbms_lock; if not, log on as SYS and grant them, or ask your DBA to grant them to you.
    Another thing you can do is the SQL*Plus command:
    ACCEPT  dmy  PROMPT "Press [Enter] to continue ..."which will wait indefinitely for the user to press the [Enter] key before continuing.
    Edited by: Frank Kulash on Apr 26, 2011 7:59 PM

  • Multiplayer mode in Texas Hold'em

    We are trying it for the first time. Two players on the same wifi network, at the same table. Both show 'Waiting for more players'. Please tell me you don't have to have a full table to play. Has anyone gotten this to work? Any tips? Thanks.

    Be sure that both phones have working network settings (so they can, say, see the Internet). The game appears to use TCP/IP and Bonjour to find other phones to play with. So, just simply being connected to the same wifi isn't enough.
    Phil

  • Multiplayer game, different rooms.

    I am in the midst of coding a multiplayer card game. Right now, to make things simple, I limit myself to code for 3 players for one room. The clients call functions in the server and vice versa. Functions such as player's turn, shuffling cards, etc.
    So what happens if there's more than 1 room? Won't the data from the different rooms get mixed up with one another in the server side, since everything will be happening in just 1 server and on the same function?
    I am abit confuse on this part. Can someone enlighten me on how different rooms work in a multiplayer game? How do I make sure the data don't get messed up?

    wether you code it by adding a parameter in your function calls to tell wich room is concerned, wether you use different instances of the same application. each room access will use different urls (but you can link them to a common entry point where you relocate players when they start a game).
    check the FMS documentation about this subject, that might saves you loads of programming.
    IFZen

  • How to put Video/DVD/games/eBook to Nokia

    Nokia phone still the NO.1 of all the phones, As a fan to Nokia phone, I want to share with you some tips to play Nokia. Only some experience of play Nokia phone, just enjoy it.
    This guide will show you how to put videos to Nokia, DVD to Nokia, games to Nokia and eBook to Nokia.
    1 How to convert DVD/Video to Nokia
    2 How to free download games to Nokia
    3 How to put eBook to Nokia
    1 How to convert Video/DVD to Nokia
    After you download [url=http://www.daniusoft.com/dvd-to-nokia-suite.html]Daniusoft DVD to Nokia Suite[/url], you may find there are two options for you to choose for DVD to Nokia or Video to Nokia.
    1 Run “DVD to Nokia Converter” to load Daniusoft DVD to Nokia Converter.
    Insert your DVD disc into your DVD-Rom. Click “Load DVD” button to add the DVD file. You can also click “Load File” to add DVD/IFO from your hard disk.
    [img]http://www.daniusoft.com/article-image/nokia/dvd-nokia.jpg[/img]
    A regular DVD movie has several titles, by default, this software will merge all the DVD chapters into one video clips, you can check the click box before the title list to select any DVD clips you want to rip. Then just check the box “Merge into one file” to join file.
    2 Open the drop download list to choose the Audio and Subtitle you like, you can also change the output files location.
    3 Click on “Start” button to start the conversion.
    Video to Nokia
    Click “Video to Nokia Converter” to load the Daniusoft Video to Nokia Converter.
    The convert video to Nokia is similar with the operation of convert DVD to Nokia
    “Add” button to load video -> Choose output “format” -> “Start” Convert
    This software supports batch conversion, so you can add several video clips at one time.
    Tips:
    Cut off the black edge of DVD- Click on “Effect” button. Move your mouse cursor to a box on the frame around the video to cut off black edge.
    Control file size- You also click on the “Settings” button to customize the resolution, such as: video bit rate, encoder, frame rate, audio bit rate, channel, etc. This program also lets you create a profile and save it, then you can use different settings for each video clips.
    With the “trim” function, you can trim any segment of videos to convert as you want:
    Edit video effect – Click on “Effect” button. You can Adjust Brightness, Contract, Saturation of the video and the adjust the volume of music.
    2 How to download games to Nokia (Free Nokia Java Games Installation guide)
    Step 1 Download one of the Free Nokia Java Game files to your computer, and unzip the contents to a folder called 'Games' on your desktop.
    Step 2. Download and install Nokia PC Suite
    Step 3. Connect your Nokia to your computer with a cable or Bluetooth Dongle or infra-red cable
    Step 4. Launch the Application Installer and continue. (Tutorial is based on the Nokia 7210)
    Click the Install Application Icon Pictured
    Here is a webpage which contains the games and themes list for Nokia, you may find many useful information here:
    http://www.daniusoft.com//nokia-resource-list.html
    How to transfer between Nokia and computer
    Bluetooth - To send a game to your mobile via Bluetooth. You simply right click the desired theme on your desktop, select Send To/Bluetooth/Nokia 6600
    A new message will arrive on your phone, open it and you will be able to install the new game. Once installed, delete the message and press the menu button and your game will have been added.
    infra red connection cable - Firstly you will need an infra red connection cable. Download the SIS file to your computer. Enable infrared port in your phone. Select your sis file on PC, press right mouse button and select "Send to -> Infrared". The file will arrive as new message. Open Messaging application, then open the message. Installer will be started automatically.
    [img]http://www.daniusoft.com/article-image/nokia/game-nokia.jpg[/img]
    Then go to the folder where your files have been downloaded and unzipped into, and select a game folder. For this tutorial we are going to install Blackjack, because we have a gambling problem Double click the Blackjack folder.
    Now you will see the all important Blackjack.jad file double click it to download it to your Nokia 7210
    Wait until the installation process has finished (indicated below). Blackjack is now installed and you can gamble to your hearts content
    3 How to read eBook on Nokia
    1 Download and install the Ebook for Nokia to use as your eBook reader.
    2 Download the Doc or TCR version of an eBook (perhaps Frankenstein).
    3 Transfer the downloaded file to your phone in the standard way.
    Recommended eBooks:
    1 eReader http://www.ereader.com/product/detail/18841?refid=45377
    Formats: eReader, Doc.
    2 MicroReader http://home.c2i.net/thvoslef/midlets/mrinfo.html
    For java-enabled Siemens mobile phones.
    Formats: Doc, TCR, text. Freeware.
    3 ReadM http://my-symbian.com/7650/applications/applications.php?faq=18&fldAuto=347
    Formats: Doc, TCR, and gzipped text files. Freeware.
    4 eBook for Nokia http://www.geocities.com/ebooknokia/
    Formats: Doc, TCR, text, and HTML. Freeware.
    5 iSilo http://www.isilo.com/
    iSilo reads Doc eBooks in addition to its own iSilo format, and it's very easy to convert text, HTML, or DOC files into an iSilo document using free desktop tools.
    Formats: Doc and iSilo.

    Re: Ebooks
    Your explanation for adding ebooks to the phone:
    "3 How to read eBook on Nokia
    1 Download and install the Ebook for Nokia to use as your eBook reader.
    2 Download the Doc or TCR version of an eBook (perhaps Frankenstein).
    3 Transfer the downloaded file to your phone in the standard way."
    Well the only way I know how to put ANYTHING on there is ZOON and ZOON DOES NOT HAVE AN OPTION IN IT FOR EBOOKS THAT I CAN SEE.  
    How is "IN THE STANDARD WAY" supposed to be of any use or help to me whatsoever when STANDARD WAY FOR EBOOKS IS NOT EVIDENT TO ME???

  • How to create a multiplayer game for steam using flash/flex?

    Hi guys,
    We've got a multiplayer game ready to go. Currently it is not multiplayer, but we'd like to get it to a stage where it can be played over the steam network by users of steam and owners of steam games.
    We'd like to if anyone could briefly give us a breakdown of how to get out game up on steam and available for multiplayer?
    Does steam host servers, and can we utilise a steam server to transfer data between players or would we have to run our own server?
    Currently were using flash builder to publish via adobe air to a windows desktop exe. Can anyone briefly explain how - once a player has downloaded the game from steam we can connect two players? Does anyone know how to use actionscript 3 to access steam network?
    Anyone have any experience developing multiplayer turn based game for steam using flash /actionscript 3 /adobe air?
    Thanks for your help in advance,
    i

    You would want to use the SteamWorks API, which is available from Steam as a C++ library, but there is most likely an Adobe Native Extension (ANE) that would allow you to use the library in AS3.
    I've never used SteamWorks but it seems to support peer-2-peer matchmaking (in other words, you wouldn't even need your own server, I think.)
    SteamWorks API:
    https://partner.steamgames.com/documentation/api
    Search results for "SteamWorks AIR ANE":
    https://www.google.com/search?q=steamworks+air+ane
    -Aaron

  • My computer didn't reconize my ipod, it tell me I hav conect with another biblio,but I never put it in another computer.How I can't  lose all the game on my ipod because itune want to erase my ipod and sync.What I can save the game in my Ipod to computer

    My computer didn't reconize my ipod, It tell me I have syncr with a another biblio, but I nerver put it in another computer. How I can't lose all the game on my ipod because itune want to erase my ipod and sync, What I can do tosave

    My computer didn't reconize my ipod, It tell me I have syncr with a another biblio, but I nerver put it in another computer. How I can't lose all the game on my ipod because itune want to erase my ipod and sync, What I can do tosave

  • How do I set up my Airport Extreme to best use multiplayer games locally

    How do I set up my Airport Extreme to best use multiplayer games with my family. Everyone is located in the same house and uses the same router.
    I have tried a few games but have not  successfully connected  2 players

    That is a weird question, as your GAMES could be interpreted a hundred different ways. Are we talking about third party devices here or what?

  • Can someone point in the right direction for how to make a multiplayer game over the internet

    Hello,
    I am looking into making a game where two people who can be in different places would log on to the app, log in and can play - i.e. they would be connected over the internet. I'm looking for a hint on what is the direction to take and which technologies.
    For example is there a best practice for example if you make an app with DirectX and C++, and you use some kind of web service or something? or is it easier using C# and XNA? just looking for some pointers in the right direction. I have played around
    with DirectX, far from proficient but have familiarity, I have no experience with XNA but hear it's less hardcore and easier going. I'm particularly interested in what the best way to connect over the internet.
    Thanks

    What you are asking is very complicated and one of the more difficult things you can do in gaming. I'd strongly recommend you start smaller to learn and then move up to multi-player games as your skills grow.
    From the multiplayer client perspective it doesn't really matter which technology you use. You can write a multiplayer game in any engine or technology that can talk to the network. Choose the client technology that you are most adept at and interested in
    and learn it. You can go straight to DX, use a third party library such as Monogame (XNA isn't supported for Windows Store apps), or a complete game engine such as Unity. Once you can write a decent one-player game you'll have the foundation to start on to
    build a two-player game.
    At that point you'll need to define the problem much more specifically. As you state it, it is really wide open. How do you want the users to connect? Directly machine to machine? Matched through a web server but running client side? Connecting to a game
    running on a remote server? Something else?
    The network connection itself is probably fairly straightforward, but where to connect and how to manage that can be difficult. You'll have to decide what properties you want. Is this an action game where responsiveness is important or
    a turn based game where timing is less relevant?
    Are the players connecting locally or completely remotely? If the former then they can probably connect directly over the local network (NFC is great here). If the latter then they probably will need to connect to a matchmaker service to avoid firewalls.
    This can get very complex, but there are existing solutions you can use rather than writing your own.
    --Rob

  • Does anyone know how to put games from my MacBook to my TI-83 calculator?

    I am not sure how to put games that I have downloaded from the internet on to my calculator.
    So I was wondering if any of you guys did.
    Thanks,
    Sam

    i don't think the TI 83 has a usb port on it does it?
    cuz if it doesn't then there is no way to get them on there except to get them from a TI 84 that has them using the transfer cable

  • I recently updated by iphone 4s but can't figure out how to put icons on the desktop as short cuts to my games.

    I recently updated my iphone 4s but can't figure out how to put my game icons on the front page to use as shortcuts to my games. Anyone know?

    Dear Friend ,
    Can you please be more clear by mentioning what do you mean by shortcuts to the games ?
    Still Here is what it takes you to get what you want .
    Firstly , your iPhone by default comes with preset of 16-18 Apps in your Homescreen (including Dock)
    Make sure your apps are installed either directly from the app store in your phone or through iTunes in your Mac or PC
    once they are installed you can notice them by swiping the homescreens.
    Long press the app icon , you can notice they all would be in "jiggle" mode
    Drag them and place them in your home screen

  • Hi ive go a ipod nano 7G and i have downloaded and game from the app store but i dont know how to put it on my ipod!

    hi ive got a ipod nano 7G and i have downloaded and game from the app store on to the computer but i dont know how to put it on my ipod!
    thanks!

    Ipod nano 7th Gen is not compatible to any games in apps store. It is not an IOS device so no application can be installed in your nano. Cheers!

  • How to create a turn-based multiplayer online game?

    Hello. This is my first time here. I am familiar with programming games and have been doing so for 20 years. However, I'm completely new to using Java to do so. In the past, I wrote games in BASIC, Blitz, and C++ using DirectX. Being familiar with C/C++, the Java language syntax is not a hurdle for me.
    I've never created a networking game, but I feel that if I tried to create one using one of the programming languages I already know that I would succeed at doing so. (I'm just trying to show that I feel confident in programming with the languages that i know)
    The dilemma here is that someone else would like me to program a turn'based multiplayer game for them in Java.
    I've downloaded the NetBeans 4.1 IDE and uncovered a lot of terms and such that I'm unfamiliar with.
    What I'm looking for from you guys is an overview of what I need to do to achieve my ultimate goal of creating this online game.
    As a reference, I need to create a game very similar to this one:
    http://www.tacticsarena.com/play/
    Click on the "Launch Game: Tactics Arena Online" link to see the game.
    Create a new account to play (accounts are free).
    Upon starting the NetBeans IDE, I found that I could create several different types of projects. I guess first of all, I need to know what kind of project is best suited to make this type of game.
    To name a few, I have to select from:
    Java Application
    Java Class Library (is this an Applet?)
    Web Application
    Enterprise Application
    EJB Module
    Then I guess I would like to know if any of the above projects would be used to make the clients interface or the server side software or both? Or do I need to use some other kind of software/programming language/etc. to create the server side? (As a side note, typically what kind of Operating system would the server be using? I ask because I may set one up myself for testing purposes.)
    Somewhere I came upon the term 'Servlet'. Is this some kind of Java server application? Do I need/want to be using this?
    As you can see, I'm very lost at where to begin. I'm not at all unfamiliar with programming. I'm just unfamiliar with Java.
    WolRon

    Hi WolRon
    I am in the process of learning Java myself and from what i have read, you have a long road ahead of you!
    To start this Project the following will be essential for you to know:
    Applets - if this is going to an online game
    Multiple Threads - for the Server side
    Swing - for the GUI on both sides
    AWT - help work with the user input (mouseListeners, buttonListeners, etc)
    And knowledge of a database.
    those are the most obvious things that you will need to understand.
    I strongly suggest buying a Java book from which you need to start at the beginning. Although the concept of OOP is the same through most languages Java has terms - as do all languages- that will be different from the other languages. Starting at the beginning will be beneficial to your Java coding future.
    Good luck.

  • How to develop a GUI in my game

    Hi,
    I'm working on a multiplayer game in Java 1.4. This is more like a prototype than a commercial quality game, and since the focus of my work is on the networking capabilities of the game, I want to spend the least possible time with mundane things like how to type information and select things on my game...in other words, having a GUI that can provide the game with a menu/submenus, buttons, textfields and the like.
    I've done several Swing applications before but this is different, since the event loop is provided by me (as any other game) and I'm using "active rendering" to display the graphics on screen.
    Does anyone knows how can I use the Swing (or AWT) components in my game?
    Thanks in advance.
    Gabriel

    Hi,
    Thanks for the ansewr. I've been doing an example and I could get my Swing dialog to appear in the screen.
    Below is thesource code of my example. It works but it seems to me that the animation of the square is flickering somehow (I think is double buffered) and the frame rate is somewhat low.
    I would like to know how to improve those things in the example so I could use it in my game.
    Regards,
    Gabriel
    import java.awt.*;
    import java.awt.event.*;
    import javax.swing.*;
    import com.sun.j3d.utils.timer.*;
    public class ActiveSwingTest implements Runnable {
      static final int VEL = 1;
      // Number of frames with a delay of 0 ms before the animation thread yields
      // to other running threads.
      private static final int NO_DELAYS_PER_YIELD = 16;
      // no. of frames that can be skipped in any one animation loop
      // i.e the games state is updated but not rendered
      private static int MAX_FRAME_SKIPS = 5; // was 2;
      JFrame f;
      JPanel panel;
      Image backBuffer;
      JDialog dialog;
      private long gameStartTime;
      private long prevStatsTime;
      private boolean running;
      private Graphics2D graphics;
      private long period;
      private long framesSkipped = 0;
      int x = 0;
      int y = 0;
      int vx = VEL;
      int vy = VEL;
      public ActiveSwingTest() {
        initGraphics();
      public void initGraphics() {
        panel = new JPanel();
        panel.setPreferredSize(new Dimension(800, 600));
        panel.setFocusable(true);
        panel.requestFocus();
        panel.setIgnoreRepaint(true);
        readyForTermination();
        f = new JFrame();
        f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        f.getContentPane().add(panel);
        f.setIgnoreRepaint(true);
        f.setResizable(false);
        f.pack();
        backBuffer = createBackBuffer();
        if(backBuffer == null) {
          return;
        f.setVisible(true);
      public void run() {
        long timeDiff = 0;
        long overSleepTime = 0L;
        int noDelays = 0;
        long excess = 0L;
        gameStartTime = J3DTimer.getValue();
        prevStatsTime = gameStartTime;
        long beforeTime = gameStartTime;
        running = true;
        graphics = (Graphics2D) backBuffer.getGraphics();
        while(running) {
          update(timeDiff);
          render(graphics);
          paintScreen();
          long afterTime = J3DTimer.getValue();
          timeDiff = afterTime - beforeTime;
          long sleepTime = (period - timeDiff) - overSleepTime;
          if(sleepTime > 0) { // some time left in this cycle
            try {
              Thread.sleep(sleepTime / 1000000L); // nano -> ms
            catch(InterruptedException ex) {}
            overSleepTime = (J3DTimer.getValue() - afterTime) - sleepTime;
          else { // sleepTime <= 0; the frame took longer than the period
            excess -= sleepTime; // store excess time value
            overSleepTime = 0L;
            if(++noDelays >= NO_DELAYS_PER_YIELD) {
              Thread.yield(); // give another thread a chance to run
              noDelays = 0;
          beforeTime = J3DTimer.getValue();
          /* If frame animation is taking too long, update the game state
             without rendering it, to get the updates/sec nearer to
             the required FPS. */
          int skips = 0;
          while((excess > period) && (skips < MAX_FRAME_SKIPS)) {
            excess -= period;
            update(timeDiff); // update state but don't render
            skips++;
          framesSkipped += skips;
        System.exit(0); // so window disappears
      private void showDialogo() {
        if ( dialog == null ) {
          dialog = new JDialog(f, "Example dialog", true);
          final JTextField t = new JTextField("hello");
          JButton bok = new JButton("OK");
          bok.addActionListener(new ActionListener() {
                public void actionPerformed(ActionEvent e) {
                  System.out.println("text="+t.getText());
                  dialog.setVisible(false);
                  dialog.dispose();
                  dialog = null;
          JButton bcancel = new JButton("Cancel");
          bcancel.addActionListener(new ActionListener() {
                    public void actionPerformed(ActionEvent e) {
                      dialog.setVisible(false);
          final Container c = dialog.getContentPane();
          c.setLayout(new BorderLayout());
          c.add(t, BorderLayout.CENTER);
          final JPanel buttonPanel = new JPanel();
          buttonPanel.add(bok);
          buttonPanel.add(bcancel);
          c.add(buttonPanel, BorderLayout.PAGE_END);
          dialog.pack();
          dialog.setLocationRelativeTo(f);
          dialog.setVisible(true);
        else {
          dialog.setVisible(true);
      private void paintScreen() {
        // use active rendering to put the buffered image on-screen
        try {
          final Graphics g = panel.getGraphics();
          if(g != null) {
            g.drawImage(backBuffer, 0, 0, null);
          g.dispose();
        catch(Exception e) {
          System.out.println("Graphics context error: " + e);
      private Image createBackBuffer() {
        final Image dbImage = panel.createImage(800, 600);
        if(dbImage == null) {
          System.out.println("could not create the backbuffer image!");
        return dbImage;
      private void readyForTermination() {
        panel.addKeyListener(new KeyAdapter() {
          // listen for esc, q, end, ctrl-c on the canvas to
          // allow a convenient exit from the full screen configuration
          public void keyPressed(KeyEvent e) {
            int keyCode = e.getKeyCode();
            if((keyCode == KeyEvent.VK_ESCAPE) || (keyCode == KeyEvent.VK_Q) ||
               (keyCode == KeyEvent.VK_END) ||
               ((keyCode == KeyEvent.VK_C) && e.isControlDown())) {
              running = false;
            else if ( keyCode == KeyEvent.VK_D ) {
              showDialogo();
      private void update(long dt) {
        x += vx;
        y += vy;
        if ( x < 0 ) {
          x = 0;
          vx = VEL;
        else if ( x > 700 ) {
          x = 700;
          vx = -VEL;
        if ( y < 0 ) {
          y = 0;
          vy = VEL;
        else if ( y > 500 ) {
          y = 500;
          vy = -VEL;
      private void render(Graphics2D g) {
        g.setColor(Color.RED);
        g.fillRect(0, 0, 800, 600);
        g.setColor(Color.WHITE);
        g.fillRect(x, y, 100, 100);
      public static void main(String[] args) {
        ActiveSwingTest test = new ActiveSwingTest();
        new Thread(test).start();
    }

Maybe you are looking for